Ogre

Pelican Crossing's InDuality

Quite a few of you will know the name Pelican Crossing already, they’re the company that does Blink3D, a web-based 3D interactive content creation / viewing system which uses OGRE. Well, I was aware that CEO Clive Jackson was in California last week for the Virtual Worlds conference, although I didn’t at that time know precisely why except that there was an announcement on the cards - it would have been good to meet up (especially as he was dropping by NVIDIA too) but unfortunately we missed each other by a week.

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Mentor Summit Panorama Photo

Yuval from the hugin / panotools project took a 360 degree panoramic photo of people at the Google Summer of Code Mentor Summit this year, when we were outside by Stan the T-Rex skeleton, and he’s put it online now. When you eventually locate me (not hard, since the T-Shirt I’m wearing is something of a giveaway), you’ll be able to see a bunch of other folks I mentioned around me - Xavier is on my left just peeking over the top of someone else (ie to the right of me in the photo), Sean from BZFlag is on my right (a bit of a gap, he’s the guy with the sunglasses),  Marten from CrystalSpace is in front and to my left in the stripey top.

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DX10 Buffer resource reference counting

As most of you will know, Direct X has always used the COM reference counting mechanism. Personally I’ve always hated the explicit reference counting style (ie having to call Release() when you are finished with an object) - because of the negative effects of not calling Release the precisely correct number of times it’s not really far removed from having to manually manage memory anyway, and is vastly inferior to the automatic reference counting done by smarter systems such as boost:shared_ptr<> (which Ogre uses a derivation of, natch).

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Buffer access modes in DirectX10

So, I finally got around to creating that ‘Direct3D10’ folder underneath ogrenew/RenderSystems today. Don’t get too excited, it’s basically just a copy / rename job so far, but I have at least made a start. Anyway, even though I’ve read bits of the DirectX10 docs before, there’s nothing like a practical implementation to really focus the mind. So, I figured the first thing to at least attempt to get compiling was the vertex / index buffer support.

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Back, photos

Typically having had just enough time to finally adjust my various mental and physical cycles by 8 hours to GMT-7, I’ve returned and am undergoing the exact same process in reverse. As such I’m feeling a bit rough but at least I can adjust in familiar surroundings. In the meantime, here’s a few photos of me doing the rounds at various Silicon Valley locations (click for full size versions): I managed a few hours in downtown San Francisco too on Sunday before heading back to get the flight (all of yesterday was travelling, what fun), which was ok I guess.

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Google Mentor Summit

Had a good time at Google today  - their campus is absolutely massive and there are quirky things like the replica of  SpaceShipOne hanging over the main stairwell (pictured) and a T-Rex skeleton inexplicably present in the grounds - apparently its name is ‘Stan’ athough I actually think ‘Alta Vista’ or ‘Lycos’ might have been more appropriate. The mentor summit went well, I met Greg (aka Xavier) in person finally which was cool, along with loads of other people including Marten from Crystal Space, the guys from BZFlag (I’d met Sean from BZFlag at Siggraph before so it was good to talk again), plus developers from Theora, Eclipse, Apache, Drupal, Joomla and lots of others.

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A busy day with NVIDIA &#038; Intel

Phew, the jet lag certainly isn’t beaten yet. Even though I managed to stay up until about 9:30pm last night before succumbing (remember, this was actually 5:30am according to my body clock), it hasn’t entirely compensated and I’m feeling pretty tired now (6:45pm aka 2:45am). I didn’t notice until I got back just now because I’ve had a really busy and interesting day. This morning I was at NVIDIA where I had a tour of the campus and some really interesting discussions on a variety of subjects.

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Wild Wild West

If the post title made you think of an awful film of the same name and the awful title single that went with it, I apologise. It popped into my head this morning unsummoned, and I’ll be darned if I’m going to be the only one trying to engage a mental decontamination protocol. Yes, over the next 24 hours I’m heading over to the west coast of the USA to attend the Google Summer of Code Mentor Summit, for a full day of debate and general open source geekery.

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Eye candy and render system caps

I’m still feeling a little rough but infinitely better than yesterday, if that’s at all possible - I imagine you couldn’t honestly say you feel infinitely better unless you simultaneously won 10 million on the lottery and discovered you were actually Spiderman. At least. But let’s put boyish dreams aside for now. Unfortunately my wife has the bug now too - who said sharing everything was a good thing? A rather nice new project came up in the OGRE forums yesterday called MotorM4X, courtesy of The Easy Company in Prague.

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Branches and precompiled headers in XCode

Here’s a quick tip for you - XCode helpfully makes using precompiled headers in your project a cinch, even easier than trusty old MSVC in fact, which is a good thing. Unfortunately, it also places the result of said precompilation step in a shared location by default, namely /Library/Caches/com.apple.Xcode.$(UID)/SharedPrecompiledHeaders. It actually creates folders in this location corresponding to each combination of target name and a hash of the compiler settings used.

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