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vertex_normal_featured

Calculating Normals and Tangent Space

Mar 5th

Posted by Diney Bomfim in 3D

No comments

Hi guys!

In this article I’ll show how to calculate per-vertex Normals and the Tangent Space. Here you’ll see the most accurate technique, generating real Normals and breaking the vertex when necessary. This article is an intermediate part of the “All about Shaders” series. Would be nice if you’ve read the first part All about Shaders – (part 1/3)

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3D, GLSL ES, Objective-C, OpenGL, OpenGL ES, Shaders
singleton

Objective-C Singleton

Dec 29th

Posted by Diney Bomfim in Cocoa

2 comments

Hello fellows,

Due to many emails I have been received on the last months, I decide to create a single article to explain a little bit about the Singleton classes (also known as Singleton Pattern). I’ll focus here on Objective-C and Cocoa approach, however I’ll talk a little bit generally, so you can take the concept to other languages as well.

Let’s start!
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Cocoa, Design Pattern, Framework, iOS, Objective-C, Singleton, Xcode
steve-jobs

Tribute to Steve Jobs

Oct 8th

Posted by Diney Bomfim in Feature

3 comments

It’s still hard to me to write about Steve Jobs, if I start to think about the last 5 years of my life I find my self crying with a twirl of sadness and happiness.

I’m feeling that I must to pay more than a single tribute to Steve Jobs, I want to disseminate this tribute to more than a single post. So this is the deal, I want to talk a little bit about my idea with this tribute and start doing this.

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apple, jobs, steve
glsles_featured

All about Shaders – (part 1/3)

Aug 11th

Posted by Diney Bomfim in 3D

8 comments

Hello again, my friends!

Let’s start a new series of tutorials, at this time let’s go deep in shaders universe, the most exciting part of OpenGL programmable pipeline. We’ll treat about textures, lights, shadows, per-pixel effects, bump, reflections and more.

This series is composed by 3 parts:

  • Part 1 – Basic concepts about GLSL ES (Beginners)
  • Part 2 – Shaders Effects (Intermediate)
  • Part 3 – Mastering effects with OpenGL Shader Language (Advanced)

More >

3D, GLSL ES, Objective-C, OpenGL, OpenGL ES, Shaders
framework_ios_2

Universal Framework iPhone iOS (2.0)

Jul 12th

Posted by Diney Bomfim in App

124 comments

Hello my friends,

Due to some bugs and questions with the old tutorial, I’m creating this new one, much more simpler and less bugs than the another one. I’ll not post the old link here because everything you need to know you can find right here.

Nowadays, exist few alternatives to create a Framework to iOS, changing the default Xcode Script, which could not be a good choice if you want to publish the APPs constructed with your custom Framework. I’ll treat here about how to construct an Universal Framework to iOS, using the default tools from Xcode.

Let’s start!
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Cocoa, Framework, iOS, iPad, iPhone, Objective-C, Xcode
ngl_divulgation

NinevehGL is HERE!

Jun 22nd

Posted by Diney Bomfim in 3D

56 comments

Hello my friends,

After long months, just waiting for a single day, was a long wait, I know, but today the things will change a little bit. Today is THAT day.

After working through the nights, polishing every piece of code, thinking and rethinking routines… finally IT is here!

I’m very very happy to announce that NinevehGL is HERE!
More >

3D, Engine, Framework, iOS, iPad, iPhone, iPod, NinevehGL, OpenGL, OpenGL ES
binary_featured

Binary World

May 19th

Posted by Diney Bomfim in Feature

11 comments

Hello everyone!

In this article, I’ll talk about the binaries. I’ll cover the most important concepts and operations, let’s see some examples of where and how to use binaries and also how you can use it in your daily work. If you are looking for a tutorial about binaries or a “binary tutorial”, you are in the right place.

Let’s delve into the binary world.
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binary
opengl_part3

All about OpenGL ES 2.x – (part 3/3)

May 5th

Posted by Diney Bomfim in 3D

20 comments


Here we are for the final part of this serie of tutorial!
Welcome back, my friends.

Is time to dive in advanced knowledges about OpenGL and 3D world. In this tutorial we’ll see many things about the 2D graphics, multisampling, textures, render to off-screen surfaces and let’s try to optimize at maximum our applications’ performance.

Is very important to you already know about all the concepts covered in the other 2 parts of this serie, if you miss something, here is a list:

This serie is composed by 3 parts:

  • Part 1 – Basic concepts of 3D world and OpenGL (Beginners)
  • Part 2 – OpenGL ES 2.0 in-depth (Intermediate)
  • Part 3 – Jedi skills in OpenGL ES 2.0 and 2D graphics (Advanced)

More >

2D, 3D, iPad, iPhone, Objective-C, OpenGL, OpenGL ES
framework_ios

Creating Universal Framework to iPhone iOS

May 1st

Posted by Diney Bomfim in Cocoa

46 comments

Hello my friends,

I felt a good impulse to write a little article about this theme, because there are few poor informations about it around the web. In many cases, are wrong or incomplete informations. So if you want to write a framework to iPhone and distribute it, you are in the right place!

I’ll treat here about how to construct an Universal Framework to iOS, what are the necessary configurations and everything else related to. We’ll focus on Xcode 4, but this is also valid to Xcode 3.x.

Let’s start!
More >

Cocoa, Framework, iOS, iPad, iPhone, Objective-C, Xcode
NinevehGL will come in the first half of 2011.

NinevehGL Features

Apr 26th

Posted by Diney Bomfim in 3D

5 comments

Hello everyone!

Today I want to talk about the NinevehGL. Talk more about the features and about what it can offer to us. NinevehGL is almost done, I want to be as fast as possible, but I don’t want to launch it without everything seems great: the documentation, the tutorials, the official website and obviously, the NinevehGL itself.

Soon I’ll start posting videos and many divulgations about it, but right now in this article let’s see some images taken directly from the NinevehGL running.

Let’s start!

More >

3D, Cocoa, Engine, Framework, iOS, iPad, iPhone, NinevehGL, OpenGL, OpenGL ES
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    • Diney Bomfim: Thank you so much, buddy ;)
    • Alex: Finally, an introduction + source code that's actually functional. You rock.
    • Diney Bomfim: Hey buddy, thanks for your comment. But I think you read wrong.... I never said that it IS...
    • sakrist: Good job! P.S. Starcraft on the picture, not Starcraft :)
    • Diney Bomfim: Hello buddy, I suggest you to take a look at the UIKit/UIKit.h or Foundation/Foundation.h. This...
    • Steve: Hi again, I understand what you mean. Thanks for your reply. Then I will simple use one header for...
    • Diney Bomfim: Hello Buddy, As I told you before. It's not a good approach to force the user importing many...
    • Steve: Thanks for your reply Diney! My last post seems not be be submitted successfully … What I meant, w...
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