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NinevehGL is coming

Hi again everybody! I’m so glad to say that NinevehGL is coming! This is completely amazing!!! Using the solid ideias of Nineveh Framework (check the link on top menu), NinevehGL is a 3D engine, forged...

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All about OpenGL ES 2.x – (part 1/3)

Hello everyone! Welcome again to a new serie of tutorial. This time let’s talk about the magic of 3D world. Let’s talk about OpenGL. I dedicated the last five months of my life entirely to go deep...

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Khronos EGL and Apple EAGL

Hi again everybody! This will be a little article to give support to my full tutorial about OpenGL. In this article I’ll talk about the EGL API and the EAGL (the EGL API implemented by Apple). We’ll...

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All about OpenGL ES 2.x – (part 2/3)

Very welcome back, my friends! Now we are aware about the basic concepts of 3D world and OpenGL. Now it’s time to start the fun! Let’s go deep into code and see some result on our screens. Here I’ll...

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Cameras on OpenGL ES 2.x – The ModelViewProjection Matrix

Hello my friends! In this article I’ll talk about a very very important part of the 3D world. As you already know, this world behind of our devices’ screen is just an attempt to recreate the beauty and...

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NinevehGL Features

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...

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All about OpenGL ES 2.x – (part 3/3)

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...

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NinevehGL is HERE!

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,...

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All about Shaders – (part 1/3)

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,...

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Calculating Normals and Tangent Space

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...

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