Unused WebGL Presentation made with WebGL

I made this one for an internal presentation about WebGL. I did the presentation but for some reason I used plain old powerpoint slides. Don’t ask. It’s made with GLGE, JSTweener and the Blender to WebGL Exporter. I guess it could use a bit of optimisation here and there. Oh, and I have tested it [...]

Using WebGL & GLSL Shaders to Create a Tunnel Effect

Now here’s something that’s been done a thousand times before in a thousand different ways! Sometimes it’s good to re-invent the wheel so you can learn something new My purpose for this demo was to experiment with vertex and fragment shaders. They’re very powerful tools that allow you to create the most amazing effects. Click [...]

Rajawali Tutorial 23: Custom Vertex Shader

In this tutorial we’ll take a look at how you can create a custom vertex shader. GLSL shaders are a very powerful feature of OpenGL ES 2.0. In tutorial 7 we created a custom fragment shader. This time we’ll manipulate a sphere’s vertex positions using a vertex shader. First we’ll create a regular sphere and then [...]

Rajawali Tutorial 22: More Optimisation

This is the uber-optimisation. Communication between the CPU and the GPU is minimal. It is a bit harder to do though. Instead of using the normal setPosition(), setScale() and setRotation() methods you’ll have to write a shader that does this. Here’s a video of 2000 planes that are combined into one object but have individual [...]

Removing Fireflies (rendering artefacts) From Blender Cycles Renders With Photoshop

Blender’s new rendering engine, Cycles, is superior to the current internal rendering engine. It uses a different type of rendering: Metropolis rendering instead of bucket rendering. The output is a more accurate result but also more rendering artefacts called fireflies. These are areas in the image that haven’t been sampled yet. When you leave the [...]

Blender Cycles Texture Nodes How-to

Blender’s current internal renderer is quite old and is being updated with a modern renderer called Cycles. It is included in the current version but you have to manually select it. It’s still in its early stages and still has a limited feature set. The results are already very promising though. They look much more [...]

Rajawali Tutorial 23: Custom Vertex Shader

In this tutorial we’ll take a look at how you can create a custom vertex shader. GLSL shaders are a very powerful feature of OpenGL ES 2.0. In tutorial 7 we created a custom fragment shader. This time we’ll manipulate a sphere’s vertex positions using a vertex shader. First we’ll create a regular sphere and then [...]

Microsoft Kinect SDK Wrapper For Unity Crash Bug Fix

There’s a great free Kinect SDK wrapper available for Unity. It’s free & open source but there are still a few problems getting it to run with the 1.0 SDK (as opposed to the beta). The first problem is that it is pointing to the wrong dll file. When you get this exception: DllNotFoundException: C:\Program [...]

Speaking at gotoAndSki(“Switzerland”): Exploring the Kinect

Just a couple of weeks to go to the gotoAndSki() conference in Stechelberg Switzerland. An awesome conference combining skiing, networking and presentations. Should be good fun! I have the privilege to be one of the speakers. Here’s what I will be talking about: Microsoft’s Kinect allows players to interact without using any controllers. Hackers were [...]

Blender to ActionScript Exporter on Google Code

There have been requests to put the Blender to ActionScript exporter on Google Code. I’ve created this page: http://code.google.com/p/blender-as-exporter/ If you want to make any contributions to make the plugin better then give me a shout!