In this article by Igor Uduslivii author of iPhone Game Blueprints we will design how a game character will appear. Game worlds have become larger and give players plenty more adventure experiences. The heightened pictorial look of the characters increases players' empathy toward their avatars, generating greater feelings of exciting.Read Planning a character's look in full
In this article written by Jacobo Rodríguez, the author of the book GLSL Essentials, we will learn how to set up the shaders from the host application side.
OpenGL 4.3 is a C language API that bases its design in encapsulating objects in opaque handles that represents abstract concepts (from the user's point of view) such as textures, shaders, vertex buffers, and so on. In order to render something using OpenGL, we have to create those objects, associate our data to them, and issue the required OpenGL commands to set them as active, and in the last term, launch the draw call.
Let's define an important computer graphics concept: a rendering batch. A rendering batch is the geometry set that will be rendered along with the textures, OpenGL's states and shaders. Once we have all that data ready, we can issue the drawing command to the GPU, and hopefully (if we did everything correctly) watch the rendering in our screen.
The order of the creation of the different OpenGL objects is not relevant. You can first create the vertex buffer or the shaders, or first the textures and then the shaders. I will use the following order just for teaching purposes:
- Vertex array objects
Then, I will put all together and render the batch.Read GLSL – How to Set up the Shaders from the Host Application Side in full
Introduced as a part of the HTML 3 standard, and using the title attribute as its text, tooltips are a common element used to provide context within a page. You could find them in use in a variety of situations, although it is most likely that they will be found when providing assistance in correcting errors as part of the submission of a form (particularly when it concerns payment for products!).Read Working with Tooltips in full
This article created by Andros T. Sturgeon and Shoban Kumar, authors of the book Getting Started with Paint.NET, will provide a quick overview of Paint.NET, some of its functions, and how to install the program using a step-by-step approach. It also goes over the main window and functions of Paint.NET
Paint.NET is a free, reliable program that rivals the most expensive photo editing programs on the market. Now, let us dive into the basic concepts of this software.
In this article will cover a general review of Paint.NET and what you need to do to get it, install it, and prepare it for use.
The topics covered are as follows:
- System requirements
- Downloading and installing Paint.NET
Nothing captures the attention more than an interesting image. If you take an amazing picture with any camera, chances are you will have to process it on some level.
Whether you add a filter, change the color, or add an effect; a small change can turn an average image into a great one. Paint.NET is a Windows-based image editing program that gives you the ability to manipulate images professionally. It rivals similar software that can cost hundreds of dollars. The best part about Paint.NET is that it is a freeware, meaning it's completely free.Read Welcome to Paint.NET in full
In this article by Richard Grimmett, author of the book BeagleBone Robotic Projects, the author has explained how to control the robot.Read Making the Unit Very Mobile - Controlling Legged Movement in full
In this article, by David Wolff, author of OpenGL 4 Shading Language Cookbook Second Edition, we will cover the steps needed to compile, link, and use GLSL shaders within an OpenGL program. It also covers how to send data to shaders using attributes and uniform variables, and the use of the GLM library for mathematics support. Every modern OpenGL program today requires a function loader. We will also cover the use of GLLoadGen, a relatively new and easy-to-use OpenGL loader generator.Read Getting Started with GLSL in full
This article, by Chandrasekhar Mankala and Ganesh Mahadevan V., the authors of the book SAP HANA Cookbook, highlights the SAP HANA architecture and its features.Read SAP HANA Architecture in full
In this article, by Baya Dewald, one of the three authors of the book SQL Server Analysis Services 2012 Cube Development Cookbook we will cover:
- SSAS instance con figuration options
- Creating and dropping databases
- Monitoring SSAS instance using Activity Viewer
- Monitoring SSAS instance using DMVs
- Cancelling a session
- Checking whether cubes are accessible
- Checking SSAS object sizes programmatically
- Backup and restore
- Detaching and attaching databases
This article by Ciro Cardoso, author of Getting Started with Lumion 3D, will give a general overview of Lumion, where you will learn why to use Lumion and what final quality we can get with this application. It will also help you to learn how to use and tweak more than 500 ready-to-use materials that Lumion has.Read What is Lumion? in full
It's time that we learned not only about the ways to prevent the attacks on our Android applications, but also about the attacks themselves. In this article by Keith Makan and Scott Alexander-Bown, the authors of Android Security Cookbook, we will see the casing exploitation techniques that target the Android applications. It shows how to examine them for security risks. This article also talks about the application flaws and fixes. It will walk the readers through the useful techniques that developers can use to protect the applications from such attacks.Read Knowing the SQL-injection attacks and securing our Android applications from them in full
This article by Scott Cranton and Jakub Korab, the authors of Apache Camel Developer's Cookbook, introduces various ways in which Camel allows us to transform or convert between and manipulate common message formats such as Java objects, XML, and JSON. The following ways are discussed in this article:
- Transforming using a Simple Expression
- Transforming inline with XQuery
- Transforming with XSLT
- Transforming from Java to XML with JAXB
- Transforming from Java to JSON
- Transforming from XML to JSON
In this article by Steve Liles, the author of Asynchronous Android, we will take a look at AsyncTask which was introduced in Android at API level 3, Cupcake, with the express purpose of helping developers to avoid blocking the main thread. The Async part of the name of this class comes from the word asynchronous, which literally means not occurring at the same time. AsyncTask is an abstract class, and as such, must be subclassed for use. At the minimum, our subclass must provide an implementation for the abstract doInBackground method, which defines the work that we want to get done off the main thread.
As with any powerful programming abstraction, AsyncTask is not entirely free from issues and compromises.Read Common AsyncTask issues in full
In this article written by Avkash Chauhan, author of Learning Cloudera Impala, we will first learn about various important components of Impala and then discuss the intricate details about Impala inner-workings.Read Key components and inner working of Impala in full
In this article by Adam Culpepper, the author of the book jQuery 2.0 Animation Techniques Beginners Guide, has given a detailed description on how to use the animate() effect to animate the background color and learn how to animate the position of background images inside our elements.Read Background Animation in full