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Paperworld 3D

PaperWorld is many things - it lets you create multi-user applications, yes, but it also gives you the tools to create large games, quickly, localise them to a particular language or region, and manage everything in your workflow - so your designers don’t need to code, and your coders don’t need to design, and anyone with a basic knowledge of xml can edit a config file and setup or edit a game quickly without having to recompile and deploy.

So how does it do all this?

The basic building block of a PaperWorld application is the module - A module is made up of a set of files (referred to as ‘components’ in PW3D) - each of which has a specific purpose.

By creating these files and putting them into a convenient directory you can load them when you need them as a single block - PaperWorld takes care of the heavy lifting - you just list the modules that are needed for a game and PaperWorld takes care of it all for you.

Each module has its own conf.xml file, which describes all the files that it contains. When you tell PaperWorld3D you want to load a particular module it loads this xml

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Written by admin on April 4th, 2008 with no comments.
Read more articles on papervision and paperworld and Flash and otherSoftware and actionscript and 3d and general.

Paint.NET is a wonderful program…

Earth-Night_3d

land_ocean_ice_cloud_8192_3d

 

I created this image in Paint.NET I hope you like it.
If you want to use it on your website please link back to me.

www.noirextreme.com/earth this where I got the source from.

and to NASA as they are the owners of the imagery.

Written by Teus on January 22nd, 2008 with no comments.
Read more articles on otherSoftware and 3d and Paint.Net.

OpenGL® SuperBible: Comprehensive Tutorial and Reference (4th Edition) (OpenGL) (Paperback)

TITLE : OpenGL® SuperBible: Comprehensive Tutorial and Reference (4th Edition) (OpenGL) (Paperback)
AUTHOR : by Richard S. Wright (Author), Benjamin Lipchak (Author), Nicholas Haemel (Author)
PUBLISHER : Addison-Wesley Professional publisher
ISBN : 0321498828
EDITION : 4th
PUB DATE : June 18, 2007
LANGUAGE : English

OpenGL SuperBible, Fourth Edition, begins by illuminating the core
techniques of classic OpenGL graphics programming, from drawing in space
to geometric transformations, from lighting to texture mapping. The
authors cover newer OpenGL capabilities, including OpenGL 2.1’s powerful
programmable pipeline, vertex and fragment shaders, and  advanced
buffers. They also present thorough, up-to-date introductions to OpenGL
implementations on multiple platforms, including Windows, Mac OS X,
GNU/Linux, UNIX, and embedded systems.

Coverage includes:

- An entirely new chapter on OpenGL ES programming for handhelds
- Completely rewritten chapters on OpenGL for Mac OS X and GNU/Linux
- Up-to-the-minute coverage of OpenGL on Windows Vista
- New material on floating-point color buffers and off-screen rendering
- In-depth introductions to 3D modeling and object composition
- Expert techniques for utilizing OpenGL’s programmable shading language
- Thorough coverage of curves, surfaces, interactive graphics, textures,
shadows, and much more
- A fully updated API reference, and an all-new section of full-color
images

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Written by Nikolay on August 28th, 2007 with no comments.
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