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	<title>numb3r23 &#187; Github</title>
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	<link>https://www.numb3r23.net</link>
	<description>&#039;bout coding grafx &#38; more</description>
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		<title>Modified lambert in webgl</title>
		<link>https://www.numb3r23.net/2015/08/04/modified-lambert-in-webgl/</link>
		<comments>https://www.numb3r23.net/2015/08/04/modified-lambert-in-webgl/#comments</comments>
		<pubDate>Tue, 04 Aug 2015 18:13:58 +0000</pubDate>
		<dc:creator><![CDATA[numb3r23]]></dc:creator>
				<category><![CDATA[Github]]></category>
		<category><![CDATA[NPR]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[WebGL]]></category>

		<guid isPermaLink="false">http://www.numb3r23.net/?p=316</guid>
		<description><![CDATA[i wrote a little demo with a modified lambert function in webgl: You can clamp the illumination into the &#8220;brighter&#8221; colors that is expanded into the (usually unlit) back areas and thus allows you lit the whole object. The light can be toggled between a (fixed) lightsource and the camera-position. This is usefull if you (cheaply) don&#8217;t want to [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>i wrote a little demo with a modified lambert function in webgl:</p>
<div id="attachment_318" style="width: 938px" class="wp-caption alignnone"><a href="http://numb3r23.github.io/GLSLShaderLib/examples/webgl/ModifiedLambert.html"><img class="wp-image-318 size-full" src="http://www.numb3r23.net/wp-content/uploads/2015/08/Screenshot-2015-08-05-00.55.35.png" alt="Screenshot 2015-08-05 00.55.35" width="928" height="511" /></a><p class="wp-caption-text"><a href="http://numb3r23.github.io/GLSLShaderLib/examples/webgl/ModifiedLambert.html" target="_blank">http://numb3r23.github.io/GLSLShaderLib/examples/webgl/ModifiedLambert.html</a></p></div>
<p>You can clamp the illumination into the &#8220;brighter&#8221; colors that is expanded into the (usually unlit) back areas and thus allows you lit the whole object. The light can be toggled between a (fixed) lightsource and the camera-position. This is usefull if you (cheaply) don&#8217;t want to show &#8220;dark parts&#8221; of 3d-models while still showing the structure. It can be further tweaked (not implemented yet!) by adding gamma or a two-tone mapping.</p>
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		</item>
		<item>
		<title>Choosing an OSS license&#8230;</title>
		<link>https://www.numb3r23.net/2014/09/21/choosing-an-oss-license/</link>
		<comments>https://www.numb3r23.net/2014/09/21/choosing-an-oss-license/#comments</comments>
		<pubDate>Sun, 21 Sep 2014 00:05:34 +0000</pubDate>
		<dc:creator><![CDATA[numb3r23]]></dc:creator>
				<category><![CDATA[Coding]]></category>
		<category><![CDATA[Github]]></category>

		<guid isPermaLink="false">http://www.numb3r23.net/?p=306</guid>
		<description><![CDATA[Just because I googled it three times in the last couple of weeks &#8211; as a personal reminder/recommendation: http://choosealicense.com/ And yes, I realize it couldn&#8217;t be much simpler&#8230;]]></description>
				<content:encoded><![CDATA[<p>Just because I googled it three times in the last couple of weeks &#8211; as a personal reminder/recommendation:</p>
<p><a title="http://choosealicense.com/" href="http://choosealicense.com/">http://choosealicense.com/</a></p>
<p>And yes, I realize it couldn&#8217;t be much simpler&#8230;</p>
]]></content:encoded>
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		<item>
		<title>Github: GLSL shader library</title>
		<link>https://www.numb3r23.net/2013/05/17/github-glsl-shader-library/</link>
		<comments>https://www.numb3r23.net/2013/05/17/github-glsl-shader-library/#comments</comments>
		<pubDate>Fri, 17 May 2013 13:48:43 +0000</pubDate>
		<dc:creator><![CDATA[numb3r23]]></dc:creator>
				<category><![CDATA[Github]]></category>
		<category><![CDATA[OpenGL]]></category>

		<guid isPermaLink="false">http://www.numb3r23.net/?p=256</guid>
		<description><![CDATA[Modern OpenGL relies heavily on GLSL shaders. They are needed for pretty much everything you draw. To ease the handling of shaders I&#8217;ve decided publish my shader-collection (well, part of it, for now) on github. The shaders are sorted by GLSL version (currently: version 1.5, webgl 1.0) and &#8220;purpose&#8221;. Their implementation is focused on readability, [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>Modern OpenGL relies heavily on GLSL shaders. They are needed for pretty much everything you draw. To ease the handling of shaders I&#8217;ve decided publish my shader-collection (well, part of it, for now) on github. The shaders are sorted by GLSL version (currently: version 1.5, webgl 1.0) and &#8220;purpose&#8221;. Their implementation is focused on readability, not speed. Hence, they can be optimized quite heavily and be combined as well. Anyway, here&#8217;s the link:</p>
<p><a title="GLSL Shader Lib" href="https://github.com/numb3r23/GLSLShaderLib">https://github.com/numb3r23/GLSLShaderLib</a></p>
<p>I&#8217;m planning on continuously adding shaders.</p>
]]></content:encoded>
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		<item>
		<title>Github: OpenGL 3.2 core Render-library [cpp]</title>
		<link>https://www.numb3r23.net/2013/05/17/github-opengl-3-2-core-render-library-cpp/</link>
		<comments>https://www.numb3r23.net/2013/05/17/github-opengl-3-2-core-render-library-cpp/#comments</comments>
		<pubDate>Fri, 17 May 2013 13:30:18 +0000</pubDate>
		<dc:creator><![CDATA[numb3r23]]></dc:creator>
				<category><![CDATA[Github]]></category>
		<category><![CDATA[OpenGL]]></category>

		<guid isPermaLink="false">http://www.numb3r23.net/?p=253</guid>
		<description><![CDATA[I&#8217;ve shared parts of my rendering library on github: https://github.com/numb3r23/ScIll-library here&#8217;s a feature list: OpenGL 3.2 core profile rendering cpp, compiles with gcc &#38; VS 2010 cmake project-file focus on Imagefilters via GLSL fragment-shader Here&#8217;s a little code example on the usage: Of course it can do much more &#8211; load textures, load models, &#8230;]]></description>
				<content:encoded><![CDATA[<p>I&#8217;ve shared parts of my rendering library on github:</p>
<p><a title="SciIllLib" href="https://github.com/numb3r23/ScIll-library">https://github.com/numb3r23/ScIll-library</a></p>
<p>here&#8217;s a feature list:</p>
<ul>
<li><span style="line-height: 14px;">OpenGL 3.2 core profile rendering</span></li>
<li>cpp, compiles with gcc &amp; VS 2010</li>
<li>cmake project-file</li>
<li>focus on Imagefilters via GLSL fragment-shader</li>
</ul>
<p>Here&#8217;s a little code example on the usage:</p>
<pre class="brush: cpp; title: ; notranslate">
using namespace SciIllLib;

CFilter fltFXAA = new CFilter();
fltFXAA-&gt;LoadFragmentShader(&quot;res/glsl/filter/FXAA.frag&quot;);

SFilterEngine::ReGenerateTexture(&amp;m_rtScene, GL_FLOAT); SFilterEngine::ReGenerateTexture(&amp;m_rtFinal, GL_FLOAT);

SFilterEngine::PreRender(m_rtScene);
... render as usual ...
SFilterEngine::PostRender();

SFilterEngine::Apply(fltFXAA, m_rtScene, m_rtFinal);
SFilterEngine::ToScreen(fltDisplay, m_rtFinal);
</pre>
<p>Of course it can do much more &#8211; load textures, load models, &#8230;</p>
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