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#include <stdio.h> | |
#include <string.h> | |
#include "Frustum.h" | |
Frustum::Frustum() : | |
m_x(1.0f, 0.0f, 0.0f), | |
m_y(0.0f, 1.0f, 0.0f), | |
m_z(0.0f, 0.0f, 1.0f), | |
m_position(0.0f, 0.0f, -1.0f), | |
m_near(0.1f), |
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//// TODO :: 3. Clean up | |
//// 4. Events | |
//// 5. Create a colormap | |
//// 6. glx ? | |
#ifdef DEBUG | |
#include <sys/socket.h> | |
#include <sys/ioctl.h> | |
#include <sys/un.h> | |
#include <sys/select.h> |
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#!/usr/bin/perl | |
use strict; | |
use Data::Dumper; | |
my $zp = {}; | |
foreach my $line (`head -n -2 $ARGV[0]`) | |
{ | |
my ($label, $addr, $bank) = $line =~ /^\s*([\w.]+)\s*([0-9A-Fa-f]{4})\s*([0-9A-Fa-f]{2})$/; |
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$r = 0.001 * 0.05; | |
$p0 = 0.06099; | |
$rm = 8.706; | |
$rt = 6180; | |
# method 1 | |
$a = 2.0 * $r; | |
$b = $p0 + (6.0 * $r); # $p0 + (2.0 * $r); | |
$c = -($rt / (280.0 * $rm)) + $p0 + (4.0 * $r); |
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#include <stdio.h> | |
#include <stdlib.h> | |
#include <math.h> | |
struct vec3 | |
{ | |
vec3(const vec3& v) : x(v.x), y(v.y), z(v.z) {} | |
vec3(float ix, float iy, float iz) : x(ix), y(iy), z(iz) {} | |
vec3(float f) : x(f), y(f), z(f) {} |
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#!BPY | |
""" Registration info for Blender menus: | |
Name: 'BlockoS (.blcks)...' | |
Blender: 243 | |
Group: 'Export' | |
Tip: 'Export scene to BlockoS stuffs' | |
""" | |
__author__ = "Vincent 'MooZ' Cruz" |
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friend void squad(quaternion& qR, const quaternion& q1, const quaternion& qA, | |
const quaternion& qB, const quaternion& q2, | |
float t) | |
quaternion r1, r2; | |
{ | |
slerp(r1, q1, q2, t); | |
slerp(r2, qA, qB, t); | |
slerp(qR, r1, r2, 2.0f * t * (1.0f - t)); | |
} |
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// TODO : | |
// * Rename into Effect | |
// * Add attachRenderBuffer (depth, stencil) | |
#ifndef _PASS_H_ | |
#define _PASS_H_ | |
#include "Program.h" | |
#include "Texture.h" | |
#include "Renderbuffer.h" |
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#include <pugixml.hpp> | |
#include <iostream> | |
#include <string.h> | |
#include <vector> | |
#include <unordered_map> | |
typedef int GLenum; | |
#define GL_NONE 0 |
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<samplerList> | |
<sampler2D name="source" minFilter="LINEAR" magFilter="NEAREST" wrapS="CLAMP_TO_EDGE" wrapT="BORDER"/> | |
<sampler2D name="tex" level="0" minFilter="LINEAR" magFilter="NEAREST" wrapS="CLAMP"/> | |
</samplerList> | |
<out> | |
<vec4 name="color" index="0"/> | |
<vec4 name="normal" index="1"/> | |
</out> |
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