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	<title>TextureMind &#187; Projects</title>
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		<title>Unrelated Engine &#8211; Deferred Rendering and Antialiasing</title>
		<link>http://www.texturemind.com/post928/</link>
		<comments>http://www.texturemind.com/post928/#comments</comments>
		<pubDate>Tue, 20 Dec 2011 21:34:20 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Computer graphics]]></category>
		<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://www.texturemind.com/?p=928</guid>
		<description><![CDATA[I tried to implement the explicit multisample antialiasing and I got good results, but it&#8217;s slow on a GeForce 9600GT. A scene of 110 fps became 45 fps with only four samples, just to point out the slow down. While I was jumping to the ceiling for the amazing image quality of a REAL antialiasing [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">I tried to implement the explicit multisample antialiasing and I got good results, but it&#8217;s slow on a GeForce 9600GT. A scene of 110 fps became 45 fps with only four samples, just to point out the slow down. While I was jumping to the ceiling for the amazing image quality of a REAL antialiasing with deferred shading (not the fake crap called FXAA) I fell down to the floor after I seen the fps, what a shame.</p>
<p style="text-align: center;"><a href="http://www.texturemind.com/wp-content/uploads/2011/12/UnrelatedEngine01.jpg"><img class="size-full wp-image-929 alignnone" title="UnrelatedEngine01" src="http://www.texturemind.com/wp-content/uploads/2011/12/UnrelatedEngine01.jpg" alt="UnrelatedEngine01" width="560" height="360" /></a></p>
<p style="text-align: justify;">Anyway, I decided to change from a deferred shading to a deferred lighting model just to implement a good trick in order to use the classic multisample (that in my card can do pretty well also with 16 samples!) reading from the light accumulation buffer in the final step and writing the geometry to the screen with the antialiasing enabled. The result is a little weird, but you can fix it by using that crap fxaa on the light accumulation buffer which is smoother than the other image components. For example, I can use: a mipmapping or anisotropic filtering to eliminate the texture map aliasing, a FXAA to eliminate the light accumulation buffer aliasing and finally a MSAA to eliminate the geometry aliasing.</p>
<p style="text-align: justify;">ps: I used the nanosuit model from this site: www.gfx-3d-model.com/2009/09/nanosuit-3d-model/</p>
]]></content:encoded>
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		<item>
		<title>Unrelated Engine &#8211; Work in progress 01</title>
		<link>http://www.texturemind.com/post862/</link>
		<comments>http://www.texturemind.com/post862/#comments</comments>
		<pubDate>Wed, 27 Jul 2011 09:17:33 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://www.texturemind.com/?p=862</guid>
		<description><![CDATA[This is the first &#8220;work in progress&#8221; video of my 3d engine called Unrelated Engine. Some complex animated models come from Doom 3. They were converted  to a maximum of 4 weights per vertex as well as the identical vertices  have been cancelled to improve the speed. The shader language was used  [...]]]></description>
			<content:encoded><![CDATA[<p>This is the first &#8220;work in progress&#8221; video of my 3d engine called Unrelated Engine. Some complex animated models come from Doom 3. They were converted  to a maximum of 4 weights per vertex as well as the identical vertices  have been cancelled to improve the speed. The shader language was used  to obtain a large amount of skinned meshes and complex materials with a  reasonable speed.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/QHxXOnfvxyM&amp;hl=it_IT&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/QHxXOnfvxyM&amp;hl=it_IT&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>The 3d models are from doom3 and from http://www.models-resource.com/, they were used only to test my engine and to make this video. The rights of these 3d models and the music are reserved by their respective authors.</p>
]]></content:encoded>
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		<item>
		<title>Unrelated Engine &#8211; A nice beta test with Mario 64 map</title>
		<link>http://www.texturemind.com/post820/</link>
		<comments>http://www.texturemind.com/post820/#comments</comments>
		<pubDate>Thu, 23 Jun 2011 18:46:58 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://www.texturemind.com/?p=820</guid>
		<description><![CDATA[I created a nice video with an engine that I&#8217;m still developing and that is part of my Unrelated Framework. It uses:
- OpenGL (to draw the graphics)
- DevIL (to import images)
- Assimp (to import 3d models)

The 3d models are from http://www.models-resource.com/, they were used only to test my engine and to make this video. The [...]]]></description>
			<content:encoded><![CDATA[<p>I created a nice video with an engine that I&#8217;m still developing and that is part of my Unrelated Framework. It uses:</p>
<p>- OpenGL (to draw the graphics)<br />
- DevIL (to import images)<br />
- Assimp (to import 3d models)</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/m1aqOErR-Pg&amp;hl=it_IT&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/m1aqOErR-Pg&amp;hl=it_IT&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>The 3d models are from http://www.models-resource.com/, they were used only to test my engine and to make this video. The rights of these 3d models and the music are reserved by their respective authors.</p>
]]></content:encoded>
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		<title>Unrelated Framework &#8211; Inclusion of OpenIL/DevIL</title>
		<link>http://www.texturemind.com/post776/</link>
		<comments>http://www.texturemind.com/post776/#comments</comments>
		<pubDate>Mon, 13 Sep 2010 12:31:24 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://www.texturemind.com/?p=776</guid>
		<description><![CDATA[OpenIL is a library with very powerful image loading capabilities and I decided to include it in my framework. My standard can handle several image formats like the classic 8 bit RGB or more advanced  formats like 16 bit RGB or High Dynamic Range. The images are imported from file and used maintaining the original [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">OpenIL is a library with very powerful image loading capabilities and I decided to include it in my framework. My standard can handle several image formats like the classic 8 bit RGB or more advanced  formats like 16 bit RGB or High Dynamic Range. The images are imported from file and used maintaining the original format (if it&#8217;s possible).  For other feature check  OpenIL official web site (http://openil.sourceforge.net/)</p>
<table style="height: 412px;" border="0" cellspacing="0" cellpadding="4" width="640">
<col width="128*"></col>
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<tr valign="TOP">
<td width="50%">Supports loading of:</p>
<p>* Windows Bitmap &#8211; .bmp<br />
* Dr. Halo &#8211; .cut<br />
* Multi-PCX &#8211; .dcx<br />
* Dicom &#8211; .dicom, .dcm<br />
* DirectDraw Surface &#8211; .dds<br />
* OpenEXR &#8211; .exr<br />
* Flexible Image Transport System &#8211; .fits, .fit<br />
* Heavy Metal: FAKK 2 &#8211; .ftx<br />
* Radiance High Dynamic &#8211; .hdr<br />
* Macintosh icon &#8211; .icns<br />
* Windows icon/cursor &#8211; .ico, .cur<br />
* Interchange File Format &#8211; .iff<br />
* Infinity Ward Image &#8211; .iwi<br />
* Graphics Interchange Format &#8211; .gif<br />
* Jpeg &#8211; .jpg, .jpe, .jpeg<br />
* Jpeg 2000 &#8211; .jp2<br />
* Interlaced Bitmap &#8211; .lbm<br />
* Homeworld texture &#8211; .lif<br />
* Half-Life Model &#8211; .mdl<br />
* MPEG-1 Audio Layer 3 &#8211; .mp3<br />
* Palette &#8211; .pal<br />
* Kodak PhotoCD &#8211; .pcd<br />
* ZSoft PCX &#8211; .pcx<br />
* Softimage PIC &#8211; .pic<br />
* Portable Network Graphics &#8211; .png<br />
* Portable Anymap &#8211; .pbm, .pgm, .pnm, .pnm<br />
* Alias | Wavefront &#8211; .pix<br />
* Adobe PhotoShop &#8211; .psd<br />
* PaintShop Pro &#8211; .psp<br />
* Pixar &#8211; .pxr<br />
* Raw data &#8211; .raw<br />
* Homeworld 2 Texture &#8211; .rot<br />
* Silicon Graphics &#8211; .sgi, .bw, .rgb, .rgba<br />
* Creative Assembly Texture &#8211; .texture<br />
* Truevision Targa &#8211; .tga<br />
* Tagged Image File Format &#8211; .tif<br />
* Gamecube Texture &#8211; .tpl<br />
* Unreal Texture &#8211; .utx<br />
* Quake 2 Texture &#8211; .wal<br />
* Valve Texture Format &#8211; .vtf<br />
* HD Photo &#8211; .wdp, .hdp<br />
* X Pixel Map &#8211; .xpm<br />
* Doom graphics</td>
<td width="50%">Supports saving of:</p>
<p>* Windows Bitmap &#8211; .bmp<br />
* DirectDraw Surface &#8211; .dds<br />
* OpenEXR &#8211; .exr<br />
* C-style Header &#8211; .h<br />
* Radiance High Dynamic &#8211; .hdr<br />
* Jpeg &#8211; .jpg<br />
* Jpeg 2000 &#8211; .jp2<br />
* Palette &#8211; .pal<br />
* ZSoft PCX &#8211; .pcx<br />
* Portable Network Graphics &#8211; .png<br />
* Portable Anymap &#8211; .pbm, .pgm, .pnm, .pnm<br />
* Adobe PhotoShop &#8211; .psd<br />
* Raw data &#8211; .raw<br />
* Silicon Graphics &#8211; .sgi, .bw, .rgb, .rgba<br />
* Truevision Targa &#8211; .tga<br />
* Tagged Image File Format &#8211; .tif<br />
* Valve Texture Format &#8211; .vtf</td>
</tr>
</tbody>
</table>
<p>This is an example of how it works in my framework:</p>
<p>C_Image *newImage = new C_Image();<br />
//load from file<br />
newImage-&gt;ImportFormFile(&#8221;test.jpg&#8221;);<br />
newImage-&gt;ImportFormFile(UF_FILE_JPG, &#8220;test.jpg&#8221;);<br />
//export to file<br />
newImage-&gt;ExportToFile(UF_FILE_HDR, &#8220;test.hdr&#8221;);<br />
//set file format jpeg compression<br />
newImage-&gt;SetFileFormat(UF_FileFormat_JPG(50)); //the image will be saved in my format with a jpeg quality of 50<br />
newImage-&gt;SaveToFile(&#8221;test.img&#8221;);</p>
<p>Gianpaolo Ingegneri<span id="result_box"><span style="background-color: #ffffff;" title="In passato esso si chiamava Ultimate Framework ma dato che esistevano già parecchi framework con questo stesso nome ed ho deciso di rinominarlo in Unrelated Framework (Gianpaolo Ingegneri 2010 (c) all right reserved)."><br />
Copyright @ 2010 – All right reserved</span></span></p>
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		<title>Unrelated Framework &#8211; Inclusion of ZLib</title>
		<link>http://www.texturemind.com/post768/</link>
		<comments>http://www.texturemind.com/post768/#comments</comments>
		<pubDate>Mon, 13 Sep 2010 11:49:05 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://www.texturemind.com/?p=768</guid>
		<description><![CDATA[The Unrelated Framework got support for ziv-lempel compression of data using ZLib. The classes can be compressed in memory, loaded and saved with few rows of code and without limits. For example:
//this works only with resources like images, fonts, sounds, etc&#8230;
C_Image *newImage = new C_Image();
newImage-&#62;ImportFromFile(&#8221;test.tga&#8221;); //load image from file
newImage-&#62;SetFileFormat(UF_FileFormat_Zip(6)); //set a zip file format of [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">The Unrelated Framework got support for ziv-lempel compression of data using ZLib. The classes can be compressed in memory, loaded and saved with few rows of code and without limits. For example:</p>
<p>//this works only with resources like images, fonts, sounds, etc&#8230;<br />
C_Image *newImage = new C_Image();<br />
newImage-&gt;ImportFromFile(&#8221;test.tga&#8221;); //load image from file<br />
newImage-&gt;SetFileFormat(UF_FileFormat_Zip(6)); //set a zip file format of 6th level<br />
newImage-&gt;SaveToFile(&#8221;test.img&#8221;); //save the zipped resource on file, simple isn&#8217;t it?</p>
<p>//if you want to load&#8230;<br />
newImage-&gt;LoadFromFile(&#8221;test.img&#8221;); //the system understands that it was zipped<br />
newImage-&gt;SetFileFormat(NULL); //set it NULL if you don&#8217;t want the zip compression in the future</p>
<p>or</p>
<p>//this can be used for every kind of object</p>
<p>C_Image *newImage= new C_Image();<br />
newImage-&gt;ImportFromFile(&#8221;test.tga&#8221;); //load image from file<br />
C_Object_Zip *objZip = new C_Object_Zip(); //init a zip container<br />
objZip-&gt;CompressObject(newImage, 6); //compress the image object<br />
objZip-&gt;SaveToFile(&#8221;test.zob&#8221;); //save the zipped object on file<br />
delete newImage;</p>
<p>//if you want to load&#8230;<br />
objZip-&gt;LoadFromFile(&#8221;test.zob&#8221;); //load the zipped object from file<br />
newImage = (C_Image *)objZip-&gt;UncompressObject(); //get the uncompressed object<br />
delete objZip; //delete and free the zip object memory</p>
<p>Gianpaolo Ingegneri<span id="result_box"><span style="background-color: #ffffff;" title="In passato esso si chiamava Ultimate Framework ma dato che esistevano già parecchi framework con questo stesso nome ed ho deciso di rinominarlo in Unrelated Framework (Gianpaolo Ingegneri 2010 (c) all right reserved)."><br />
Copyright @ 2010 – All right reserved</span></span></p>
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		</item>
		<item>
		<title>Unrelated Framework &#8211; Gui and Gui Editor</title>
		<link>http://www.texturemind.com/post760/</link>
		<comments>http://www.texturemind.com/post760/#comments</comments>
		<pubDate>Mon, 13 Sep 2010 10:47:44 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://www.texturemind.com/?p=760</guid>
		<description><![CDATA[Finally I completed the GUI of my framework. The best feature is that the Gui can work in two modes: via software or using the OpenGL. It&#8217;s  very helpful for cross platform compatibility, for video games or other OpenGL purpose.

The Gui is in his first version but it has all the widgets necessary to create [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Finally I completed the GUI of my framework. The best feature is that the Gui can work in two modes: via software or using the OpenGL. It&#8217;s  very helpful for cross platform compatibility, for video games or other OpenGL purpose.</p>
<p style="text-align: center;"><img class="size-full wp-image-761 alignnone" title="GuiEditor01" src="http://www.texturemind.com/wp-content/uploads/2010/09/GuiEditor01.jpg" alt="GuiEditor01" width="560" height="435" /></p>
<p style="text-align: justify;">The Gui is in his first version but it has all the widgets necessary to create professional applications. An interesting feature is that you don&#8217;t need to program a single row of code to create particular interfaces: with the Gui Editor you can easily project all kind of professional interfaces and load them in your program using few functions. You don&#8217;t need to code the widgets to make them work properly.  <span id="result_box"><span style="background-color: #ffffff; color: #000000;">In this way you can save hours of programming.</span></span></p>
<p style="text-align: justify;">There is a full list of widgets implemented:</p>
<p style="text-align: justify;">- Button<br />
- Radio button<br />
- CheckBox<br />
- Form<br />
- Frame Window<br />
- FrameBox<br />
- PictureBox<br />
- ScrollBar<br />
- Scroll space<br />
- TextBox<br />
- ComboBox<br />
- Menu<br />
- ListView<br />
- TreeView<br />
- ToolBar<br />
- Image button<br />
- Graphic Api Viewer</p>
<p>Of course the GUI was coded in C++, it&#8217;s object oriented and it&#8217;s an integrative part of my Unrelated Framework.</p>
<p>Gianpaolo Ingegneri<span id="result_box"><span style="background-color: #ffffff;" title="In passato esso si chiamava Ultimate Framework ma dato che esistevano già parecchi framework con questo stesso nome ed ho deciso di rinominarlo in Unrelated Framework (Gianpaolo Ingegneri 2010 (c) all right reserved)."><br />
Copyright @ 2010 – All right reserved</span></span></p>
]]></content:encoded>
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		<title>Unrelated Engine &#8211; Aquarium 3D</title>
		<link>http://www.texturemind.com/post743/</link>
		<comments>http://www.texturemind.com/post743/#comments</comments>
		<pubDate>Mon, 26 Apr 2010 20:27:04 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Demos]]></category>
		<category><![CDATA[Download]]></category>
		<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://www.texturemind.com/?p=743</guid>
		<description><![CDATA[Aquarium 3D is a little demo of an engine that I&#8217;m developing for my framework. It uses a multithreading system with a thread for the physic engine and a thread that draws the graphics on the screen: the two threads are perfectly synchronized to maintain the best fluidity possible with different framerates. 

The physic engine [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Aquarium 3D is a little demo of an engine that I&#8217;m developing for my framework. It uses a multithreading system with a thread for the physic engine and a thread that draws the graphics on the screen: the two threads are perfectly synchronized to maintain the best fluidity possible with different framerates.<span id="result_box"><span style="background-color: #ffffff;" title="una versione che era minimamente giocabile"> </span></span></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/yj76D5sDCiE&amp;hl=it_IT&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/yj76D5sDCiE&amp;hl=it_IT&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">The physic engine has a static number of iterations per second, in this case 30. It can obtain a good fluidity of movements also on higher fps of the graphics card (like 75 for example) upscaling the static framerate with a series of trajectory corrections. It uses also OpenGL for graphics,GLUT to open the window and lib3ds to import the 3d studio meshes.<span> The fish models are property of this site: </span>http://toucan.web.infoseek.co.jp/3DCG/3ds/FishModelsE.html</p>
<p style="text-align: justify;">Gianpaolo Ingegneri<span id="result_box"><span style="background-color: #ffffff;" title="In passato esso si chiamava Ultimate Framework ma dato che esistevano già parecchi framework con questo stesso nome ed ho deciso di rinominarlo in Unrelated Framework (Gianpaolo Ingegneri 2010 (c) all right reserved)."><br />
Copyright @ 2010 – All right reserved</span></span></p>
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		<title>Unrelated Framework &#8211; Work in progress</title>
		<link>http://www.texturemind.com/post689/</link>
		<comments>http://www.texturemind.com/post689/#comments</comments>
		<pubDate>Sat, 23 Jan 2010 11:39:32 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Projects]]></category>

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		<description><![CDATA[The project started from a small framework that I coded for the Amiga 1200. Now the project is much more advanced and it has been developed for many years on pc/windows platforms. In the past it was called Ultimate Framework but there were already several frameworks with the same name and I decided to rename [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><span id="result_box"><span style="background-color: #ffffff;" title="Il progetto inizia da un piccolo framework che implementava alcune classi di base ed era in grado di compilare pure sullo Amiga 1200.">The project started from a small framework that I coded for the Amiga 1200. </span><span style="background-color: #ffffff;" title="Adesso il progetto è molto più evoluto ed è stato sviluppato già da molti anni sulle piattaforme pc-windows.">Now the project is much more advanced and it has been developed for many years on </span></span><span id="result_box"><span style="background-color: #ffffff;" title="Adesso il progetto è molto più evoluto ed è stato sviluppato già da molti anni sulle piattaforme pc-windows.">pc/windows</span></span><span id="result_box"><span style="background-color: #ffffff;" title="Adesso il progetto è molto più evoluto ed è stato sviluppato già da molti anni sulle piattaforme pc-windows."> platforms. </span><span style="background-color: #ffffff;" title="In passato esso si chiamava Ultimate Framework ma dato che esistevano già parecchi framework con questo stesso nome ed ho deciso di rinominarlo in Unrelated Framework (Gianpaolo Ingegneri 2010 (c) all right reserved).">In the past it was called Ultimate Framework but there were already several frameworks with the same name and I decided to rename it to Unrelated Framework</span></span><span id="result_box"><span style="background-color: #ffffff;" title="In passato esso si chiamava Ultimate Framework ma dato che esistevano già parecchi framework con questo stesso nome ed ho deciso di rinominarlo in Unrelated Framework (Gianpaolo Ingegneri 2010 (c) all right reserved)."> </span></span><span id="result_box"><span style="background-color: #ffffff;" title="In passato esso si chiamava Ultimate Framework ma dato che esistevano già parecchi framework con questo stesso nome ed ho deciso di rinominarlo in Unrelated Framework (Gianpaolo Ingegneri 2010 (c) all right reserved).">.</span></span></p>
<p><span style="background-color: #ffffff;" title="Alcune caratteristiche:">Some features:</span></p>
<p><span id="result_box"><span style="background-color: #ffffff;" title="- Programmato interamente in C++">- Programmed entirely in C++<br />
</span></span><span id="result_box"><span style="background-color: #ffffff;" title="- Serializzazione delle classi">- Serialization of Classes<br />
</span><span style="background-color: #ffffff;" title="- Compatibilità multipiattaforma">- Cross-platform design<br />
</span><span style="background-color: #ffffff;" title="- Nuovo formato delle immagini">- New image format for digital image processing</span></span><span id="result_box"><span style="background-color: #ffffff;" title="- Nuovo formato per le texture multicanale (color, alpha, bump, normals, z-buffer...)"><br />
- New surface format for computer graphics<br />
- New format for multi channel textures (color, alpha, bump, normals, z-buffer …)<br />
</span><span style="background-color: #ffffff;" title="- Algoritmi di disegno che funzionano via-software">- Algorithms studied to work also via software<br />
</span><span style="background-color: #ffffff;" title="- Un formato proprietario per le bitmap font">- Proprietary format for bitmap fonts<br />
</span><span style="background-color: #ffffff;" title="- Generatore procedurale di texture, statiche e animate">- Powerful procedural generator of textures, static and animated<br />
</span></span><span id="result_box"><span style="background-color: #ffffff;" title="- Eventuale wrapper di DirectX9">- Wrapper of</span></span><span id="result_box"><span style="background-color: #ffffff;" title="- Eventuale wrapper di OpenGL"> OpenGL, </span><span style="background-color: #ffffff;" title="- Eventuale wrapper di OpenCV">OpenCV, </span><span style="background-color: #ffffff;" title="- Eventuale wrapper di OpenEXR">OpenEXR, </span><span style="background-color: #ffffff;" title="- Eventuale wrapper di FreeType">FreeType, etc…</span></span><span id="result_box"><span style="background-color: #ffffff;" title="- Flessibile toolkit per applicazioni via software e via hardware"><br />
- Flexible GUI studied to work via software and via hardware</span></span></p>
<p><span><span style="background-color: #ffffff;" title="- Flessibile toolkit per applicazioni via software e via hardware">This framework is still work in progress and I used it to produce many of the software that you can see in this site.</span></span></p>
<p>Gianpaolo Ingegneri<span id="result_box"><span style="background-color: #ffffff;" title="In passato esso si chiamava Ultimate Framework ma dato che esistevano già parecchi framework con questo stesso nome ed ho deciso di rinominarlo in Unrelated Framework (Gianpaolo Ingegneri 2010 (c) all right reserved)."><br />
Copyright @ 2011 &#8211; All right reserved</span></span></p>
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