Category Archives: Programming

OpenGL 4.0 – Are we really there yet?

I was thrilled to witness the release of the OpenGL 4.x specification over a year ago. It was really exciting to see how clean the specification was with the removal of so much of the fixed-function processing and other ancient, … Continue reading

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Building a Raytracer

I recently spent a week building a rudimentary raytracer to strengthen my understanding of some concepts I had been studying. It’s very small; just the barebones basics: spheres, planes, and point lights; and no shaders. It was difficult building the … Continue reading

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