JibberJabber

New Screencasts Uploaded on Getting Started With CMake (An End-User's Perspective)


I just uploaded a set of new screencasts. I've been sitting on this since for 5 months now, just to show you how far behind I am in things. But I worked really hard to improve the production and post-production quality over my last set of videos.

Now that YouTube has an HD option, using them as the primary server is no longer a problem for me.

Head over to my Screencasts section for more details.

Direct link to my entry here.

Create a Triple-boot Mac/Windows/Linux system and share/reuse with VMWare... In just 19 easy steps! (In the basement of your home, to amuse yourself and your friends)

rEFit

I setup a triple-boot Mac/Windows/Linux system about 6 months ago with which partitions I shared with virtualization. Unfortunately, I sat on this document too long without finishing it and have forgotten what I did to make it work. At this point, I'm just going to push out my notes as I have them now and hope it still may be helpful to somebody out there. My particular setup is a bit more uncommon which is why I feel I should push this document out there. 


Unlike a traditional triple-boot system, I pushed the envelope a bit further. In addition to having native bootable partitions for each OS, I also made each runnable through virtualization. In my case, I used VMWare Fusion. …

Book Review: Core Animation for Mac OS X and the iPhone by Bill Dudney

What is Core Animation?


Core Animation is a powerful new Apple technology that debuted with Mac OS X Leopard. As it was later revealed, it was a technology that originated for the iPhone.


Core Animation is actually comprised of two different technologies:

1) An animation technology

2) A layering (compositing) technology


Core Animation makes it easy to animate a "view" object from point A to point B without having to write your own animation loop or timer callbacks. It can be as simple as just saying "move there" and Core Animation takes care of the rest.


The layering aspect is the part that caught my attention as an OpenGL developer. Basically, you can think of Core Animation as a textured rectangle engine, i.e. apply a 2D image on a quad, and then can transform it (translate, rotate, scale). …

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