Three years ago, as I was finishing my undergraduate degree, I was hired as an intern at Intel to work with the Intel Software College. During those six months, I gained an appreciation for the usefulness of and the growing need for parallel programming. When I decided to go back to school for a graduate degree, I actively sought out the professors who focused on parallel computing, and I took the courses they offered. Since parallelism can be applied to pretty much all areas of computer science, I decided to narrow my focus to parallelism in 3D graphics, rendering, and visualization.
Nanhai Zou is a Senior Software Engineer at the Intel Open Source Technology Center (OTC). He has been involved with Linux on Itanium architecture since 2004. His primary focus on the Linux kernel is system stability and performance. Nanhai Zou has contributed to Kexec/Kdump support for IA-64 Linux. Nanhai Zou is currently working on Intel Linux Graphics, focusing on 3D and Media accelerate technology.
If you have been following my blogs, you know that I am porting a DirectX-based demo application to OpenGL as the first phase in the project to play the app on a netbook with an Atom processor. If you’ve missed a few or would like to read all of my blogs pertaining to this project, I have provided links to the previous entries at the end of this blog.
Hi again, everyone. This is my 5th blog on my project of porting a DirectX interactive demo to OpenGL. The name of the demo I am porting is “Destroy the Castle”. I call it “OpenGL Castle Destruction” in the OpenGL version. A list of my previous blogs on this topic can be found at the bottom of this blog.
This is the fourth blog I’ve written on the subject of porting a DirectX demo over to OpenGL. The first blog details what my project is about. The second and third blogs talk about some of the areas I have been working on and the troubles I’ve been having with the conversion of .x files into a format I can use for OpenGL.