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  1. In a previous article, we explored the differences in coordinate systems across graphics APIs like Metal, Direct3D, OpenGL, and Vulkan.

  2. In 2002, I was experimenting with something that, at the time, felt both ambitious and slightly unconventional: translating Direct3D 8 calls into OpenGL.

  3. In the world of software development, some projects refuse to fade away completely.

  4. As a graphics developer, porting shaders or rendering code between APIs like Apple’s Metal (using MSL), Microsoft’s Direct3D (using HLSL), and Khronos Group’s OpenGL/Vulkan (using GLSL/SPIR-V) can be a headache.

  5. For years, Xcode was our go-to for developing iOS apps with advanced features like App Clips, Widgets, Notifications, and Watch Apps.

  6. Introduction Integrating CocoaPods into CMake-based iOS or macOS projects can be challenging.

  7. In standard OpenGL ES rendering, objects outside the clip volume are discarded before reaching the fragment shader.

  8. The latest version of GLview, version 7.3, is here!

  9. In December 1994, Realtech VR embarked on a journey to Denmark to participate in one of the most iconic demo parties of its time: The Party 1994, held from December 27 to December 30 at the Herning Messecenter in Herning, Denmark.

  10. Realtech VR Book!

    2024 marks 30 years since Realtech VR began its journey.