As a result, a series of thermal-vacuum and pressurization tests were conducted at NIIKhIMMash test facility in Zagorsk, north of Moscow in 1970. Tests revealed that due to slight temperature fluctations, the satellite's body would deform along some intrfaces, while a resin sealant would ...
Initial Meteor satellites were plagued with depressurization in flight. As a result, a series of thermal-vacuum and pressurization tests were conducted at NIIKhIMMash test facility in Zagorsk, north of Moscow in 1970. Tests revealed that due to slight temperature fluctations, the satellite's body...
Something along the lines of a data-driven renderer is probably what I am looking for. It would use a combination of material states/types to use the appropriate commands and shaders to render the object with. It’s most commonly done using a long or integer type as a bitmask, which is...
This makes it possible to re-cast them back into their derived classes, but fortunately we would only have to do this on startup. Systems get the arrays of Components they need upon initialization, cast to the the proper type. // Inside a System that uses Collision and TilePosition compone...
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I could’ve added some forward rendering shaders to the effect file, but then it will no longer be just a GBuffer effect, but a mash of many different rendering schemes. I chose to keep forward rendering in its own effect, and instead have the SceneRenderer set the current effect you ...