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Finished unit test for site 🚀
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_data/authors.yml

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fabrizio_duroni:
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name: Fabrizio Duroni
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url: http://www.fabrizioduroni.it
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url: https://www.fabrizioduroni.it
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image: /assets/images/fabrizio-duroni.jpg
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francesco_bonfadelli:
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name: Francesco Bonfadelli

_includes/css-links.html

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_includes/dependencies-css.html

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<link rel="stylesheet" type="text/css" href="//cdnjs.cloudflare.com/ajax/libs/cookieconsent2/3.0.3/cookieconsent.min.css" />
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<link rel="stylesheet" type="text/css" href="https://cdnjs.cloudflare.com/ajax/libs/cookieconsent2/3.0.3/cookieconsent.min.css" />
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<noscript id="deferred-styles">
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<link rel="stylesheet" type="text/css" href="/assets/styles/style.css?rev=cfa734674d213dedd6b4fb27535d28da">
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</noscript>

_layouts/cookie-policy.html

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</p>
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<ul>
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<li>
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AllAboutCookies: <a href="http://www.allaboutcookies.org/">http://www.allaboutcookies.org/</a>
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AllAboutCookies: <a href="https://www.allaboutcookies.org/">https://www.allaboutcookies.org/</a>
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</li>
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<li>
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Network Advertising Initiative: <a href="http://www.networkadvertising.org/">http://www.networkadvertising.org/</a>
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Network Advertising Initiative: <a href="https://www.networkadvertising.org/">https://www.networkadvertising.org/</a>
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</li>
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</ul>
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</div>

_posts/2017-05-13-first-threejs-scene.md

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![Threejs first scene](/assets/images/posts/threejs-scene.jpg "Threejs first scene")
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The mesh We will use are a simplified version of the ones available from the [Stanford scan repository](http://graphics.stanford.edu/data/3Dscanrep/
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The mesh We will use are a simplified version of the ones available from the [Stanford scan repository](https://graphics.stanford.edu/data/3Dscanrep/
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"Stanford scan repository") in PLY format.
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Let's start from the setup. We can use a simple html page, similar to the one described in the three.js doc (shown below).
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We will put our assets (mesh, textures etc.) in the folder `/assets/models`.
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the background to be visible until the scene is loaded. We set the [gamma correction](https://en.wikipedia.org/wiki/Gamma_correction
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"gamma correction") for input and output colors by settings the properties `gammaInput` and `gammaOutput` to true. We
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also enable shadow mapping by setting `shadowMap.enabled` to true, setting it to use the [percentage closer filtering](
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http://fabiensanglard.net/shadowmappingPCF/ "percentage closer filtering") with [bilinear filtering](https://en.wikipedia.org/wiki/Bilinear_filtering
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https://fabiensanglard.net/shadowmappingPCF/ "percentage closer filtering") with [bilinear filtering](https://en.wikipedia.org/wiki/Bilinear_filtering
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"bilinear filtering"). Finally we set the size of the renderer to the same size of the window where we will display the scene.
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```javascript
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}
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```
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We are ready to render our scene. We just need to create the [rendering loop](http://users.iit.uni-miskolc.hu/~mileff/graphics/GraphicsChapter5.pdf
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We are ready to render our scene. We just need to create the [rendering loop](https://users.iit.uni-miskolc.hu/~mileff/graphics/GraphicsChapter5.pdf
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"rendering loop") with the following code:
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```javascript

_posts/2017-08-25-how-to-calculate-reflection-vector.md

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---
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In a [previous post](http://www.fabrizioduroni.it/2017/07/26/phong-lighting-model.html "phong model post") I talked about the Phong lighting model. I described all the different components contained inside it and how they try to describe and simulate different kind of light components. In particular you will remember that there's a specular component that try to simulated the light reflected in a specific direction: the reflection direction. In the shader implementation this direction has been calculated using a GLSL method `reflect`:
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In a [previous post](/2017/07/26/phong-lighting-model.html "phong model post") I talked about the Phong lighting model. I described all the different components contained inside it and how they try to describe and simulate different kind of light components. In particular you will remember that there's a specular component that try to simulated the light reflected in a specific direction: the reflection direction. In the shader implementation this direction has been calculated using a GLSL method `reflect`:
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```glsl
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vec3 reflectionDirection = reflect(-lightDirection, normalInterp);

_posts/2017-09-11-clean-code-meaningful-names.md

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developer is how much he/she care about the software he/she is creating: the approach to the problem, the attention to
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details in code, the passion put into creating every single line of code, the focus on the mission to solve his/her
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customer problems with your software.
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When I started to work at [lastminute.com group](http://www.lastminutegroup.com "lastminute.com group") I discovered
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When I started to work at [lastminute.com group](https://lmgroup.lastminute.com/ "lastminute.com group") I discovered
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that I'm not the only one to think about software development in this way.
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In fact an entire new approach to software development has been create by [Robert Cecil Martin](https://en.wikipedia.org/wiki/Robert_Cecil_Martin "Robert Cecil Martin"),
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known as "Uncle Bob" (whatt??!?!!? :stuck_out_tongue:) and famous also to be the guy that invented the [SOLID principles](https://en.wikipedia.org/wiki/SOLID_(object-oriented_design) "Solid principles"). The name of this new approach to software development is **clean code**.
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So as I promised in [my first post](http://www.fabrizioduroni.it/2017/05/10/about-me.html "about me") on this blog I
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So as I promised in [my first post](/2017/05/10/about-me.html "about me") on this blog I
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will publish a series of articles in which I will talk about the foundation of clean code and my personal experiences
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with it. So let's start the discussion with one of the principles of clean code that impressed me the most:
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meaningful naming.

_posts/2017-10-27-model-view-presenter-architecture-android-java.md

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---
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In a [previous post](http://www.fabrizioduroni.it/2017/08/11/model-view-presenter-architecture-ios-swift-unit-test.html "model view presenter ios post") I talked about the [Model View Presenter](https://en.wikipedia.org/wiki/Model–view–presenter "Model view presenter") architectural pattern and how it could help you to develop apps fully tested. But what about Android? Can we reach the same level of testability using this pattern and improve our TDD workflow? Let's find it out :smirk:!!
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In this post we will try to develop the same application we developed on iOS in the [previous post](http://www.fabrizioduroni.it/2017/08/11/model-view-presenter-architecture-ios-swift-unit-test.html "model view presenter ios post"): a simple product catalog that shows a list of products. When you tap on one of them, its details is shown.
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In a [previous post](/2017/08/11/model-view-presenter-architecture-ios-swift-unit-test.html "model view presenter ios post") I talked about the [Model View Presenter](https://en.wikipedia.org/wiki/Model–view–presenter "Model view presenter") architectural pattern and how it could help you to develop apps fully tested. But what about Android? Can we reach the same level of testability using this pattern and improve our TDD workflow? Let's find it out :smirk:!!
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In this post we will try to develop the same application we developed on iOS in the [previous post](/2017/08/11/model-view-presenter-architecture-ios-swift-unit-test.html "model view presenter ios post"): a simple product catalog that shows a list of products. When you tap on one of them, its details is shown.
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Below you can find the same mockup we used for the iOS version.
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![Model view presenter mockup](/assets/images/posts/mockup-model-view-presenter.png "Model view presenter mockup")

_posts/2017-12-07-physically-base-rendering-introduction.md

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What results can you achieve suing PBR? These are two example images: the first one is taken from my physically based
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spectral path tracing engine [Spectral Clara Lux Tracer](https://github.com/chicio/Spectral-Clara-Lux-Tracer "Spectral Clara Lux Tracer")
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and the second one is taken from PBRT, the physically based engine described in the
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book ["Physically based rendering: from theory to implementation" by M. Pharr, W. Jakob, G. Humphreys](http://www.pbrt.org "Physically based rendering: from theory to implementation by M. Pharr, W. Jakob, G. Humphreys").
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book ["Physically based rendering: from theory to implementation" by M. Pharr, W. Jakob, G. Humphreys](https://www.pbrt.org "Physically based rendering: from theory to implementation by M. Pharr, W. Jakob, G. Humphreys").
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![Pbr examples](/assets/images/posts/pbr-introduction-examples.jpg "Pbr examples")
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_posts/2018-01-03-scene-kit-physically-based-rendering.md

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stuff and so on. You basically describe a Scene in terms of objects and features and Apple will do everything for you :sunglasses:.
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One of the most interesting thing about SceneKit on the computer graphics side has been introduced in 2016:
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physically based rendering (PBR).
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We've already seen what PBR is in [a previous post](http://www.fabrizioduroni.it/2017/12/07/physically-base-rendering-introduction.html "physically based rendering introduction post"),
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We've already seen what PBR is in [a previous post](/2017/12/07/physically-base-rendering-introduction.html "physically based rendering introduction post"),
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so you already know its theoretical foundation stuff (or go to check it out in case you missed it :wink:). So that
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means that SceneKit could render physically based scene using its own entirely new physically based rendering engine. Is it worth
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it? Sure!! :blush: So, let's try it!
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We are now ready to create our `PhysicallyBasedLight` as an child of `Light` class. Our physically based light will
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be of type `.directional`, and we will customize its `intensity` and `temperature`. The intensity is the flux of the
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light (again, go to check [my first post about physically based rendering](http://www.fabrizioduroni.it/2017/12/07/physically-base-rendering-introduction.html "physically based introduction post")
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light (again, go to check [my first post about physically based rendering](/2017/12/07/physically-base-rendering-introduction.html "physically based introduction post")
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if you don't know what it is :stuck_out_tongue:), and the second one is the color temperature expressed in Kelvin
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(remember: 6500 K corresponds to pure white sunlight). We also activate other interesting features: by setting
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`castsShadow` to `true` we activate the rendering of shadow using shadow mapping technique, and by setting
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Finally we can place our 4 objects: one basic plane mesh and 3 mesh taken from the [Stanford scan repository](http://graphics.stanford.edu/data/3Dscanrep/ "Stanford scan repository").
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Finally we can place our 4 objects: one basic plane mesh and 3 mesh taken from the [Stanford scan repository](https://graphics.stanford.edu/data/3Dscanrep/ "Stanford scan repository").
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These mesh are: the dragon, the happy buddha and Lucy. All this meshes will be rendered using the `PhysicallyBasedObject`.
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We take the textures used to model the various material from [freepbr](https://freepbr.com "freepbr") website.
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