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Flowchart for when you should consider using a macro in Rustpic.twitter.com/nki2AFXyu3
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Here's an example of texturing a piece of cloth with an ~600kB SVG instead of a raster image. Looks nice when zoomed in.pic.twitter.com/8WIYIuSahx
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A work-in-progress implementation of vector textures via sparse virtual texturing. This allows an SVG to be used as a texture for any mesh at effectively infinite resolution without using much GPU memory.pic.twitter.com/tS57hAuIgz
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Parallel rustc is very exciting! (Thanks to
@SimonSapin for making these measurements!) See: https://internals.rust-lang.org/t/help-test-parallel-rustc/11503 …pic.twitter.com/6OuNeuoZIk
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Here’s a bound for single-pixel error for a cached image vs. an SVG rendered via analytic AA. If you offset the cached texture by 0.5 pixels in each direction, you could end up with a pixel 75% filled when it should be 0%. (Dunno if this makes any sense…hard to explain)pic.twitter.com/FNN9ZDT2zm
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I’m not sure whether this code to check (major < 2 || (major == 2 && minor <= 1)) is clever or extremely cursedpic.twitter.com/PiqbpSj8mE
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Current status: Lies, damn lies, and GLX documentation.pic.twitter.com/7p0uFgQFeV
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Found this very cursed code googling for info on msvcrt. Who needs libc anyway?
#define your way to victory!pic.twitter.com/zkDCtcxid9
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From DX12 raytracing (via
@KostasAAA). Sounds like a big improvement: the fixed-function-ness of the raytracing API really bugged me.pic.twitter.com/NVNiuStcnT
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Always fun to go back and look at comments from the orange site circa 2016pic.twitter.com/i3DIMLYmKN
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The biggest problem with Direct3D is that information on the API is ungooglable because it’s lost in a sea of video game tech support noisepic.twitter.com/FoT8Nju3ta
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Sorry, the term “cat snake” is reserved for thispic.twitter.com/rYQO520HAI
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e.g. what I came up with is this. A quick Google search suggests that most people abuse the sign function instead. Which is faster? ¯\_(ツ)_/¯pic.twitter.com/CuvlXQezMU
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Older versions of the GCC inline asm docs allude to programs doing this.pic.twitter.com/RRGPSGOR5f
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Obviously dated material but Retro Game Mechanics Explained has some of the best material on basic linear algebra for graphics I’ve seen. For example:https://www.youtube.com/watch?v=3FVN_Ze7bzw …
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I always associate RMS with memories of reading this as a kid exploring Unix man pages and being extremely confused.pic.twitter.com/wkKNu34YLB
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My concern isn’t that raytracing is hard to use, it’s that it increases the surface area of the Vulkan API by 50% or more for something not many people are using right now.pic.twitter.com/kLWflpakXw
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I confess I’m pretty ignorant about real time raytracing hardware, but this comment captures my general unease with the direction it’s going (source: https://github.com/KhronosGroup/Vulkan-Docs/issues/686#issuecomment-455929102 …)pic.twitter.com/hXs4pYcbCC
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