The Hacks of Life

Tuesday, December 23, 2008

Compressed Vectors - Part 2

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My last post introduced an STL vector that uses RLE to save space and an index for reasonably fast random access. But that's not the wh...
Monday, December 22, 2008

Compressed Vectors - Part 1

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Normally for data that has a lot of repeating values, I use run-length encoding - it works particularly well when the data is accessed from ...
Sunday, December 21, 2008

Skinning MedaWiki

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We use MediaWiki for the X-Plane Wiki , which is meant to be a collection of online documentation for tech support, third party editing, etc...
Monday, December 15, 2008

Transform Normals Directly

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EDIT: Technique 2 (origin differencing) is, besides a terrible idea, not the fastest way to transform normals. See this post for a much be...
5 comments:
Saturday, December 13, 2008

Fun With Übershaders

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An Übershader (üshader) might mean different things to different developers.  A üshader always implies a single unified shader with a lot of...
Thursday, December 11, 2008

Pinching Cascading Shadow Maps

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The battle with cascading shadow maps (CSM) is always one for resolution .  We could use 25 layers of CSM, but that would defeat the whole p...
Wednesday, December 10, 2008

Oblique Frustum Culling is Cool

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Every now and then I come across a graphics algorithm so out there that it just blows my mind - it feels like cheating the laws of physics o...
1 comment:
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