The Hacks of Life

Sunday, February 28, 2010

One More On VBOs - glBufferSubData

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So if you survived the timing of VBO updates (or rather, my speculations on what is possible with VBO updates), now you're in a positio...
3 comments:

Double-Buffering Part 2 - Why AGP Might Be Your Friend

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In my previous post I suggested that to get high VBO vertex performance in OpenGL, it's important to decouple pushing the next set of v...
Wednesday, February 24, 2010

Double-Buffering VBOs

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One of the tricky aspects of the OpenGL API is that it specifies what an implementation will do, but it doesn't specify how fast it will...
3 comments:
Thursday, February 18, 2010

Alpha Blending, Back To Front, Front To Back

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I was reading NVidia's white paper on smoke particles and came across the notion of front-to-back blending. The idea is to change Open...
Friday, February 12, 2010

Multipart MIME and Apple Mail

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I finally figured out why attachments from our bug report script don't have icons in Apple mail: Apple mail requires multipart/mixed as ...
Wednesday, February 10, 2010

How To Change Your UV Map on the Fly

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I've been playing with "stupid UV map tricks" lately - the basic idea is to (in the fragment shader) change the texture coord...
1 comment:

Running Out of Derivative Res

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In a previous post I went over the math behind generating the coordinate system for normal mapping in a pixel shader, which allows you to u...
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