The Hacks of Life
Friday, October 08, 2010
Why GPU Sliced Shadows Fail For Clouds
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I have discovered through experimentation that NVidia's technique for self-shadowing particle volumes (found here ) doesn't work wel...
Thursday, October 07, 2010
Alpha Blending, Lets Try Again
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A while ago I posted this convoluted mess of recipes for blending back to front and front to back. I've had some time to revisit the c...
Wednesday, October 06, 2010
Premultiplication: Pros and Cons
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I realized today that premultiplied alpha could fix a nasty artifact that we sometimes get in X-Plane: "tree ring".* The bug is th...
2 comments:
Monday, September 27, 2010
When Good Floating Point Goes Bad?
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We have a handful of linear algebra/geometry routines in X-Plane that simplify writing geometric tests. In their heart, they almost all tur...
Friday, September 03, 2010
OpenAL on Linux, Part 27
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This bug has effected X-Plane 8 and 9; we were able to recut 9 to work around it, but X-Plane 8 is a closed product. Here's the short...
Wednesday, September 01, 2010
I Just Saw a Race Condition
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I was debugging a threading bug and something truly bizarre happened to me: I was printing variables and when I went back to re-print a vari...
Wednesday, August 11, 2010
When Is Your VBO Double Buffered?
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A while ago I finally wrapped my head around this, and wrote a three part post trying to explain why you never get double-buffered behavi...
1 comment:
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