The Hacks of Life

Friday, January 28, 2011

Is COLLADA a Win?

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I'm always astounded to discover that anyone, like, reads this blog. But on the off chance that anyone with serious tool-chain/content-p...
1 comment:
Thursday, January 20, 2011

Derivatives III: I Ran Out of Rez

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One more note on derivatives in GLSL shaders: derivatives can run into precision problems that the underlying expressions don't have. ...

Derivatives II: Conditional Texture Fetches

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In my previous post I described how OpenGL often calculates derivatives by differencing nearby pixels in a block. This can cause problems ...

Derivatives I: Discontinuities and Gradients

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The short of it is this: if you see 2x2 pixel artifacts in your shader, you might need texture2DGrad. Now the long version. How does OpenGL...
10 comments:
Saturday, January 08, 2011

Stupid CVS Tricks

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I finally figured out (thanks to this ) how to get CVS to notify us somewhere other than the mail service of the server it's running on....
Tuesday, January 04, 2011

CAS and Reference Counting Revisited

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A while ago I suggested that we can't use atomic compare and swap (CAS) and reference counting together to update an arbitrary data str...
7 comments:
Wednesday, December 22, 2010

Fun With GLSL Compilers

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I've been poking at GPU ShaderAnalyzer ; this Windows performance tool from ATI gives you a simple environment: you enter GLSL, hit comp...
1 comment:
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