High speed graphics rendering research with tinygrad/tinyJIT
https://github.com/quantbagel/gtinygrad
#HackerNews #HighSpeedGraphics #RenderingResearch #tinygrad #tinyJIT #GraphicsProgramming #TechInnovation
#Tag
High speed graphics rendering research with tinygrad/tinyJIT
https://github.com/quantbagel/gtinygrad
#HackerNews #HighSpeedGraphics #RenderingResearch #tinygrad #tinyJIT #GraphicsProgramming #TechInnovation
Simulating a Planet on the GPU: Part 1 (2022)
https://www.patrickcelentano.com/blog/planet-sim-part-1
#HackerNews #Simulating #a #Planet #on #the #GPU #Part #1 #2022 #GPUComputing #PlanetSimulation #GraphicsProgramming
I'm doing these fun little micro optimizations and tweaks to my hobby renderer which aren't really all that impactful, but I'm just deferring having to actually work through the horror of fixing cubemap texture sampling 🫠
Hey #OpenGL and #graphics people, are there any graphics profiling/instrumentation/frame debugger solutions which work with OpenGL on modern non-Windows systems? Something à la #RenderDoc but that works on #Wayland or Apple Silicon Macs. To do frame debugging right now I have to log out of my Wayland session on my #Linux desktop and log in to #X11, which is uber-broken on my mixed DPI fractional scaling multi monitor setup... #programming #graphicsprogramming #macdev
Hey #OpenGL and #graphics people, are there any graphics profiling/instrumentation/frame debugger solutions which work with OpenGL on modern non-Windows systems? Something à la #RenderDoc but that works on #Wayland or Apple Silicon Macs. To do frame debugging right now I have to log out of my Wayland session on my #Linux desktop and log in to #X11, which is uber-broken on my mixed DPI fractional scaling multi monitor setup... #programming #graphicsprogramming #macdev
So I'm rendering stuff in the following order:
1. Background image
2. Background fluid color, opaque
3. Sprites etc
4. Foreground fluid color, transparent
So where there's fluid, you should not see the background image, right
SO WHY DO I SEE A BACKGROUND IMAGE
Worse, if I remove the call to draw the foreground fluid, OR make the foreground fluid transparent, IT BEHAVES AS I EXPECT AND THE BACKGROUND IMAGE GOES AWAY
What the actual fuck
So I'm rendering stuff in the following order:
1. Background image
2. Background fluid color, opaque
3. Sprites etc
4. Foreground fluid color, transparent
So where there's fluid, you should not see the background image, right
SO WHY DO I SEE A BACKGROUND IMAGE
Worse, if I remove the call to draw the foreground fluid, OR make the foreground fluid transparent, IT BEHAVES AS I EXPECT AND THE BACKGROUND IMAGE GOES AWAY
What the actual fuck