116 karma · joined April 14, 2023
https://www.youtube.com/watch?v=6Gp4DcRsELc
Imagine living in the SF Bay Area and seeing a BART train move like that? Just unreal.
https://webglfundamentals.org/webgl/lessons/webgl-3d-perspec...
We would have cures for every illness if not for human selfishness and evil. Look at all the money and effort spent on war during the last 10,000 years, on legal fees and disputes for the last 5,000 years. Rather than love our neighbors as ourselves, too many of us in our hearts say, "This land is MINE! This money is MINE! This patent is MINE! The credit is MINE!" If all this effort went to instead cultivating gifted individuals to research and cure diseases we'd have all our cures.
https://www.youtube.com/watch?v=cLGuZZraIqg
You and your opponent each attach a chestnut to a shoestring. You try to destroy your opponent's stringed chestnut by swinging your own stringed chestnut at it. The video explains different ways to cheat, such as coating the chestnut with nail varnish.
Growing the plants in some sort of 2D glass observation vessel in order to observe the roots from the side would cause the roots to grow more unusually than in nature.
Very curious how these were done.
https://www.youtube.com/watch?v=GfbedUVOxCU
California's state rock is serpentinite, which is known for its often beautiful green coloration, and for containing chrysotile asbestos:
https://en.wikipedia.org/wiki/Serpentinite
There's an outcrop near the Golden Gate bridge (scroll down for photo):
https://www.nps.gov/goga/learn/education/serpentinite-faq.ht...
https://patents.google.com/patent/US5471570A/en
EDIT: The linked patent seems to only cover 1 bit inversion, not full color inversion. I can't find the patent for the full color, but recall reading that a patent stopped the adoption of a nice color inverting cursor for Linux that Windows has had for so long. If Windows has had it for as long as you say, then perhaps any relevant patents have expired?
https://www.youtube.com/watch?v=yDqeftRRpB0
This video mentions that Tolkien started a sequel to LotR titled The New Shadow but quickly abandoned it after realizing the story would inevitably be about politics and the evil of Men, about the descendants of Aragorn becoming like Denethor, or worse. And Dune is full of politics and far-future men becoming much more sinister than Denethor. LotR is about good vs. evil, about little people having the power to change the world. In Dune almost everyone is self-interested and Machiavellian, the powerful cruelly use the powerless for their own ends.
https://www.youtube.com/watch?v=tybKnGZRwcU
An electron beam seems to be the stealthiest of the three extermination options, the other two being a star laser and antimatter "rods from God."
So for the sake of future web searchers who discover this thread: there are only two proven ways to efficiently draw thousands of unique textures of different sizes with a single draw call that are actually used by experienced graphics programmers in production code as of 2023.
Proven method #1: Pack these thousands of textures into a texture atlas.
Proven method #2: Use bindless resources, which is still fairly bleeding edge, and will require fallback to atlases if targeting the PC instead of only high end console (Xbox Series S|X...).
Mesh shaders by themselves won't work: These have similar texture access limitations to the old geometry/tessellation stage they improve upon. A limited, fixed number of textures still must be bound before each draw call (say, 16 or 32 textures, not 1000s), unless bindless resources are used. So mesh shaders must be used with an atlas or with bindless resources.
Work graphs by themselves won't work: This feature is bleeding edge shader model 6.8 whereas bindless resources are SM 6.6. (Xbox Series X|S might top out at SM 6.7, I can't find an authoritative answer.) It looks like work graphs might only work well on nVidia GPUs and won't work well on Intel GPUs anytime soon (but, again, I'm not knowledgeable enough to say this authoritatively). Furthermore, this feature may have a hard dependency on using bindless to begin with. That is, I can't tell if one is allowed to execute a work graph that binds and unbinds individual texture resources. And if one could do such a thing, it would certainly be slower than using bindless. The cost of bindless is paid "up front" when the textures are uploaded.
Some programmers use Texture2DArray/GL_TEXTURE_2D_ARRAY as an alternative to atlases but two limitations are (1) the max array length (e.g. GL_MAX_ARRAY_TEXTURE_LAYERS) might only be 256 (e.g. for OpenGL 3.0), (2) all textures must be the same size.
Finally, for the sake of any web searcher who lands on this thread in the years to come, to pack an atlas well a good packing algorithm is needed. It's harder to pack triangles than rectangles but triangles use atlas memory more efficiently and a good triangle packing will outperform the fancy new bindless rendering. Some open source starting points for packing:
I've heard this repeated a lot in internet forums, but my experience working through hundreds of pages of Frank Luna's 800+ page DX12 book before concluding it pointless for 2D was that DX12 is actually fundamentally very similar to DX11 with most of the API focused on graphics rather than general compute. Compute shaders are just one chapter (13) of Luna's book, roughly 40 of the 800+ pages. I did some of the LunarG Vulkan tutorial and browsed the Khronos ref pages and reached a similar conclusion for Vulkan. I played with CUDA a bit and that's what real GPU programming looks like, almost no mention of graphics for much of the documentation. The "hello world" program isn't drawing a triangle, it's adding two arrays. Whereas a great deal of DX12, Vulkan, etc. is all about pixel formats, pixel shading, swap chains, geometry and tessellation, blending, depth and stencil, mipmaps and cube maps, clip coords, triangle winding and culling, the perspective Z divide, viewports, indexed and instanced draw calls, ... you know, graphics. But in chapter 9 of the DX12 book, end of 9.4, Luna writes, "Texture atlases can improve performance because it can lead to drawing more geometry with one draw call." So the conclusion I reached is that DX12 doesn't offer some fancy GPU compute way of writing a GPU program that can use 1000 distinct textures to draw 1000 distinct quads using only one CPU function call to launch this GPU program.
Now I've been doing more research and there is some sort of new feature called bindless textures not covered in Luna's DX12 book that might accomplish what I want (I'm not sure), but it seems to be Win11 only, WDDM 3.0 only, shader model 6.6 only, very new cards only. With this feature I might be able to set up 1000 distinct integer ids for my 1000 distinct textures, and then, with one single CPU draw call, have those 1000 textures applied to the correct 1000 quads, with no need to pack those 1000 textures into an atlas. Doing more web searching just now, this possibly can also be done in OpenGL on cards that support NV_gpu_shader5, but only semi-recent nVidia cards might support this. (I'm finding it difficult to get quick, quality answers to these sorts of questions using either web searches or LLMs.) Anyway, a gamedev forum or DX-focused reddit might be a better place for me to ask these sort of technical questions.
https://jweekly.com/2000/05/12/judge-fines-adl-10-5-million-...
"On April 28 [2000], the jury found most of the charges leveled by the ADL, based on the tapes, to be 'not substantially true.'"
Monthly bills are stopping me. Can I use Apple's MPW C compiler to build for iOS?