Twitter updates
- @max_mcguire @Wavesonics If you branch with SVN, then you have a problem anyway. Why not #mercurial or another DVCS with sane branching? 1 day ago
- @max_mcguire Why? Sure, there are parts which aren't great, but unless you use Spirit everywhere, Boost can be a great time saver. 1 day ago
- I just paid 70€ for 68 kib of OpenType fonts (one font, two styles), but my god, HelveticaNeueLight looks gorgeous. #ilovehelvetica 1 day ago
Development
Graphics
Calendar
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Category Archives: Graphics
Graphics APIs done wrong
This is going to be partly a rant post, but I think we’re really moving into the wrong direction with current graphics APIs. Especially as the GPGPU revolution is waiting for us, current graphics APIs put a huge unnecessary burden … Continue reading
Pixel aligned rendering in OpenGL, and direct state access
Two main topics here: The first one is how to render pixel-aligned objects in OpenGL, the other one is a great extension for OpenGL. Pixel perfect rendering If you want to render a 2D overlay, you usually want to have … Continue reading
Carmack’s keynotes
If you are even remotely interested in the game industry, and you haven’t seen Carmack’s yearly QuakeCon keynotes, you should go and do it, right now. In the whole games industry, his keynotes are absolutely unique: He speaks about the … Continue reading
Updating a DXTC texture with DX10
Updating a texture is usually straightforward: You call map, and mem-copy the stuff over the returned pointer, taking the stride into account. This is not so simple for DXTC though, as the data is organised in 4×4 pixels blocks. With … Continue reading