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bio website stevenlu.net
location Pittsburgh, PA
age 25
visits member for 3 years, 1 month
seen Mar 2 at 6:54

Feb
28
awarded  Notable Question
Feb
21
accepted Decoupling rendering pipeline (for UI responsiveness): Multithreading and multiple contexts?
Feb
21
comment Decoupling rendering pipeline (for UI responsiveness): Multithreading and multiple contexts?
Ah, so it's a much more difficult problem than I had imagined it. When I thought about it some more, I realized what I'm trying to do is quite like some "interrupt" system which allows me to (as you say) pre-empt and flush out a UI-update-frame on the regular vsync signal. Sounds like it's a hard problem, and I'll have to perhaps get even more creative lest we descend into driver implementation dependent behaviors. Thanks!
Feb
21
comment Decoupling rendering pipeline (for UI responsiveness): Multithreading and multiple contexts?
Yup, exactly. I'd just like to engineer this in a way that isn't overly complicated.
Feb
21
comment Decoupling rendering pipeline (for UI responsiveness): Multithreading and multiple contexts?
@Den Most frameworks -- whether it is XNA or not -- do indeed provide such entry points, however they are both implemented at specific points in a single event loop. It does not in any way address the problem that I am describing.
Feb
21
comment Decoupling rendering pipeline (for UI responsiveness): Multithreading and multiple contexts?
@KromStern Agreed, the length is regrettable. I updated the post with markers for the two paragraphs that are most important. However you still need to skim the top section otherwise there is no context. This might be a question more suitable for StackOverflow as it may be too low-level for this site.
Feb
21
revised Decoupling rendering pipeline (for UI responsiveness): Multithreading and multiple contexts?
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Feb
21
revised Decoupling rendering pipeline (for UI responsiveness): Multithreading and multiple contexts?
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Feb
21
revised Decoupling rendering pipeline (for UI responsiveness): Multithreading and multiple contexts?
deleted 9 characters in body
Feb
21
revised Decoupling rendering pipeline (for UI responsiveness): Multithreading and multiple contexts?
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Feb
21
asked Decoupling rendering pipeline (for UI responsiveness): Multithreading and multiple contexts?
Dec
16
awarded  Self-Learner
Dec
16
comment What is a good way to determine if a vector is between two other vectors?
Well, my particular polygonal use-case already restricted A x B to being positive, so that little tidbit did not improve the efficiency of my routine, sadly
Dec
16
comment What is a good way to determine if a vector is between two other vectors?
@Martin Thanks! that makes this check much more efficient.
Sep
27
comment Using an Entity System Architecture with Task Based Parallelism
Another comment I wanted to make is it seems to me that the more parallelism you build into the way your components interact, the more difficult it may be to enforce determinism to achieve things such as achieving state sync with minimal network traffic (only sending controller input values).
Sep
27
comment Using an Entity System Architecture with Task Based Parallelism
@SeanMiddleditch Could you explain a little further the purpose of the Proxies? If they are only meant to be read from, then how is this any different from allowing all the non-authoritative threads to directly read (and only to be able to read) from a one and only copy of the entity?
Sep
27
comment Are shader-based antialiasing methods making traditional multisampling obsolete?
Now this point would still have been valid over a year ago when I posted this question, but I have been messing about with OpenGL ES 2.0 (of the iOS flavor) as of late, and it's interesting to see the how MSAA is alive and kicking on mobile platforms which are lacking in shader horsepower. The Deferred Rendering architectures are able to make MSAA quite practical for enhancing image quality to amazing levels at a relatively small cost.
Sep
27
revised Are shader-based antialiasing methods making traditional multisampling obsolete?
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Sep
27
awarded  Popular Question
Sep
14
comment What is the difference between Constant Vertex Attributes and Uniforms?
My nit to pick is that since this question asks about constant vertex attributes, they will not interpolate to anything other than that constant value. Also, one reason you might use a constant vertex attribute (like I am doing now) is if you have a shader which uses more attributes than some particular geometry that you'd like to render with that shader. It helps for stubbing that attribute.