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2 votes

How to compute visible area of a sphere

Trying to do this analytically will get intractable very very fast - adding each new sphere will increase the complexity substantially (not sure if it is exponential or not, need to think about that), ...
Roy Ward's user avatar
  • 763
2 votes

One DeviceContext per Material?

A device context is just an interface that allows you to issue commands to the GPU. It doesn't hold any internal state, and therefore it doesn't represent any 'RenderPipelineState'. Moreover, looking ...
Liuka's user avatar
  • 585
1 vote

How do you handle shaders/graphics while remaining cross-platform?

I'm writing my current project entirely in WebGPU and WebAssembly. WebGPU knowledge and code is portable to C, C++, Rust etc via lib wgpu. I prototype code in JS, ...
Engineer's user avatar
  • 30.3k
1 vote
Accepted

How can I correctly pass 2 vertices instead of all 4 for a quad to a vertex shader?

I'm going to ignore your commentary about the possible ordering of four supplied quad vertices, as I don't think it's relevant to the question. The question(s) as I understand them, are: (a) can you ...
1 vote
Accepted

Is instanced rendering any different from indexing seperate buffers using div and mod in the shader?

One significant disadvantage of doing manual vertex fetching is that it will generally not be able to take advantage of the post transform cache. That alone could easily reduce vertex processing ...
Adam's user avatar
  • 7,529
1 vote
Accepted

How do I get a Metal texture ID to render to it with Ogre?

Ogre does not support Metal at this time. MTLTexture does not have any concept of a texture ID. If one library is returning a ...
user1118321's user avatar
  • 2,642
1 vote

How do I use delta time time-stepping in a triple-buffering scenario?

It's worth noting that even without double/triple buffering, if the framerate jumps from 30 to 60, for example, the first 60fps frame would've been calculated with the previous frame's time-step -- 33....
Jibb Smart's user avatar
  • 2,460
1 vote
Accepted

Why might performance of a Rust-sdl2 project be better while profiling?

Per the Flamegraph README, it runs using the release profile by default: # defaults to profiling cargo run --release cargo flamegraph So you must also run using ...
C Snover's user avatar
  • 126
1 vote
Accepted

Quaternions distorting object in Metal

Alright so the main problem was actually that I had to projection matrix that changed depending on the aspect ratio of the window that was being rendered to. So with that out of the way I actually ...
CaptainLupa's user avatar
1 vote

Rendering voxel data efficiently

I simply need to know where... and how the process of obtaining primitives from raw block data should take place. How do most games do it? Check whether any voxels have changed If so, reconstruct ...
Engineer's user avatar
  • 30.3k

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