Fixing camera shakes caused by floating point precision: https://hacksoflife.blogspot.fr/2018/01/fixing-camera-shake-on-single-precision.html
New blog post: "Experiments in GPU-based occlusion culling part 2: MultiDrawIndirect and mesh lodding"
[FR] Le Studio d'animation Blender lance "SPRING" ou j'ai contribué à la direction artistique. Concept, blog, vidéo d'intro, et bonus(sources) en accès libre! (note: pre-prod déjà finie, je retourne sur Pepper&Carrot):
[EN] The Blender Animation Studio launches "SPRING" where I contributed as art-director. Concept, blog, intro video, and bonus( with sources) are in free access on the link above (note: preprod over, I'm back to Pepper&Carrot!):
what's wrong with me -_- I then forgot the word "important" in that last toot.
hm, I meant to write 20 millions, and forgot the most word in that sentence.
After a few bugs fixed it now typically takes the fuzzer more than 20 tessellated paths before finding an issue.
11 image dithering algorithms: http://www.tannerhelland.com/4660/dithering-eleven-algorithms-source-code/
A high level overview of today's web browsers rendering pipelines: https://mozillagfx.wordpress.com/2017/09/21/introduction-to-webrender-part-1-browsers-today/
Anti-racists on Reddit are taking over racist subreddits and making them nice. This is brilliant!
The new and outstanding Godot 3.0 features! #GodotEngine https://www.youtube.com/watch?v=XptlVErsL-o … https://twitter.com/reduzio/status/895650081260453888
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