There's also the possibility of using Rust, C, or C++ and compiling it to Web Assembly now. But, web assembly just became officially supported in major browsers 6 months ago, so it's very new stuff.
There's a new Mastodon server for sex workers: switter.at (see @switter for updates).
@amphetamine I think there isn't a separate fullwidth character for the ellipsis. So they just expect if you're rendering the smol one alonside chinese or something, that your text renderer would give it block-centered spacing?
I'm just guessing there, though.
I got a concrete answer! http://www.unicode.org/cldr/charts/32/by_type/miscellaneous.linguistic_elements.html#Ellipsis
Basically, ellipsis is cool with mostly everywhere. A couple places want a space before it, hong kong wants the ellipsis to be a little higher up, and bhutan goes for the rare triple tsheg.
Apart from recommending using the ellipsis character instead of three periods, this is the only word I can find from Unicode. http://cldr.unicode.org/translation/characters#TOC-Ellipsis-Patterns
Experimental 3D Texturing Concept, Part 4 Show more
So, like, if you were going for low-resolution textures or pixel-art it'd be pretty unusable tech.
Experimental 3D Texturing Concept, Part 3 Show more
I'd imagine this would inflate the unwrap time, though. Would be hard to keep the stroke history from getting long. I'd think you'd want to do some kind of layer flattening operation? But that'd only work for stretches where the user was just painting and not changing the mesh structure.
Also, since you're throwing away and re-drawing the texture every unwrap it'd move texels. So it'd be noticeable when the screen-space texel size is large.
Experimental 3D Texturing Concept, Part 2 Show more
I'm thinking you could do a similar idea with vector brush strokes. Project the strokes onto the model and clip them to face groups.
But then, save them in object space. And then, every time you unwrap the model, do the projection to texture space and paint the vector strokes.
This would allow you to edit models that are already partially painted.
Experimental 3D Texturing Concept, Part 1 Show more
Okay, so normal texture painters. You project a brush tip shape onto a mesh. You clip that projected shape to one or more polygons for each of disconnected face groups you hit.
Then you project each of those polygons into texture space. Then for all the texels in your polygons, inverse-project back through the transformations you did to find what pixels of the brush tip shape you should paint.
Obscure Linux Complaining Show more
My right Alt key returns neither the code for right-alt, nor the one for AltGr.
Instead it's the *compose* key.