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#opengl

3 posts3 participants0 posts today

I came across this halftoning idea sometime last week. While the idea was relatively easy to understand and fun to implement, I've spent quite a lot of time trying to make the result look nice.

In each row, the image is split into bins containing roughly the same sum of lightness value. This is nice to implement when the number of lines/bins is a power of 2, so we can recurse with a binary split. Thus the line density varies by average lightness. The problem is that density is considered along the x-axis. If things change a lot between rows, the lines get slanted, so they appear more dense. Here I've included some averaging between neighbouring rows to make thing a bit smoother.

I'm also including a fun glitch from the early tests. The line-density system includes the set of point coordinates and the graph structure (which point is connected to which). What happened here is my generic graph generator that simply finds the nearest neighbours of each point. So in the light areas that are compressed horizontally, the nearest neighbours were left and right.

I stumbled upon an interesting blog today while searching for an image of the Silicon Graphics 3D cube logo. Named "Abort Retry Fail" by Bradford Morgan White, the blog's articles document computer history. I eventually wound up reading three of them.

#1 "The Rise and Fall of Silicon Graphics"

abortretry.fail/p/the-rise-and

Abort Retry Fail · The Rise and Fall of Silicon GraphicsBy Bradford Morgan White

Happy #screenshotsaturday, better late than never. 🥳

Started blocking out the GUI parts of Staff hiring over the weekend. Thankful it wasn't too much work as the GUI system is written in #lua and #xml.

#multimall is starting to finally feel like a cohesive experience instead of a janky pile of debug menus.

In other news my lines script as seen in some of my other posts now produces a fun little graph.

#indiedev #gamedev #dlang #opengl #simulation #humanresources.

Freier Linux-Treiber für Nvidia-GPU unterstützt OpenGL zukünftig via Vulkan

Bei neueren GeForce-GPUs werden Linux-Distributionen für OpenGL-Anwendungen einen Treiber nutzen, der die eigentliche Arbeit einem Vulkan-Treiber übergibt.

heise.de/news/Freier-Linux-Tre

Teste auf meinen Gaming PC gerade MangoHud, falls euch das nichts sagt den mir hat es auch nichts gesagt.

MangoHud ist eine Alternative zu Afterburner und eine Vulkan- und OpenGL-Überlagerung, mit der man FPS, Temperaturen, CPU/GPU-Auslastung und mehr überwachen kann. Funktoniert auch in Verbindung Steam .....

github.com/flightlessmango/Man

GitHubGitHub - flightlessmango/MangoHud: A Vulkan and OpenGL overlay for monitoring FPS, temperatures, CPU/GPU load and more. Discord: https://discordapp.com/invite/Gj5YmBbA Vulkan and OpenGL overlay for monitoring FPS, temperatures, CPU/GPU load and more. Discord: https://discordapp.com/invite/Gj5YmBb - flightlessmango/MangoHud