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#graphicsprogramming

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I've set up a Github repository to build Google ANGLE binaries for Mac (Metal), iOS (Metal) and Windows (D3D11) automatically.

These are going to be used with my engine Ceramic (using GLES3 for rendering), but other engine or game developers might be interested too ⬇️

#gamedev #graphicsprogramming

github.com/jeremyfa/build-angl

GitHubGitHub - jeremyfa/build-angle: Scripts to build Google ANGLE binaries for iOS (Metal), macOS (Metal), and Windows (D3D11)Scripts to build Google ANGLE binaries for iOS (Metal), macOS (Metal), and Windows (D3D11) - jeremyfa/build-angle

After some serious brainstorming, figuring out poorly documented APIs, searching for workarounds and general #programming related troubleshooting, I've come to the realization that if the framebuffer of the GlArea widget in #gtk can't for the life of me support MSAA, then I can just render to another framebuffer that does and blit the result back to the main framebuffer. As a result, my waveform renderer now looks smoother than ever 😃

#OpenGL#gnome#gtk4

The word "Shader" keeps bugging me. Like, I can imagine why it's called that way historically, but it's way more than just to put shades on stuff (or even manipulate single entities). Yet my head can't unlink that connection when I see the word, I immediately got the picture in my head of a plain 2000's 3D era rock that gets upgraded to a 2024's 3D era rock.

Is it just me who's bugged by that? Or is it perhaps due to English not being my native language? 🧐
#GameDev #Shader #GraphicsProgramming