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#opengl — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #opengl, aggregated by home.social.

  1. Тайна Intel i740 — самой экзотической видеокарты из 90-х

    Ранее я часто рассказывал об особенностях видеокарт из 90-х. В рамках прошлых статей, мы успели с вами рассмотреть внутреннюю архитектуру 3dfx Voodoo, узнать о кастомном графическом API в S3 ViRGE, и даже написать свою собственную небольшую демку под видеокарты из 90-х. Вместо рассказов о GeForce 256 и ATi 3D Rage, в сегодняшнем материале мне хотелось бы поговорить о видеокарте, которая обогнала своё время — и при этом всё равно провалилась. Как вы уже поняли — речь пойдет об Intel i740. Каким был первый GPU от Intel, на что он был способен и в чём заключается его главная тайна — читайте в сегодняшней статье!

    habr.com/ru/companies/timeweb/

    #monobogdan_ништячки #intel #opengl #direct3d #видеокарты #intel_i740 #ретро #ретроспектива #почитать #timeweb_статьи

  2. Тайна Intel i740 — самой экзотической видеокарты из 90-х

    Ранее я часто рассказывал об особенностях видеокарт из 90-х. В рамках прошлых статей, мы успели с вами рассмотреть внутреннюю архитектуру 3dfx Voodoo, узнать о кастомном графическом API в S3 ViRGE, и даже написать свою собственную небольшую демку под видеокарты из 90-х. Вместо рассказов о GeForce 256 и ATi 3D Rage, в сегодняшнем материале мне хотелось бы поговорить о видеокарте, которая обогнала своё время — и при этом всё равно провалилась. Как вы уже поняли — речь пойдет об Intel i740. Каким был первый GPU от Intel, на что он был способен и в чём заключается его главная тайна — читайте в сегодняшней статье!

    habr.com/ru/companies/timeweb/

    #monobogdan_ништячки #intel #opengl #direct3d #видеокарты #intel_i740 #ретро #ретроспектива #почитать #timeweb_статьи

  3. Тайна Intel i740 — самой экзотической видеокарты из 90-х

    Ранее я часто рассказывал об особенностях видеокарт из 90-х. В рамках прошлых статей, мы успели с вами рассмотреть внутреннюю архитектуру 3dfx Voodoo, узнать о кастомном графическом API в S3 ViRGE, и даже написать свою собственную небольшую демку под видеокарты из 90-х. Вместо рассказов о GeForce 256 и ATi 3D Rage, в сегодняшнем материале мне хотелось бы поговорить о видеокарте, которая обогнала своё время — и при этом всё равно провалилась. Как вы уже поняли — речь пойдет об Intel i740. Каким был первый GPU от Intel, на что он был способен и в чём заключается его главная тайна — читайте в сегодняшней статье!

    habr.com/ru/companies/timeweb/

    #monobogdan_ништячки #intel #opengl #direct3d #видеокарты #intel_i740 #ретро #ретроспектива #почитать #timeweb_статьи

  4. I've been fighting my implementation of #OpenGL recursive stenciling for 2D CSG operations for my #McCLIM #Wayland OpenGL backend. I think I finally have it at decent place for the clipping drawing tests but I feel like I'm still missing something in either OpenGL or my recursion that would make it "easier" or "cleaner" code-wise.

    Concave polygons are still a TODO and I'm not sure if I'm going to go stenciling or ear-cut tessellation route.

    #CommonLisp #Lisp #ScreenshotSaturday

  5. I've been fighting my implementation of #OpenGL recursive stenciling for 2D CSG operations for my #McCLIM #Wayland OpenGL backend. I think I finally have it at decent place for the clipping drawing tests but I feel like I'm still missing something in either OpenGL or my recursion that would make it "easier" or "cleaner" code-wise.

    Concave polygons are still a TODO and I'm not sure if I'm going to go stenciling or ear-cut tessellation route.

    #CommonLisp #Lisp #ScreenshotSaturday

  6. A-EON Technology: Expressions of interest in OpenGL ES V4 possible

    As A-EON Technology announces on its website (PDF file), customers who are firmly committed to pre-ordering Version 4 of the OpenGL ES library for AmigaOS 4 at a price of 35 British pounds (approximately 41 euros) can contact the company via e-mail.

    amiga-news.de/en/news/AN-2026-

  7. A-EON Technology: Expressions of interest in OpenGL ES V4 possible

    As A-EON Technology announces on its website (PDF file), customers who are firmly committed to pre-ordering Version 4 of the OpenGL ES library for AmigaOS 4 at a price of 35 British pounds (approximately 41 euros) can contact the company via e-mail.

    amiga-news.de/en/news/AN-2026-

    #AmigaOS4 #OpenGL

  8. IRL things are making regular Friday streaming more difficult lately. So I'm streaming #McCLIM things today at 10:30am CDT/ 15:30 UTC (when this toot is about 50 min old)

    twitch.tv/endparen

    Today I'll be focused on fixing some drawing test problems that seem related to my stencil clip masks in #OpenGL

    #CommonLisp #Lisp

  9. IRL things are making regular Friday streaming more difficult lately. So I'm streaming #McCLIM things today at 10:30am CDT/ 15:30 UTC (when this toot is about 50 min old)

    twitch.tv/endparen

    Today I'll be focused on fixing some drawing test problems that seem related to my stencil clip masks in #OpenGL

    #CommonLisp #Lisp

  10. - This engine supports Gaussian splats.

    Me: sorry, I am a triangle fan.
    OR SHOULD I SAY...
    A ***GL_TRIANGLE_FAN*** ????
    :blobfoxgooglyholdingitsheadinitshands:

    #opengl #graphics

  11. - This engine supports Gaussian splats.

    Me: sorry, I am a triangle fan.
    OR SHOULD I SAY...
    A ***GL_TRIANGLE_FAN*** ????
    :blobfoxgooglyholdingitsheadinitshands:

    #opengl #graphics

  12. It's been a while since I had time (and quiet) to stream. Today is a new chance. I plan on streaming more #McCLIM #SDL or #OpenGL things in a little under an hour from this posting at 10am CDT / 15:00 UTC. Hopefully I be able to again this Friday.

    twitch.tv/endparen

    IME input text is working well, in my view, with SDL2. I'll demo its current state. Next I want to reacquaint with my #Wayland branch and go from there.

  13. It's been a while since I had time (and quiet) to stream. Today is a new chance. I plan on streaming more #McCLIM #SDL or #OpenGL things in a little under an hour from this posting at 10am CDT / 15:00 UTC. Hopefully I be able to again this Friday.

    twitch.tv/endparen

    IME input text is working well, in my view, with SDL2. I'll demo its current state. Next I want to reacquaint with my #Wayland branch and go from there.

  14. Me he comprado el #RollerCoasterTycoon2 (no sé muy bien para que pagar por ello a estas alturas) en #Steam por estar en el descuento más alto disponible y sin #DRM. Para usar con #OpenRCT2.

    He tenido que modificar la aplicación para usar Zink. Para poder tener #MangoHUD. No es necesario en absoluto. Pero a mí me gusta tenerlo. No sé la razón, pero con #OpenGL no me funciona MangoHUD.

    Si me pico, y alguien se anima, se podría probar las partidas en línea. No sé. Lo dejo caer.

  15. Me he comprado el #RollerCoasterTycoon2 (no sé muy bien para que pagar por ello a estas alturas) en #Steam por estar en el descuento más alto disponible y sin #DRM. Para usar con #OpenRCT2.

    He tenido que modificar la aplicación para usar Zink. Para poder tener #MangoHUD. No es necesario en absoluto. Pero a mí me gusta tenerlo. No sé la razón, pero con #OpenGL no me funciona MangoHUD.

    Si me pico, y alguien se anima, se podría probar las partidas en línea. No sé. Lo dejo caer.

  16. 🧵 … actually #Pipewire not working has resulted in a desaster for me.

    So, #Lightworks has stopped working because devs introduced an #OpenGL threading error long time ago.

    Now there's one video project I have to redo in #DaVinci #Resolve if it ever should get finished.

    However, Resolve cannot use #Jack, unlike Lightworks, so I can't use Resolve either.

    The only thing that works here is Ardour, Mixbus and Carla.

    The work I need to do has stopped. Because it is a Unix work station, like a train station.

    My wife says I should stop worrying and buy a Mac.

    I mean… all of this worked perfectly well on my #UbuntuStudio #Linux until a) LWKS got screded by devs and b) Pipewire got screwed.

    So this is how I spent my Sunday morning.

    Now will continue doing voice recordings. On a MacBook Pro 2017.

    Madly.

  17. 🧵 … actually #Pipewire not working has resulted in a desaster for me.

    So, #Lightworks has stopped working because devs introduced an #OpenGL threading error long time ago.

    Now there's one video project I have to redo in #DaVinci #Resolve if it ever should get finished.

    However, Resolve cannot use #Jack, unlike Lightworks, so I can't use Resolve either.

    The only thing that works here is Ardour, Mixbus and Carla.

    The work I need to do has stopped. Because it is a Unix work station, like a train station.

    My wife says I should stop worrying and buy a Mac.

    I mean… all of this worked perfectly well on my #UbuntuStudio #Linux until a) LWKS got screded by devs and b) Pipewire got screwed.

    So this is how I spent my Sunday morning.

    Now will continue doing voice recordings. On a MacBook Pro 2017.

    Madly.

  18. What I'd like to know is, is there a pre-existing tool to turn THIS into something more like THAT?

    Not necessarily with the names, but just without the superfluous variables everywhere.

    I did it by hand here, and this is one of the shorter, simpler shaders in ACNH. The interesting ones are much bigger.

    #renderdoc #opengl #glsl #spirv

  19. What I'd like to know is, is there a pre-existing tool to turn THIS into something more like THAT?

    Not necessarily with the names, but just without the superfluous variables everywhere.

    I did it by hand here, and this is one of the shorter, simpler shaders in ACNH. The interesting ones are much bigger.

    #renderdoc #opengl #glsl #spirv

  20. I've published a new nCine development update, covering the work completed between late 2025 and the first half of 2026.

    Highlights include the first public look at GrAIL, a work-in-progress Render Hardware Interface, OpenGL sprite batching improvements with instancing, Windows filesystem optimizations, and many additions to nCTL.

    encelo.github.io/2026-06-27-nc

    #gamedev #cpp #graphics #OpenGL #Vulkan

  21. Interesting #GLSL has partial support for double precision (genDtype) in its built-in mathematical functions. sqrt, abs, max, dot can be double precision, but not exp log pow sin etc. #OpenGL

  22. Interesting #GLSL has partial support for double precision (genDtype) in its built-in mathematical functions. sqrt, abs, max, dot can be double precision, but not exp log pow sin etc. #OpenGL

  23. Hi @aazerra! Try adding the hashtags #gamedev and #terrain, the tools you're working with (like #godot or #opengl) and you can also add something like "boosts appreciated 🔄" to help your questions get to more people.

  24. I finished my experiment of porting GPUs to Emacs.

    The GPU backend shares a neutral drawing policy across Metal (macOS) and OpenGL (Linux); two drivers, one architecture.

    Performance charts (absolute fps, cairo vs GPU):
    1616x912 frame: GPU ahead on full redraws (1.19x), at parity on page scrolls
    4K frame: GPU pulls ahead on motion (typing 7.4x, image scroll 11.5x)
    macOS M1 Pro: vsync on saves 35% CPU during scroll without losing responsiveness.

    However, for smaller resolutions the CPU wins.

    This version makes sense if you want animations, transitions, or to play GIFs or videos.

    https://github.com/tanrax/emacs-gpu

    #emacs #gpu #opengl #linux

  25. I finished my experiment of porting GPUs to Emacs.

    The GPU backend shares a neutral drawing policy across Metal (macOS) and OpenGL (Linux); two drivers, one architecture.

    Performance charts (absolute fps, cairo vs GPU):
    1616x912 frame: GPU ahead on full redraws (1.19x), at parity on page scrolls
    4K frame: GPU pulls ahead on motion (typing 7.4x, image scroll 11.5x)
    macOS M1 Pro: vsync on saves 35% CPU during scroll without losing responsiveness.

    However, for smaller resolutions the CPU wins.

    This version makes sense if you want animations, transitions, or to play GIFs or videos.

    https://github.com/tanrax/emacs-gpu

    #emacs #gpu #opengl #linux

  26. Greetings everyone! ✌️

    Here's another one update of "Dima wants crisps 🍟".

    I have add spruces! 🌲🌲🌲😁 (if it say shortly)

    fediverse.tv/w/9J23vAxE34VXS5v 🎬

    You can download the new version from Codeberg 🏔️👉 codeberg.org/xolatgames/Dima-w

    Or you can also download this game from my website, as always 👉 xolat.games/search-by-tags/glf

    Thanks for reading! And I wish ya a good day! 😉

    #opengl #gamedev #cpp #cplusplus #glfw #blender #blender3d #gimp #gimp3 #opensource #codeberg #assimp #cmake #glfw3 #bullet3 #3d #codelite

  27. Hi folks! ✌️

    Here's an update of "Dima wants crisps 🍟" 👇

    fediverse.tv/w/ei1PuN1aQVZULqN 🎬

    I've made a view from the first person, have move the background of the game to the back, so it doesn't touches in-game objects, such as grounds anymore, have put a magic stuff to the player's hand 🧙‍♂️, and now the game use Tiled (mapeditor.org/) for a maps' creation.

    Have a good day! 😜✌️

    #opengl #cpp #cplusplus #gamedev #3dgame #blender #gimp #assimp #platformer #3dplatformer #game #games #opensource

  28. Hi folks! ✌️

    Here's an update of "Dima wants crisps 🍟" 👇

    fediverse.tv/w/ei1PuN1aQVZULqN 🎬

    I've made a view from the first person, have move the background of the game to the back, so it doesn't touches in-game objects, such as grounds anymore, have put a magic stuff to the player's hand 🧙‍♂️, and now the game use Tiled (mapeditor.org/) for a maps' creation.

    Have a good day! 😜✌️

    #opengl #cpp #cplusplus #gamedev #3dgame #blender #gimp #assimp #platformer #3dplatformer #game #games #opensource

  29. Flat c file, Webcam to PBO #opengl. Ready for #shader effect 😅

  30. In the last post I introduced the "dual complement" idea for polyhedral graphs. I'm not sure if it has any mathematical significance, but I've made a fun discovery: the dual complement of a spanning tree is another spanning tree.

    This result is rather intuitive and I don't have a rigorous proof for it yet, but here are the main supporting ideas. First, a spanning tree over v1 vertices has v1 - 1 edges. We can then show, using basic duality relations and Euler's polyhedral formula, that the dual complement has v2 - 1 edges that connect all of its v2 vertices. The complement doesn't have any cycles, since those would "capture" parts of the original graph, which we know is a single component.

    The original polyhedron here is a {3,5+}_2,1 geodesic, so the dual is a Goldberg polyhedron.

    No AI, no apps, just my original Python + OpenGL code.

    #graphtheory #dualpolyhedron #dualcomplement #spanningtree #geodesicpolyhedron #goldbergpolyhedron #3dgraphics #digitalsculpture #pythoncode #numpy #opengl #creativecodeart #algorithmicart #algorist #mathart #laskutaide #computerart #ittaide #kuavataide #iterati

  31. Back in the day, I made a couple of demos where a Hamiltonian path is carved out on a polyhedron. Looking back, I started to wonder about the shape left around the path, and what it means in terms of graph theory. I call this shape the "dual complement" of the path.

    The dual of a polyhedron is essentially the result of turning faces into vertices and vice versa. This is shown in the first clip with a snub dodecahedron and its dual, the pentagonal hexecontahedron; to keep the view cleaner, I'm only showing the edges of one at a time.

    The duality transformation also affects the edges, but their number remains the same, and there's a 1:1 mapping between the original and dual edges. Each dual edge "cuts through" the original. To make the dual complement of a path, I remove the dual counterpart of each edge in the path, leaving only the stuff on the sides. It's like driving a snow plough along the path, leaving walls of snow on the sides.

    For the final view, I combine original Hamiltonian paths with their dual complements.

    #graphtheory #hamiltonianpath #hamiltoniancycle #dualpolyhedron #dualcomplement #snubdodecahedron #pentagonalhexecontahedron #3dgraphics #digitalsculpture #pythoncode #numpy #opengl #creativecodeart #algorithmicart #algorist #mathart #laskutaide #computerart #ittaide #kuavataide #iterati

  32. Back in the day, I made a couple of demos where a Hamiltonian path is carved out on a polyhedron. Looking back, I started to wonder about the shape left around the path, and what it means in terms of graph theory. I call this shape the "dual complement" of the path.

    The dual of a polyhedron is essentially the result of turning faces into vertices and vice versa. This is shown in the first clip with a snub dodecahedron and its dual, the pentagonal hexecontahedron; to keep the view cleaner, I'm only showing the edges of one at a time.

    The duality transformation also affects the edges, but their number remains the same, and there's a 1:1 mapping between the original and dual edges. Each dual edge "cuts through" the original. To make the dual complement of a path, I remove the dual counterpart of each edge in the path, leaving only the stuff on the sides. It's like driving a snow plough along the path, leaving walls of snow on the sides.

    For the final view, I combine original Hamiltonian paths with their dual complements.

    #graphtheory #hamiltonianpath #hamiltoniancycle #dualpolyhedron #dualcomplement #snubdodecahedron #pentagonalhexecontahedron #3dgraphics #digitalsculpture #pythoncode #numpy #opengl #creativecodeart #algorithmicart #algorist #mathart #laskutaide #computerart #ittaide #kuavataide #iterati

  33. Back in the day, I made a couple of demos where a Hamiltonian path is carved out on a polyhedron. Looking back, I started to wonder about the shape left around the path, and what it means in terms of graph theory. I call this shape the "dual complement" of the path.

    The dual of a polyhedron is essentially the result of turning faces into vertices and vice versa. This is shown in the first clip with a snub dodecahedron and its dual, the pentagonal hexecontahedron; to keep the view cleaner, I'm only showing the edges of one at a time.

    The duality transformation also affects the edges, but their number remains the same, and there's a 1:1 mapping between the original and dual edges. Each dual edge "cuts through" the original. To make the dual complement of a path, I remove the dual counterpart of each edge in the path, leaving only the stuff on the sides. It's like driving a snow plough along the path, leaving walls of snow on the sides.

    For the final view, I combine original Hamiltonian paths with their dual complements.

    #graphtheory #hamiltonianpath #hamiltoniancycle #dualpolyhedron #dualcomplement #snubdodecahedron #pentagonalhexecontahedron #3dgraphics #digitalsculpture #pythoncode #numpy #opengl #creativecodeart #algorithmicart #algorist #mathart #laskutaide #computerart #ittaide #kuavataide #iterati

  34. Back in the day, I made a couple of demos where a Hamiltonian path is carved out on a polyhedron. Looking back, I started to wonder about the shape left around the path, and what it means in terms of graph theory. I call this shape the "dual complement" of the path.

    The dual of a polyhedron is essentially the result of turning faces into vertices and vice versa. This is shown in the first clip with a snub dodecahedron and its dual, the pentagonal hexecontahedron; to keep the view cleaner, I'm only showing the edges of one at a time.

    The duality transformation also affects the edges, but their number remains the same, and there's a 1:1 mapping between the original and dual edges. Each dual edge "cuts through" the original. To make the dual complement of a path, I remove the dual counterpart of each edge in the path, leaving only the stuff on the sides. It's like driving a snow plough along the path, leaving walls of snow on the sides.

    For the final view, I combine original Hamiltonian paths with their dual complements.

    #graphtheory #hamiltonianpath #hamiltoniancycle #dualpolyhedron #dualcomplement #snubdodecahedron #pentagonalhexecontahedron #3dgraphics #digitalsculpture #pythoncode #numpy #opengl #creativecodeart #algorithmicart #algorist #mathart #laskutaide #computerart #ittaide #kuavataide #iterati

  35. Back in the day, I made a couple of demos where a Hamiltonian path is carved out on a polyhedron. Looking back, I started to wonder about the shape left around the path, and what it means in terms of graph theory. I call this shape the "dual complement" of the path.

    The dual of a polyhedron is essentially the result of turning faces into vertices and vice versa. This is shown in the first clip with a snub dodecahedron and its dual, the pentagonal hexecontahedron; to keep the view cleaner, I'm only showing the edges of one at a time.

    The duality transformation also affects the edges, but their number remains the same, and there's a 1:1 mapping between the original and dual edges. Each dual edge "cuts through" the original. To make the dual complement of a path, I remove the dual counterpart of each edge in the path, leaving only the stuff on the sides. It's like driving a snow plough along the path, leaving walls of snow on the sides.

    For the final view, I combine original Hamiltonian paths with their dual complements.

    #graphtheory #hamiltonianpath #hamiltoniancycle #dualpolyhedron #dualcomplement #snubdodecahedron #pentagonalhexecontahedron #3dgraphics #digitalsculpture #pythoncode #numpy #opengl #creativecodeart #algorithmicart #algorist #mathart #laskutaide #computerart #ittaide #kuavataide #iterati

  36. And another one new! 📰

    I've rename "Dima stand 🧍‍♂️" on "Dima wants crisps 🍟".

    And now this means that Dima now hasn't a plan to stands only 🙂. He also want now to walk, jump, and do more actions! 😎

    The repository now available by this new link 👉 codeberg.org/xolatgames/Dima-w

    #game #games #3d #3dgame #blender #opengl #glfw #cmake #cpp #cplusplus #opensource #gamedev #platformer #blender3d #codeberg #gimp #gimp3 #assimp #bullet3 #3dplatformer

  37. And another one new! 📰

    I've rename "Dima stand 🧍‍♂️" on "Dima wants crisps 🍟".

    And now this means that Dima now hasn't a plan to stands only 🙂. He also want now to walk, jump, and do more actions! 😎

    The repository now available by this new link 👉 codeberg.org/xolatgames/Dima-w

    #game #games #3d #3dgame #blender #opengl #glfw #cmake #cpp #cplusplus #opensource #gamedev #platformer #blender3d #codeberg #gimp #gimp3 #assimp #bullet3 #3dplatformer

  38. New book came in today. I guess it's better late than never...

    #OpenGL #Vulkan

  39. New book came in today. I guess it's better late than never...

    #OpenGL #Vulkan