So here's a pretty neat thing, I use VHD's to organize the space on my computer. You can too!
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Click Start
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Type in the search bar "Disk par" =>
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Click first result =>
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In the program, click "Action" =>
// Multisampled SDF for text rendering (4x AA with single texture lookup, 16x with four lookups) | |
// It is for SDF text rendering with 16x antialiasing with only four texture lookups, where an | |
// SDF texture texel in turn also has four individual SDF values in the RGBA color channels in | |
// a 4-Rook/RGSS sampling pattern. | |
// Copyright (C) 2022, Benjamin 'BeRo' Rosseaux - License: Unlicense ( http://unlicense.org/ ) | |
const float SQRT_0_DOT_5 = sqrt(0.5); | |
#if FILLTYPE == FILLTYPE_ATLAS_TEXTURE |
So here's a pretty neat thing, I use VHD's to organize the space on my computer. You can too!
Click Start
Type in the search bar "Disk par" =>
Click first result =>
In the program, click "Action" =>
procedure TEngineMIDIEventList.FindInterval(const aResultList:TEngineMIDIEventDynamicArrayList;const aFromTime,aToTime:TEngineTime); | |
var Lower,Upper,Mid,Index,StartIndex,MinIndex,MaxIndex, | |
EventFromIndex,EventToIndex,NextStartIndex,TryIndex:SizeInt; | |
Event,TemporaryEvent:TEngineMIDIEvent; | |
FromTime,NextFromTime,EventFromTime,EventToTime, | |
MinEventTime,MaxEventTime:TEngineTime; | |
DoAdd:boolean; | |
begin | |
if fCount>0 then begin |
////////////////////////////////////////////////////////////////////////////////////// | |
// | |
// BeRo Garbage Collector Memory Manager - Copyright (C) 2011, Benjamin 'BeRo' Rosseaux | |
// Warning: CODED IN FEW HOURS ON A SINGLE DAY, SO USE IT ON YOUR OWN RISK! | |
// | |
////////////////////////////////////////////////////////////////////////////////////// | |
// Version: 2011.03.14.0013 | |
////////////////////////////////////////////////////////////////////////////////////// | |
// | |
// Description: |
<!DOCTYPE html> | |
<html> | |
<head> | |
<meta name="description" content="ecmascript string type wierdness fun"> | |
<meta charset="utf-8"> | |
<meta name="viewport" content="width=device-width"> | |
<title>JS Bin</title> | |
</head> | |
<body> |
// Copyright (C) 2018, Benjamin "BeRo" Rosseaux (benjamin@rosseaux.de) - License: CC0 | |
#version 330 | |
layout(location = 0) out vec4 oOutput; | |
in vec2 vTexCoord; | |
flat in int vFaceIndex; | |
vec3 getCubeMapDirection(in vec2 uv, | |
in int faceIndex){ | |
vec3 zDir = vec3(ivec3((faceIndex <= 1) ? 1 : 0, | |
(faceIndex & 2) >> 1, |
// Copyright (C) 2018, Benjamin "BeRo" Rosseaux (benjamin@rosseaux.de) - License: CC0 | |
// Hint: It's not super accurate, but it should be good enough for games and demos with sky rendering. | |
#version 430 | |
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | |
uniform vec3 tc; // Time constant | |
layout(std430) buffer ssboAstronomy { | |
vec3 sunPosition; | |
float sunDistance; |
unit MiniSoftFP32; // Copyright (C) 2018, Benjamin "BeRo" Rosseaux (benjamin@rosseaux.de) - License: CC0 | |
// Declaimer / Notice of caution: | |
// Attention, this code implements only the basic functions, but for example not the correct handling of | |
// Infinity, NaN, division-by-zero special cases and so on. | |
// In short, this code is only intended for demystifying the base floating point arithmetics (using 32-bit | |
// single precision floating point values in this implementation). | |
{$ifdef fpc} | |
{$mode delphi} | |
{$if defined(cpu386) or defined(cpuamd64)} | |
{$asmmode intel} |
https://github.com/baldurk/visor Vulkan Software Renderer
https://github.com/Chabloom/VulkanOnD3D12 Vulkan to Direct3D 12
https://github.com/msiglreith/rostkatze Vulkan to Direct3D 12
https://github.com/gfx-rs/portability Vulkan to Direct3D 12 and Metal and also to Vulkan itself again
https://github.com/KhronosGroup/MoltenVK Vulkan to Metal