- 2011 - A trip through the Graphics Pipeline 2011
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
- 2020 - GPU ARCHITECTURE RESOURCES
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/* | |
* MIT License | |
* | |
* Copyright (c) 2021-2022 John "Nielk1" Klein | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining a copy | |
* of this software and associated documentation files (the "Software"), to deal | |
* in the Software without restriction, including without limitation the rights | |
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
* copies of the Software, and to permit persons to whom the Software is |
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/* | |
Can load easier and more indepth with https://github.com/Hydroque/DDSLoader | |
Because a lot of crappy, weird DDS file loader files were found online. The resources are actually VERY VERY limited. | |
Written in C, can very easily port to C++ through casting mallocs (ensure your imports are correct), goto can be replaced. | |
https://www.gamedev.net/forums/topic/637377-loading-dds-textures-in-opengl-black-texture-showing/ | |
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-5-a-textured-cube/ | |
^ Two examples of terrible code |
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#!/usr/bin/env python3 | |
# | |
# wu.py - W-machine interpreter written in Python | |
# Copyright (C) 2015 Maciej Gamrat <maciej@gamrat.it> | |
# | |
# This program is free software: you can redistribute it and/or modify | |
# it under the terms of the GNU General Public License as published by | |
# the Free Software Foundation, either version 3 of the License, or | |
# (at your option) any later version. | |
# |
Please consider using http://lygia.xyz instead of copy/pasting this functions. It expand suport for voronoi, voronoise, fbm, noise, worley, noise, derivatives and much more, through simple file dependencies. Take a look to https://github.com/patriciogonzalezvivo/lygia/tree/main/generative
float rand(float n){return fract(sin(n) * 43758.5453123);}
float noise(float p){
float fl = floor(p);
float fc = fract(p);