just my personal notes about music theory
2+ notes played together
diff --git a/src/renderer_gl.cpp b/src/renderer_gl.cpp | |
index c8164115a..dd3787c96 100644 | |
--- a/src/renderer_gl.cpp | |
+++ b/src/renderer_gl.cpp | |
@@ -1435,14 +1435,19 @@ namespace bgfx { namespace gl | |
if (bimg::isCompressed(bimg::TextureFormat::Enum(_format) ) ) | |
{ | |
- for (uint32_t ii = 0, dim = _dim; ii < (_mipmaps ? 5u : 1u) && 0 == err; ++ii, dim >>= 1) | |
- { |
# into the dim mobile game, lock puzzle fuzzer | |
# was too lazy to figure out some lock puzzles - here a bruteforce solution | |
class Pos: | |
def __init__(self, x, y): | |
self.x = x | |
self.y = y | |
class Map: | |
def __init__(self, w, h): |
Achievement | Engine/Game |
---|---|
storing world space positions in gbuffer | STALKER |
uploaded texture upside down | All Quake engines |
fixed function pipeline on top of a single vertex buffer | Tesseract |
made your own texture compression format that works with the driver's decoder somehow | Darkplaces (S2TC) |
cleared color, depth and stencil buffers individually | idTech4 |
line rendering with quads | Various |
per-vertex lighting | Cube, Minecraft, Gears of War, Skyrim |
used facet normals |
import imaplib, email, json | |
def chunks(l, n): | |
for i in range(0, len(l), n): | |
yield l[i:i+n] | |
def split_addrs(s): | |
if not(s): return [] | |
outQ = True | |
cut = -1 |
main(argc, argv) | |
int argc; | |
char *argv[]; | |
{ | |
int i; | |
argc--; | |
for(i=1; i<=argc; i++) | |
printf("%s%c", argv[i], i==argc? '\n': ' '); | |
} |