/explore

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lebo.io
| | lea.codes
3.4 parsecs away

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| | A short tutorial on WebGL and Shaders
| | blog.mecheye.net
2.4 parsecs away

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| | [AI summary] The article explores the complexities of modern graphics rendering, focusing on topics like render pass management, buffer allocation, and the evolution of graphics APIs. It emphasizes the importance of understanding how state is managed, the role of buffer renaming, and the transition from older APIs like OpenGL to modern ones such as Vulkan and Direct3D 12. The author also discusses the challenges of working with legacy systems and the benefits of using Direct State Access (DSA) in OpenGL to reduce errors and improve efficiency.
| | wassimulator.com
3.4 parsecs away

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| | Writing a graphics rendering API using OpenGL with ease of use and modularity in mind. The process is explained on how the algorithms work.
| | morad.in
31.9 parsecs away

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| Foreword After my previous articles I started looking for another game to dive into and I ran into the demo version of Shadows of the Tomb Raider. I thought the rendering of this game is probably already really interesting but with the recent patch to enable raytraced shadows it made it an even better target. [...]