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toji.dev
| | blog.mecheye.net
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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.
| | acko.net
4.3 parsecs away

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| | Reinventing rendering one shader at a time
| | floooh.github.io
4.7 parsecs away

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| | In a couple of days I will merge the new WebGPU backend in sokol_gfx.h, and instead of an oversizedchangelog entry I guess it's time for a new blog post inst...
| | tayfunkayhan.wordpress.com
17.7 parsecs away

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| I've been working with Vulkan API for quite a while now, so I wanted to compile a non-exhaustive list of things that I find are bad practices with regards to performance, functionality and validity for Vulkan workloads. As with most advice, the best thing to do could be to pass it on -- or act...