- 2011 - A trip through the Graphics Pipeline 2011
- 2013 - Performance Optimization Guidelines and the GPU Architecture behind them
- 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
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| <?xml version="1.0" encoding="utf-8"?> | |
| <Client name="Sony Bravia 2014"> | |
| <Identification> | |
| <Header name="X-AV-Client-Info" regex=".*KDL-\d{2}[WR][5689]\d{2}B.*" /> | |
| <DeviceDescription> | |
| <Manufacturer substring="Sony" /> | |
| <FriendlyName regex="KDL-\d{2}[WR][5689]\d{2}B.*" /> | |
| </DeviceDescription> | |
| </Identification> | |
| <DeviceDescription> |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_PassthruCentralNode; | |
| // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, | |
| // because it would be confusing to have two docking targets within each others. | |
| ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; | |
| ImGuiViewport* viewport = ImGui::GetMainViewport(); | |
| ImGui::SetNextWindowPos(viewport->Pos); | |
| ImGui::SetNextWindowSize(viewport->Size); | |
| ImGui::SetNextWindowViewport(viewport->ID); |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| /* "Storylet" implementation. | |
| Based on https://github.com/smwhr/ink-storylets/tree/main by smwhr. | |
| This allows you to create content as "storylets" - little chunks / scenes, which are gated by preconditions. The game offers a choice of which one the player can look at, by picking the top N that are available now. | |
| The machinery is fairly light, and the data is kept "with" the story content, so its easy to use as an extendable template. | |
| */ |
OlderNewer