Vulkan is a low-overhead, cross-platform 3D graphics and compute API.
Vulkan targets high-performance realtime 3D graphics applications such as games and interactive media across multiple platforms providing higher performance and lower CPU usage.
From: Chris DeSalvo <[email protected]> | |
Subject: Why we can't process Emoji anymore | |
Date: Thu, 12 Jan 2012 18:49:20 -0800 | |
Message-Id: <[email protected]> | |
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#define WIN32_LEAN_AND_MEAN | |
#define WIN32_EXTRA_LEAN | |
#include <windows.h> | |
HWND g_hWnd; | |
HINSTANCE g_hInstance; | |
static const int g_nWindowWidth = 600; | |
static const int g_nWindowHeight = 400; | |
// Used to double buffer the window |
The following is a writeup of the following things I've independently discovered or been told over the years on how to utilize OpenGL effectively. Not everything in here I gurantee to be factually correct - though several others share similar ideas as present here. Take these are your own peril, like everything else - nothing is absolute; so profile to be sure and check the standards if something here is incorrect. These things presented here I've come to accept as being a safe
androidComponents { | |
val adbPath = sdkComponents.adb.get().asFile.absolutePath | |
onVariants { variant -> | |
val capitalizedVariantName = variant.name.replaceFirstChar(Char::titlecase) | |
val applicationId = variant.applicationId.get() | |
tasks.register("run${capitalizedVariantName}") { | |
group = "run" | |
description = "Installs and Launches the $capitalizedVariantName build" |