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Articole: 11
  1. When working with floats, we tend to reuse the more familiar integer arithmetic patterns.

  2. In the past two months or so, I spent some time making tiny GLSL demos.

  3. Text rendering is cursed.

  4. Bézier curves are a core building block of text and 2D shapes rendering.

  5. A few weeks ago, I made a tiny demo that fits into 448 characters: Red Alp GLSL demo in 448 characters void main(){vec3 c,p,K=vec3(3,1,0);for(float z,i,a,g=1.,t,h,d,w,k=.15;i++<1e2;d=max(max(d-3. ,-d),a=z)*k,w=g-g/exp(h>.001?

  6. Doing anti-aliasing on SDF is not as straightforward as it seems.

  7. The idea that we must always linearize sRGB gradients or work in a perceptually uniform colorspace is starting to be accepted universally.

  8. You've most likely heard about gradient noise through the name Perlin noise, which refers to one particular implementation with various CPU optimizations.

  9. As I'm exploring the fantastic world of indie game development lately, I end up watching a large number of video tutorials on the subject.

  10. Hacking window titles to help OBS

    This write-up is meant to present the rationale and technical details behind a tiny project I wrote the other day, WTH, or WindowTitleHack, which is meant to force a constant window name for apps that keep changing it (I'm looking specifically at Firefox…

  11. Improving color quantization heuristics

    In 2015, I wrote an article about how the palette color quantization was improved in FFmpeg in order to make nice animated GIF files.