Profile for hikari

Header for hikari
Avatar for hikari
Display name
hikari 🌟 (fell out of the sky)
Username
@hikari@noyu.me
Role
admin

About hikari

Bio

from another world; magical girls on the internet, gpu programmers, musicians, sky enthusiasts, etc; EN/SV/DE/ζ—₯本θͺž

Stats

Joined
Posts
16689
Followed by
1483
Following
198

Recent posts

you know, it’s a shame that C is designed by ISO/IEC JTC1/SC22/WG14 and not the OpenGL Architecture Review Board. i’m sure we’d all rather write:

glDisable(GL_MASKING);
glEnableClientState(GL_SOURCE_DATA_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glSourceDataPointer(1, gl::UNSIGNED_BYTE, 1, dst_ptr);
glEnableClientState(GL_DESTINATION_DATA_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDestinationDataPointer(1, gl::UNSIGNED_BYTE, 1, src_ptr);
glCopyBytes(0, num_bytes);
if (glGetError() != 0) {
   // fuck
}

rather than

memcpy(dst_ptr, src_ptr, size);
Open thread at this post

OpenGL question: is there some way to share the storage between a renderbuffer and a texture, or directly convert a renderbuffer to a texture? note: I know I can construct a framebuffer and use it to copy a renderbuffer to a texture, I’m just wondering if I can skip that step

Open thread at this post