Profile for hikari

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Display name
hikari ๐ŸŒŸ
Username
@hikari@noyu.me
Role
admin

About hikari

Bio

from another world; anime girls on the internet who are terrible at playing guitar and slightly less bad at programming; EN/SV/DE/ๆ—ฅๆœฌ่ชž

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Recent posts

IMA ADPCM is an extremely cute audio compression format. the reference algorithm is a few lines of C code with no multiplication or division, let alone floating-point. just bitshifts and two constant lookup tables <3

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you know, itโ€™s a shame that C is designed by ISO/IEC JTC1/SC22/WG14 and not the OpenGL Architecture Review Board. iโ€™m sure weโ€™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);
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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, Iโ€™m just wondering if I can skip that step

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