Profile for hikari
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/ๆฅๆฌ่ช
Stats
- Joined
- Posts
- 17518
- Followed by
- 1558
- Following
- 198
โby virtue ofโ implies the existence of a โby vice ofโ
aaaaaaaaaaaa (i just solved a stack corruption bug iโd been hunting since the latter part of yesterday)
anime samurai diagonal cut where the halves slide apart, but itโs with the sound effect from Space Cadet 3D Pinball when youโre sliding down the board
rgbacdefhijklmnostpquvxyzw
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
you know, itโs a shame that C is designed by ISO/IEC JTC1/SC22/WG14 and not the OpenGL Architecture Review Board. iโm sure weโd 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);
breaking news: โunsafe function is unsafeโ. hereโs our reporter rustc with more on this story
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, Iโm just wondering if I can skip that step
sorry but stalin was a tankie and thus he has been cancelled now