This is what you get when you implement vertex pulling for sprite quads, use a sprite to render a sky behind the world, and accidentally remove the "gl_Position.z = gl_Position.w" line.
This is what you get when you implement vertex pulling for sprite quads, use a sprite to render a sky behind the world, and accidentally remove the "gl_Position.z = gl_Position.w" line.
Antes de que las GPUs modernas dominaran el escritorio, 𝐒𝐢𝐥𝐢𝐜𝐨𝐧 𝐆𝐫𝐚𝐩𝐡𝐢𝐜𝐬 ya estaba mostrando hacia dónde iba la computación visual.
No eran solo computadoras. Eran estaciones para construir el futuro.
#retrocomputingmx #SiliconGraphics #SGI #onyx2 #octane #sgio2 #mips #OpenGL #retrocomputing #vintagecomputing #computerhistory #3dgraphics #workstations
En sus máquinas se crearon mundos virtuales, escenas imposibles y herramientas que marcaron a toda una generación de artistas, ingenieros y desarrolladores.
Su hardware era tan distintivo: gabinetes azules, morados y turquesa; arquitectura MIPS; gráficos OpenGL; multiprocesamiento; y una estética industrial que todavía hoy parece salida de una película de ciencia ficción.
#onyx2 #octane #sgio2 #mips #OpenGL #retrocomputing #vintagecomputing #computerhistory #3dgraphics #workstations
I published my notes on #OpenCL #OpenGL interop
https://mathr.co.uk/web/opencl-opengl-interop.html
so far focus is on writing to OpenGL textures from OpenCL kernels.
in my realworld test case this gives an overall improvement in total* runtime of about 10% vs downloading from OpenCL to CPU and reuploading to OpenGL
(* I did not subtract the cost of everything else the test case was doing (loading settings, running opencl kernels + opengl shaders, saving images), a microbenchmark of just the data transfer changes would show a much bigger improvement)
Wine 11.10 is out with vkd3d 2.0, VBScript compatibility improvements and more https://www.gamingonlinux.com/2026/05/wine-11-10-is-out-with-vkd3d-2-0-vbscript-compatibility-improvements-and-more/
#GraphicsProgramming and #Linux folk. I have questions about #OpenGL vs #Vulkan
Dodgy looking websites like OpenLib.io (which appears factual, but has zero credentials which makes me suspicious) seems to have information about one being implicit (OpenGL) and the other being explicit (Vulkan) and how Vulkan is the future for GPU compute, but OpenGL is solid and old-school for graphics.
Are we at a point where Vulkan can be reliably chosen as a GPU toolset? It seems to have been around for a long time, but only recently have #Blender started offering this, and now #BitwigStudio are pushing us to use this (could explain why the latest pre-release is crashing as I have been avoiding Vulkan due to not knowing if it is reliable enough yet).
Questions: where do you get your information on things like this which comes from reliable sources? Is an older 2080ti able to run Vulkan instructions efficiently enough that I can switch over to it?
I am wary and don't like change.
I plan on streaming #McCLIM things in approx 2h13m from now at 11:30 CDT / 16:30 UTC.
https://www.twitch.tv/endparen
Now that text is rendering better, I want to focus on the #Wayland IME support (text-input-v3 part of the protocol). The foundation is there already but I'm seeing errors related to different McCLIM gadgets and my want to use STREAM-CURSOR-POSITION.
- Coral.ai dev board from Google/Synaptics for prototyping multimodal edge AI, summer 2026: https://developers.google.com/coral/products Other options: Hailo: https://hailo.ai/products/ai-accelerators/ NVIDIA Jetson Orion: https://www.nvidia.com/en-us/autonomous-machines/embedded-systems/jetson-orin/nano-super-developer-kit/
- Andrej Karpathy goes to Anthropic to accelerate pre-training research: https://karpathy.ai https://techcrunch.com/2026/05/19/openai-co-founder-andrej-karpathy-joins-anthropics-pre-training-team/
- Online editor for 1 tweet shaders https://twigl.app https://github.com/doxas/twigl
#AI #edgeai #prototyping #karpathy #anthropic #google #coral #shaders #opengl #glsl