and how occlusion culling worked with BSP trees in Quake if I remember correctly as well
and how occlusion culling worked with BSP trees in Quake if I remember correctly as well
DRM is laughable anyway, if you give me the data I have the file if I really want it.
Let me, the consumer, legally purchase a high res copy of media I can own. Why is this so hard?
I'm literally at the point where its looking like pirating the movies is the only way to watch them...
Not all monetary inflation is the same, and the destination of the money and the work produced with it can actually have quite an impact on the true wider economic effects of that increased money supply.
To be very clear, I'm not saying monetary policy is magical, or that it doesn't cause inflation.
It has very little to do with "things you like" and a lot more to do with "utility to society accomplished with the policy" along with the velocity of that money afterwards in local economies (IE. a worker is more likely to buy, well, food and rent, education. A PPP loaned exec will buy assets, or another yacht)
Believe it or not, one of those can generate more widespread economic growth than the other, for the same amount of money printed
Using 2 tris for this isn’t ideal because you will get duplicate fragment invocations along the horizontal seam where the triangles meet. It is slightly more efficient to use one larger triangle extending outside the viewport, the offscreen parts will be clipped and not generate any additional fragments.
[1]: https://wallisc.github.io/rendering/2021/04/18/Fullscreen-Pa...
A bit of an older article but still very relevant.
I've found with webGL2 you can also skip the whole upload/binding of the buffer and just emit the vertexes/coordinates from the vertex shader as well.
Less of an impact than cutting it down, but if you're just trying to get a a fragment going, why not use the least amount of data and CPU-> GPU upload possible.
Nobody hates ugly sounding distortion more than he or she who practices 5 hours a day with it.
Single note distortion, at its best, is a harmonically rich sound which shares something with bowed instruments and reed woodwinds.
Nasty sounding single distortion has not gained complete mainstream acceptance. Musicians who do that on purpose will remain niche, even today. From time to time, such nasty sounds make appearances in mainstream pop, but only as a kind of "cameo". The statement is, "we are inserting this ugly thing here specifically for its idiosyncratic effect, haha! But only a few seconds, we promise".
Distortion (other than perhaps mild distortion) has never been fully accepted in roles where the multiple voices of a complex harmony part would be distorted together.
Nowhere was that better seen than in jazz/rock fusion, which accepted ragingly distorted guitars for solo work, but not so much for the rest of the music: except, of course, in passages where the guitars provide the "sound of rock": distorted fourths and fifths and whatnot, or double stop bluesy cliches and whatnot.
The music best known for distortion and that couldn't exist without distortion (and a lot of it) is of course heavy metal, which is a big landscape of styles and sounds.
In metal, the harmonies from an individual guitar part tend to consist of only a few notes. The clean chord is transformed into something else, which perhaps cannot be described in music notation. Complexity comes from the distortion. Distortion includes the sum and difference products, which relate to the tonality and scale of the music in unsual ways. Those notes are not identified. If notation is used at all, the underlying clean notes are notated: e.g. C-F# tritone on the A and D strings, over open E bass. Heavy metal uses syncopated and alternating rhythms to separate bass notes from upper notes in three and four note chords. This is not only to create rhythmical excitement, but to better separate the notes.
The notes of a distorted chord are also easier to for the ear to identify if they are introduced separately as a lasciare suonare arpeggio; that's a thing in metal.
Harmonic textures are also created by combining distorted guitar parts. Using two lead guitars originated in rock, with groups like Wishbone Ash. Multitrack recording allows an unlimited number of parts to be layered.
If you ever want to hear a guitar sound as rich as a synth, listen to someone running full polyphonic outputs for each string into a distortion per string. You get the rich harmonic violin/synth like tones of every string but can play full chords without any of the intermodulation products!
I'm kind of surprised guitars have stayed monophonic for as long as they have, and I feel like the next advance might be a cultural shift of guitars to a true polyphonic output path. Would definitely open up some interesting DSP pedal opportunities as a bonus.
The future is distorted guitars that can play complex chords imo
Sure it will have less stuff, but I suspect there may be some remnants purposefully left behind.
This looks like a basic default apps store uninstall and not much else.
For anyone that's unfamiliar, his Youtube videos are extremely well put together, and well worth the handful of hours to watch.
https://www.youtube.com/c/InigoQuilez
His articles on his website are very much worth a deep read too!