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#opengl

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The recent stipplings and partitionings reminded me of this demo from about 2 years ago. In short, it's a Hilbert curve where the iteration level varies by the colour value. I wanted to make some small changes, but I ended up rewriting it completely. The shader approach seemed needlessly heavy and redundant for something that works more naturally on a CPU. But mostly it was just a fun exercise in looking at the same problem from a different angle.

The first picture shows the original idea. With the new idea, I wanted to get rid of the slanted lines; the result doesn't feel any better to me, but I guess it's interesting in its own way.

I came across this halftoning idea sometime last week. While the idea was relatively easy to understand and fun to implement, I've spent quite a lot of time trying to make the result look nice.

In each row, the image is split into bins containing roughly the same sum of lightness value. This is nice to implement when the number of lines/bins is a power of 2, so we can recurse with a binary split. Thus the line density varies by average lightness. The problem is that density is considered along the x-axis. If things change a lot between rows, the lines get slanted, so they appear more dense. Here I've included some averaging between neighbouring rows to make thing a bit smoother.

I'm also including a fun glitch from the early tests. The line-density system includes the set of point coordinates and the graph structure (which point is connected to which). What happened here is my generic graph generator that simply finds the nearest neighbours of each point. So in the light areas that are compressed horizontally, the nearest neighbours were left and right.

As GLEW is unmaintained, uses GLX by default and the EGL part is unfinished, the best would be if projects would migrate to GLAD.

I've migrated PrusaSlicer to GLAD today.

github.com/prusa3d/PrusaSlicer

PrusaSlicer already used GLAD, the question is why it used GLEW then?

GLEW is unmaintained and libvgcode already uses GLAD.
This is works in progress.
GitHubDraft: Migrate from GLEW to GLAD by cryptomilk · Pull Request #14440 · prusa3d/PrusaSlicerBy cryptomilk

»Freier Linux-Treiber für Nvidia-GPU unterstützt OpenGL zukünftig via Vulkan:
Bei neueren GeForce-GPUs werden Linux-Distributionen für OpenGL-Anwendungen einen Treiber nutzen, der die eigentliche Arbeit einem Vulkan-Treiber übergibt.«

Spannend und deren technischen Umsetzung liest sich für mich als Laie in diesem Bereich spannend an. Wann kommt Linux populär auf den Grafik-Desktop-PC? ;)

🐧 heise.de/news/Freier-Linux-Tre

heise online · Freier Linux-Treiber für Nvidia-GPU unterstützt OpenGL zukünftig via VulkanBy Thorsten Leemhuis
#gpu#linux#nvidia

Freier Linux-Treiber für Nvidia-GPU unterstützt OpenGL zukünftig via Vulkan

Bei neueren GeForce-GPUs werden Linux-Distributionen für OpenGL-Anwendungen einen Treiber nutzen, der die eigentliche Arbeit einem Vulkan-Treiber übergibt.

heise.de/news/Freier-Linux-Tre

Como ya sabéis desde hace unos años Vulkan se ha convertido en la API gráfica que mejor aprovecha nuestras tarjetas gráficas en Linux. Antes de Vulkan se usaba OpenGL.

A partir de Mesa 25.1 se abandona el driver libre de OpenGL por Zink. La idea de esta tecnología es ejecutar OpenGL en el driver libre de Vulkan NVK. Funciona como una capa de traducción de código OpenGL a Vulkan.

collabora.com/news-and-blog/ne

Collabora | Open Source ConsultingGoodbye Nouveau GL. Hello Zink!Using Mesa 25.1, Nouveau users will now get Zink+NVK instead of the old OpenGL driver.

Another fun Wonderbly moment - we briefly deployed a version of the #OpenGL renderer that used a headshot of one of the founders as the basic texture to a QA cluster, so we could get some screengrabs to use for my upcoming presentation of the GL based scene renderer.

OF COURSE, the QA team ordered some proof books from that cluster in the ten minute interval we were pissing about with it, so "cosmic Nick Marsh" actually exists in a handful of hardcopy #books #MurphysLaw , I wish I had one.

Continued thread

What I'd like to do is render these pieces in the correct orientation, including the grass bits on top, but somehow make the actual grass texture always appear such that it faces right-side-up, like it does on the unrotated flat ground.

How would I do this?