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Path: ...!news.mixmin.net!eternal-september.org!feeder3.eternal-september.org!news.eternal-september.org!.POSTED!not-for-mail From: Lawrence D'Oliveiro <ldo@nz.invalid> Newsgroups: comp.arch Subject: Re: Misc: Applications of small floating point formats. Date: Sun, 4 Aug 2024 04:14:13 -0000 (UTC) Organization: A noiseless patient Spider Lines: 21 Message-ID: <v8mv6l$3t1j0$2@dont-email.me> References: <v8ehgr$1q8sr$1@dont-email.me> <v8eloq$1qs1a$1@dont-email.me> <v8flo3$23t8l$1@dont-email.me> <v8h4iv$2e5g0$4@dont-email.me> <v8h8hv$2epjk$1@dont-email.me> <v8hg7p$2k3mm$1@dont-email.me> <v8hok5$2lec3$1@dont-email.me> <v8hruh$2m1tt$1@dont-email.me> <v8hv6d$2mklf$1@dont-email.me> <v8i709$2o7ho$1@dont-email.me> <v8jsbj$32llf$3@dont-email.me> <v8k2ld$37juv$1@dont-email.me> <v8kfcu$39ic7$2@dont-email.me> <v8ko4j$3br9u$1@dont-email.me> <v8m6up$3kkjg$2@dont-email.me> <v8m803$3k5d7$2@dont-email.me> MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Injection-Date: Sun, 04 Aug 2024 06:14:14 +0200 (CEST) Injection-Info: dont-email.me; posting-host="e200086b4c1a82aa9233853add21d3e6"; logging-data="4097632"; mail-complaints-to="abuse@eternal-september.org"; posting-account="U2FsdGVkX1/FQ7a7841RoosVfZ/n5g4t" User-Agent: Pan/0.159 (Vovchansk; ) Cancel-Lock: sha1:flY5R4u1lHverMbS5I4ttkpPItc= Bytes: 2144 On Sat, 3 Aug 2024 14:38:11 -0700, Chris M. Thomasson wrote: > On 8/3/2024 2:20 PM, Lawrence D'Oliveiro wrote: > >> On Sat, 3 Aug 2024 03:01:16 -0500, BGB wrote: >> >>> On 8/3/2024 12:32 AM, Lawrence D'Oliveiro wrote: >>> >>> But, what I am saying is, a lot of stuff doesn't need raytracing. >> >> Like I said, there are non-raytraced renderers inspired by video-game >> engines. They don’t use OpenGL. > > They are becoming few and far between wrt the big titles, so to speak. No they aren’t. A well-known example is the “Eevee” renderer built into Blender (alongside the ray-traced “Cycles” renderer). > DirectX 12 and Vulkan. Those are strictly for on-screen use, like OpenGL before them.