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Path: ...!npeer.as286.net!npeer-ng0.as286.net!weretis.net!feeder8.news.weretis.net!eternal-september.org!feeder3.eternal-september.org!news.eternal-september.org!.POSTED!not-for-mail From: "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> Newsgroups: comp.arch Subject: Re: Misc: Applications of small floating point formats. Date: Sat, 3 Aug 2024 14:38:11 -0700 Organization: A noiseless patient Spider Lines: 22 Message-ID: <v8m803$3k5d7$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> MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8; format=flowed Content-Transfer-Encoding: 8bit Injection-Date: Sat, 03 Aug 2024 23:38:12 +0200 (CEST) Injection-Info: dont-email.me; posting-host="c5d5c7fe7b787c73b28f56e08a59c030"; logging-data="3806631"; mail-complaints-to="abuse@eternal-september.org"; posting-account="U2FsdGVkX18kS5Ei7/OSTSvxVSfYkLbVkrGxkIZlw8U=" User-Agent: Mozilla Thunderbird Cancel-Lock: sha1:4dR7LTOBldlz0zGGFMAPkkeAHCg= Content-Language: en-US In-Reply-To: <v8m6up$3kkjg$2@dont-email.me> Bytes: 2301 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. DirectX 12 and Vulkan. Programming for DirectX 12 can be a bitch. I am still learning about it. I can get programs running on my Xbox which is fun, but its more complicated than say, Modern OpenGL. > And it does take extra tricks (e.g. > things called “light probes”) to get realistic-looking lighting with > them. [...]