just my personal notes about music theory
2+ notes played together
| diff --git a/src/renderer_gl.cpp b/src/renderer_gl.cpp | |
| index c8164115a..dd3787c96 100644 | |
| --- a/src/renderer_gl.cpp | |
| +++ b/src/renderer_gl.cpp | |
| @@ -1435,14 +1435,19 @@ namespace bgfx { namespace gl | |
| if (bimg::isCompressed(bimg::TextureFormat::Enum(_format) ) ) | |
| { | |
| - for (uint32_t ii = 0, dim = _dim; ii < (_mipmaps ? 5u : 1u) && 0 == err; ++ii, dim >>= 1) | |
| - { |
| # into the dim mobile game, lock puzzle fuzzer | |
| # was too lazy to figure out some lock puzzles - here a bruteforce solution | |
| class Pos: | |
| def __init__(self, x, y): | |
| self.x = x | |
| self.y = y | |
| class Map: | |
| def __init__(self, w, h): |
| Achievement | Engine/Game |
|---|---|
| storing world space positions in gbuffer | STALKER |
| uploaded texture upside down | All Quake engines |
| fixed function pipeline on top of a single vertex buffer | Tesseract |
| made your own texture compression format that works with the driver's decoder somehow | Darkplaces (S2TC) |
| cleared color, depth and stencil buffers individually | idTech4 |
| line rendering with quads | Various |
| per-vertex lighting | Cube, Minecraft, Gears of War, Skyrim |
| used facet normals |
| import imaplib, email, json | |
| def chunks(l, n): | |
| for i in range(0, len(l), n): | |
| yield l[i:i+n] | |
| def split_addrs(s): | |
| if not(s): return [] | |
| outQ = True | |
| cut = -1 |
| main(argc, argv) | |
| int argc; | |
| char *argv[]; | |
| { | |
| int i; | |
| argc--; | |
| for(i=1; i<=argc; i++) | |
| printf("%s%c", argv[i], i==argc? '\n': ' '); | |
| } |