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File: 1761118127372017.png (139 KB, 400x400)
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>>
Maths
>>
>>107250068
lie
>>
>>107250045
like school in summer time
>>
>>107250045
Like Jews in Auschwitz.
>>
>>107250045
Like negroes on a plantation.
>>
https://www.youtube.com/watch?v=C8NqXS1bC6s&list=PL5sTHXdX47kh4e5MU11VPGw1MWpg3G51S
>>
>>107250045
they use math to change the pixel colors on a monitor and your retard monkey brain thinks it's real
>>
>>107250045
Like retards in a bouncy castle
>>
>>107250045
Like Chuck at Sneed's Seed and Feed.
>>
>>107250045
You draw a huge grid map and assign number on them
>>
>>107250045
linear aljeetbra
>>
Like Puerto Ricans at the beach
>>
>>107250045
runes engraved on rock
>>
>>107250998
Engraving is mechanical thougheverbeit
The runes are etched
>>
>>107250045
It used to be pretty simple but now I honestly couldn't tell you, something to do with fucking AI upscaling and frame generation or something, I don't fucking know.
>>
>have 600 gb of 3d models
>probably several copies of each model because who cares
>load them up in your graphics driver until it's full and the game gets laggy
>>
>>107250896
As a puerto rican graphics programmer respectfully what does this mean
>>
>>107251764
they don’t work
>>
>>107251828
Well that makes no sense.
>>
>>107250045
api opengl/vulkan/direct3d to upload models vertex datas and send rendering commands to the gpu. also lots of matrix/vector maffs. ezpz
>>
>>107250045
pollygons, or summat
>>
In human made data, born and raised
On the memory heap is where the vertex spent days
Positioning, mapping, clumping data all cool
And reconstructing binormals outside the pool
When a couple of calls who were up to no good
Started piping data to the GPU
I got into one little shader and my rasterizer got scared
And said "you're moving with your neighboring verts in tri 10"
I whistled for a matrix and when it came near
The w components said 1 and it had "ortho" spelled clear
If anything I can say this matrix is rare
But I thought naw forget it, yo homes - to screen square
I processed my color to some blue, a bit redder
And I yelled to the shader "yo homes, smell ya later"
I looked at my coordinate, I was finally there
To sit on the screen as that pixel right there
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>>107251764
Puerto Rican graphics programmer forum
>>
>>107250045
like the morbidly obese at a megachurch
>>
File: 33UO6.png (399 KB, 1309x1204)
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>>107250045
You upload texture and model(triangles and vertices mostly) data and small programs called shaders to GPU. Then you create command buffers which are like a series of high level instructions to GPU(driver) that describe what preprogrammed or custom operations you want to execute. Then you submit it and wait for GPU to finish. In the meantime GPU set ups various buffers and executes pic related. Some things you have control over(eg by using shaders) and some are hardcoded. The two most important kinds of shaders are vertex shaders that manipulate vertices and fragment shaders that manipulate pixels. Final graphics is a result of many such passes done both in world space and as post processing on flat image.



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