4 ms·
Huh, reading the first half I almost expected them to have a debugging system where the cats on the fence were composited by each layer drawing only part of the
by jabbany 5y ago
Huh, reading the first half I almost expected them to have a debugging system where the cats on the fence were composited by each layer drawing only part of the scene on top of things below (fence, then one cat, then the other etc.) so you'd see different things if different parts failed.
Plenty cute though.
- p_l 5y agoAFAIK SAGE computers had diagnostic programs that were written in such way that they drew a "pinup girl" on the console (there supposedly was another, more risque animated image too). If there was a malfunction, the graphics would be malformed.
- bitwize 5y agoAh, the times when toxic masculinity was accepted in the workplace...
- LudwigNagasena 5y agoWhat?
- teakettle42 5y agoThe full story and a photo of the display: https://www.theatlantic.com/technology/archive/2013/01/the-never-before-told-story-of-the-worlds-first-computer-art-its-a-sexy-dame/267439/ https://www.theatlantic.com/technology/archive/2013/01/the-n...
- exikyut 5y agoThis sort of strategy feels to me* like it would be ideal in a gamedev sort of environment - considering the nontrivial practical distance between each of the layers in this scenario, I can totally see each layer occasionally showing up out of alignment, or rendered in the wrong font, etc. My (very abstract and non-practical) impression is that the rendering pipeline in a game is typically much tighter/cohesive than an entire desktop shell. * I could be wrong; I'm just spouting naive hot air with no practical experience at either end of this spectrum :)