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johnnovak
searching PlanetScale…
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Nim Apocrypha, Vol. I
(blog.johnnovak.net)
2 points
by
johnnovak
6y ago
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2 comments
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by
johnnovak
6y ago
Greetings fellow Nim adventurers! Below you will find 16 handy Nim tips & tricks I came across while developing a medium-sized GUI program this year, Gridmonger (and related libraries). Some of them are about less known or undocumented
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Ao Resists the Forces of Darkness (pbrt Meets Nim)
(blog.johnnovak.net)
3 points
by
johnnovak
9y ago
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0 comments
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Nim performance tuning for the uninitiated
(blog.johnnovak.net)
8 points
by
johnnovak
9y ago
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0 comments
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A minimalist Openbox desktop for Vim freaks
(blog.johnnovak.net)
6 points
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johnnovak
10y ago
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0 comments
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Cross-Platform GUI Toolkit Trainwreck, 2016 Edition
(blog.johnnovak.net)
2 points
by
johnnovak
10y ago
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0 comments
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The Nim Ray Tracer Project – Part 4: Calculating Box Normals
(blog.johnnovak.net)
6 points
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johnnovak
10y ago
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0 comments
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The Nim Ray Tracer Project – Part 3: Lighting and Vector Maths
(blog.johnnovak.net)
2 points
by
johnnovak
10y ago
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0 comments
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johnnovak
10y ago
Not divide by two; you have to use the gamma transfer curve.
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by
johnnovak
10y ago
Looks like you missed all the other artifacts I gave examples for, which are all calibration independent (colour blending, compositing, rendering etc.)
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johnnovak
10y ago
More even = an even gradation from black to white.
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johnnovak
10y ago
If you read the article carefully, you'll realise that this is not just an optimisation (check for example the sections on colour blending and rendering; those artifacts are gamma calibration independent.)
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by
johnnovak
10y ago
Care to elaborate on the technical inaccuracies you spotted in the article? I would like to correct them, that's why I'm asking.
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johnnovak
10y ago
Thanks for the suggestion, I'll look into the scrset thing!
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johnnovak
10y ago
Yes, we need greater precision, ideally floats, but maybe 16 bits would be enough (haven't tested this or thought much about it.) But for multiple passes of processing floats are definitely the way to go due to rounding errors. I don&#
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johnnovak
10y ago
Instant upvote :)
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by
johnnovak
10y ago
Cheers, corrected!
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johnnovak
10y ago
That PDF looks excellent, thanks! I will link to it in the further reading section.
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johnnovak
10y ago
I highly doubt you perceive light intensity radically differently to your fellow humans... :) Most likely your monitor is miscalibrated. Try a few different gamma calibration images from other sources (Google Images -> "gamma calibr
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by
johnnovak
10y ago
Sorry, I can't magically fix all the mobile device screens of the world so they will start displaying images in a gamma-correct way... The fact is, the owners of such devices will never see gamma correct images on their screens, at lea
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by
johnnovak
10y ago
Thanks, I'm glad you enjoyed the article. The only way I could get Photoshop to resize correctly was to convert the image to 32-bit first, do the resizing, then convert back to 8/16-bit (there might other simpler ways, though, but
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johnnovak
10y ago
It's wrong in CS6, and that the only version of Photoshop I could test it with.
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johnnovak
10y ago
Thanks, good catch! No matter how many times I proofread my writings, some of these errors always slip through...
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by
johnnovak
10y ago
You need to calibrate your monitor then.
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johnnovak
10y ago
Ah, the title again... I'll promise I'll choose my title more carefully next time, so many people are hung up on this...
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johnnovak
10y ago
Thanks for that, I'll fix it later today!
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johnnovak
10y ago
It's not an opinion, check the references section for further info.
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johnnovak
10y ago
It's always refreshing to meet people who never make spelling errors! :) Other than that, try calibrating your monitor!
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johnnovak
10y ago
It's most likely an iPad thing. Try viewing it on a real desktop monitor!
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by
johnnovak
10y ago
I'd say scanline rendering is "more of a hack" than ray tracing, but both can produce useful looking results, of course. They are both crude approximations of reality, but ray tracing is a closer model and it makes non-local
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