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mosra
searching PlanetScale…
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Convenient CPU feature detection and dispatch in the Magnum Engine
(blog.magnum.graphics)
1 points
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mosra
4y ago
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1 comments
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mosra
4y ago
A new Magnum feature provides efficient compile-time and runtime CPU detection and dispatch on x86, ARM and WebAssembly. The core idea behind allows adding new variants without having to write any dispatching code.
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mosra
4y ago
> on mobile platforms, I found that UBOs were a win from call overhead alone That was what I got from it also. Be it a phone or WebGL translated using ANGLE to something else, every call mattered. But on desktop drivers that were relativ
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mosra
4y ago
Project author here. Hello :) Let me just clarify a few bits. The GL wrapper is deliberately this low-level, because the library provides a baseline for a much broader range of uses than just games themselves. For an application that perfor
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mosra
4y ago
While I'm here, a shameless self-promo -- Magnum uses a Python doc generator that includes type annotations by default, moving it closer to what you're used to from C++: https://blog.magnum.graphics/announcements&#
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mosra
4y ago
Hah, good point, seems like this class suffers from documentation erosion. It got expanded and expanded and expanded and the essential piece of information got somehow lost down there in the gory details. The actual usage info and code snip
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Magnum Engine 2020.06 released with redesigned asset pipeline and new examples
(blog.magnum.graphics)
2 points
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mosra
6y ago
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1 comments
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A new geometry pipeline in the Magnum graphics engine
(blog.magnum.graphics)
5 points
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mosra
6y ago
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0 comments
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Python Bindings for the Magnum Graphics Engine
(blog.magnum.graphics)
2 points
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mosra
7y ago
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0 comments
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On Being Productive with Your Tools
(blog.magnum.graphics)
3 points
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mosra
7y ago
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0 comments
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Optimizing Emscripten C++ apps for idle power efficiency and smaller downloads
(blog.magnum.graphics)
4 points
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mosra
7y ago
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0 comments
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Multi-dimensional strided array views in the Magnum engine
(blog.magnum.graphics)
3 points
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mosra
7y ago
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0 comments
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Forward-declaring C++ STL container types for improved compile times
(blog.magnum.graphics)
2 points
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mosra
8y ago
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0 comments
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Teaching Virtual Reality with Magnum Engine
(blog.magnum.graphics)
3 points
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mosra
8y ago
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0 comments
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Magnum Engine Does GFX API Enum Mapping for Vulkan and OpenGL
(blog.magnum.graphics)
2 points
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mosra
8y ago
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0 comments
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Array view implementations in Magnum vs. the C++20 std:span
(blog.magnum.graphics)
1 points
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mosra
8y ago
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0 comments
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Magnum engine 2019.01 released with tweakable constants and ImGui integration
(blog.magnum.graphics)
2 points
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mosra
8y ago
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0 comments
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Lightweight but still STL-compatible C++ unique pointer implementation
(blog.magnum.graphics)
4 points
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mosra
8y ago
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0 comments
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mosra
8y ago
For the record, nobody complained when I removed all the class diagrams and other things mentioned above, so my takeaway was that ... yes, those features were useless :) On the other hand, people complained about lack of essential features
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mosra
8y ago
Definitely. Maintaining the Magnum documentation is the most time-consuming portion of the development (tests are second, the actual code takes the least amount of time), but so far it was very worth it.
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mosra
8y ago
That's a well-written and nicely organized documentation, congrats :) Btw., I'm now working on a C# support for this documentation theme, but by using XMLDoc directly instead of Doxygen (and thus also with none of its bugs). See h
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mosra
8y ago
Not really an alternative, since C++ projects often use Breathe to "transpile" Doxygen to Sphinx. I even contributed a few patches to Doxygen from which the Breathe/Sphinx project directly benefited, but after trying it out a
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mosra
8y ago
Exactly. Doxygen implicitly generates useless info about what file is included by what file, list of places from where a function gets called, what line was this and that function declaration in (and where is the definition), huge class inh
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Improved Doxygen documentation and search for C++ projects
(blog.magnum.graphics)
54 points
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mosra
8y ago
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32 comments
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Magnum engine 2018.10 released with animation and Vulkan interop
(blog.magnum.graphics)
4 points
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mosra
8y ago
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0 comments
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Optimizing quaternion interpolation by doing less and fixing the data instead
(blog.magnum.graphics)
3 points
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mosra
8y ago
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0 comments
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Magnum engine 2018.04 released with custom renderer, glTF and LeapMotion support
(blog.magnum.graphics)
3 points
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mosra
8y ago
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0 comments
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Magnum C++ graphics engine 2018.02 released with WebGL 2.0, VR support and more
(blog.magnum.graphics)
6 points
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mosra
9y ago
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0 comments
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Implementing a lightning fast Doxygen documentation symbol search
(blog.magnum.graphics)
4 points
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mosra
9y ago
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1 comments
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Area Lights with LTCs in the Magnum Graphics Engine
(blog.magnum.graphics)
4 points
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mosra
9y ago
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0 comments
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