Sometimes I write software @ https://juicermv.github.io
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Completed building the BVH - Bottom Level and Top Level Acceleration Structures
. The debug view the is hit distance shown - similar to depth buffer
Hi Alex, have you seen this? Can you comment on this at all lol since it’s technically a leak?
This is super impressive, it would be awesome if DF could sit down with the Snowdrop people again to discuss their work here.
youtu.be/bhNIf6ZWTwQ
Hi Alex, have you seen this? Can you comment on this at all lol since it’s technically a leak?
This is super impressive, it would be awesome if DF could sit down with the Snowdrop people again to discuss their work here.
youtu.be/bhNIf6ZWTwQ
ko-fi.com/post/Darksou...
ko-fi.com/post/Darksou...
I really loved the coverage of GTA V Enhanced on PC that you did at DF, I feel like it’s worth mentioning though that it seems like the ocean in the game is left off the BVH, which causes boats to reflect the ocean floor and glow orange which looks very odd.
I really loved the coverage of GTA V Enhanced on PC that you did at DF, I feel like it’s worth mentioning though that it seems like the ocean in the game is left off the BVH, which causes boats to reflect the ocean floor and glow orange which looks very odd.
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BTC bc1ph7nyx22nufn7lvrmvgy5nu2daujry0wz6u6s9d43lddjf4es8crqvx37dm
ETH 0x4F6bD59c917100128A1caEAE5FB6c32c3C8a72a7
SOL CAQK53qhnTbMDMY4ysEx6fJbYJkAYPLGz1DsPodEV6Mf
BTC bc1ph7nyx22nufn7lvrmvgy5nu2daujry0wz6u6s9d43lddjf4es8crqvx37dm
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For example we could have single-beam CRTs with Quantum Dot color filters. That would be insane.
For example we could have single-beam CRTs with Quantum Dot color filters. That would be insane.