Constant time “bring to front” or floating point magic
I’m working on a diagram toolkit on top of Qt Graphics View Framework and faced a problem: implementing an efficient bring to front mechanism. There’s the ideas and magic behind it.
I’m working on a diagram toolkit on top of Qt Graphics View Framework and faced a problem: implementing an efficient bring to front mechanism. There’s the ideas and magic behind it.
Last year I played with clustered deferred shading. The implementation run nicely, and was tested with 1024 real-time lights. The cluster assignment is done with compute shaders, the logarithmic split uses only one variable making the configuration easy, and the shading itself is a simple Phong model.