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Tuesday, January 10, 2012. Safer Data Sharing Between Threads. This article was originally posted on AltDevBlogADay. Single shared variable here, but may be hundreds of variables in practice. Int shared var = 2;. Uint32 t task = SubmitAsyncTask(DoWorkerTask);. Main thread goes to work on next task. Printf("%d n", shared var);. Shared var = 3;. Single shared variable here, but may be hundreds of variables in practice. Int shared var = 2;. Uint32 t task = SubmitAsyncTask(DoWorkerTask);. Shared var = 5;.

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rgba32 | rgba32.blogspot.com Reviews
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Tuesday, January 10, 2012. Safer Data Sharing Between Threads. This article was originally posted on AltDevBlogADay. Single shared variable here, but may be hundreds of variables in practice. Int shared var = 2;. Uint32 t task = SubmitAsyncTask(DoWorkerTask);. Main thread goes to work on next task. Printf(%d n, shared var);. Shared var = 3;. Single shared variable here, but may be hundreds of variables in practice. Int shared var = 2;. Uint32 t task = SubmitAsyncTask(DoWorkerTask);. Shared var = 5;.
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1 main thread
2 syncontask task ;
3 prints 5
4 worker thread
5 doworkertask
6 struct shared
7 shared shared;
8 development/testing
9 void doworkertask
10 template class t
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main thread,syncontask task ;,prints 5,worker thread,doworkertask,struct shared,shared shared;,development/testing,void doworkertask,template class t,assert *old owner ;,memorybarrier ;,co workers,posted by,mark lee,3 comments,email this,blogthis,less
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rgba32 | rgba32.blogspot.com Reviews

https://rgba32.blogspot.com

Tuesday, January 10, 2012. Safer Data Sharing Between Threads. This article was originally posted on AltDevBlogADay. Single shared variable here, but may be hundreds of variables in practice. Int shared var = 2;. Uint32 t task = SubmitAsyncTask(DoWorkerTask);. Main thread goes to work on next task. Printf("%d n", shared var);. Shared var = 3;. Single shared variable here, but may be hundreds of variables in practice. Int shared var = 2;. Uint32 t task = SubmitAsyncTask(DoWorkerTask);. Shared var = 5;.

INTERNAL PAGES

rgba32.blogspot.com rgba32.blogspot.com
1

rgba32: January 2011

http://www.rgba32.blogspot.com/2011_01_01_archive.html

Monday, January 24, 2011. Let’s get physical. Note, this was originally posted here. Not just a catchy Olivia Newton John slice of the 80′s but also a motto I find myself increasingly trying to incorporate into my professional work life these days. Before our HR dept. comes down on me, let me elaborate. A conversation I had with one of our cinematic guys last year went something like this:. Me: “What do you mean you needed to remake all the shaders on that character for the real-time cinematic? Here are ...

2

rgba32: June 2011

http://www.rgba32.blogspot.com/2011_06_01_archive.html

Tuesday, June 21, 2011. How a DSLR could help to take better handheld photos. I got a canon digital Rebel XTi back in 2007, mainly to take family photos. It wasn't a coincidence that it happened to be the year my daughter was born. More recently however I've started to take more interest in the subject of photography. It's a great hobby for all the graphics programmers out there to build up their rendering intuition since there's no faking it - this is how light actually works! I setup a focal length and...

3

rgba32: January 2012

http://www.rgba32.blogspot.com/2012_01_01_archive.html

Tuesday, January 10, 2012. Safer Data Sharing Between Threads. This article was originally posted on AltDevBlogADay. Single shared variable here, but may be hundreds of variables in practice. Int shared var = 2;. Uint32 t task = SubmitAsyncTask(DoWorkerTask);. Main thread goes to work on next task. Printf("%d n", shared var);. Shared var = 3;. Single shared variable here, but may be hundreds of variables in practice. Int shared var = 2;. Uint32 t task = SubmitAsyncTask(DoWorkerTask);. Shared var = 5;.

4

rgba32: Let’s get physical

http://www.rgba32.blogspot.com/2011/06/lets-get-physical.html

Monday, January 24, 2011. Let’s get physical. Note, this was originally posted here. Not just a catchy Olivia Newton John slice of the 80′s but also a motto I find myself increasingly trying to incorporate into my professional work life these days. Before our HR dept. comes down on me, let me elaborate. A conversation I had with one of our cinematic guys last year went something like this:. Me: “What do you mean you needed to remake all the shaders on that character for the real-time cinematic? Here are ...

5

rgba32: How a DSLR could help to take better handheld photos

http://www.rgba32.blogspot.com/2011/06/how-dslr-could-help-to-take-better.html

Tuesday, June 21, 2011. How a DSLR could help to take better handheld photos. I got a canon digital Rebel XTi back in 2007, mainly to take family photos. It wasn't a coincidence that it happened to be the year my daughter was born. More recently however I've started to take more interest in the subject of photography. It's a great hobby for all the graphics programmers out there to build up their rendering intuition since there's no faking it - this is how light actually works! I setup a focal length and...

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blog.selfshadow.com blog.selfshadow.com

Overdraw in Overdrive - Self Shadow

http://blog.selfshadow.com/publications/overdraw-in-overdrive

This is a tweaked version of a journal entry for the Microsoft Game Developer Network, that’s been cleansed of any non-public Xbox 360 specifics. If you’re a registered developer, I encourage you to check out the uncut edition available there, for full implementation details. One indispensable display mode is. Figures 1 shows the isolated depth complexity and overdraw, respectively, of a couple of characters within a scene. The right-hand image is rather unexciting, as only a single layer of drawing ...

colinbarrebrisebois.com colinbarrebrisebois.com

Batman: Arkham Origins – ZigguratVertigo's Hideout

https://colinbarrebrisebois.com/category/batman-arkham-origins

In search of the perfect pixel. Category: Batman: Arkham Origins. Deformable Snow and DirectX 11 in Batman: Arkham Origins. It’s been a while, but I finally found some time for a quick post to regroup the presentations I’ve done this year at the Game Developers Conference (GDC) and NVIDIA’s GPU Technology Conference (GTC). These presentations showcase and explain some of the features developed for Batman: Arkham Origins. August 16, 2014. July 5, 2016. Posted in Batman: Arkham Origins. RT @ aras p.

colinbarrebrisebois.com colinbarrebrisebois.com

Battlefield 3 – ZigguratVertigo's Hideout

https://colinbarrebrisebois.com/category/battlefield-3

In search of the perfect pixel. Approximating Translucency Revisited – With “Simplified” Spherical Gaussian Exponentiation. Lately, someone at work has pointed out the approximation of translucency Marc Bouchard. And I developed back at EA [1], which ended up in DICE’s Frostbite engine. The Battlefield 3 Engine. Rding implementing the technique and generating the inverted ambient-occlusion/thickness map. See the references for additional links. April 9, 2012. July 5, 2016. Posted in Battlefield 3. For th...

colinbarrebrisebois.com colinbarrebrisebois.com

Uncategorized – ZigguratVertigo's Hideout

https://colinbarrebrisebois.com/category/uncategorized

In search of the perfect pixel. It seems we can’t find what you’re looking for. Perhaps searching can help. Hi, my name is Colin Barré-Brisebois. This is my personal blog about real-time rendering and video-game development. These are my ramblings, not my employer's :). Stephen Hill (self shadow). RT @ aras p. How do you decide what to work on? Is so, so, SOOOO true. jvns.ca/blog/2016/08/1. Vous êtes en feu Mr.Tobias ;) 4 days ago. Hey Sweden, that's a lot of NaNs. ;) https:/ t.co/K0CZXOkuBc.

colinbarrebrisebois.com colinbarrebrisebois.com

Normal Map Blending – ZigguratVertigo's Hideout

https://colinbarrebrisebois.com/category/normal-map-blending

In search of the perfect pixel. Category: Normal Map Blending. What is the best way to blend two normal maps together? Why can’t I just add two normal maps together in Photoshop? I heard that t. O combine two normals together, you need to add the positive components and subtract the negative components, then renormalize. Looks right to me…. Why shouldn’t I be using Overlay (or a series of Photoshop blend modes) to blend normal maps together? Written together with Stephen Hill. July 17, 2012. July 5, 2016.

colinbarrebrisebois.com colinbarrebrisebois.com

Reoriented Normal Mapping – ZigguratVertigo's Hideout

https://colinbarrebrisebois.com/category/reoriented-normal-mapping

In search of the perfect pixel. Category: Reoriented Normal Mapping. What is the best way to blend two normal maps together? Why can’t I just add two normal maps together in Photoshop? I heard that t. O combine two normals together, you need to add the positive components and subtract the negative components, then renormalize. Looks right to me…. Why shouldn’t I be using Overlay (or a series of Photoshop blend modes) to blend normal maps together? Written together with Stephen Hill. July 17, 2012. Follow...

colinbarrebrisebois.com colinbarrebrisebois.com

Blending Normal Maps? – ZigguratVertigo's Hideout

https://colinbarrebrisebois.com/2012/07/17/blending-normal-maps

In search of the perfect pixel. What is the best way to blend two normal maps together? Why can’t I just add two normal maps together in Photoshop? I heard that t. O combine two normals together, you need to add the positive components and subtract the negative components, then renormalize. Looks right to me…. Why shouldn’t I be using Overlay (or a series of Photoshop blend modes) to blend normal maps together? Written together with Stephen Hill. On the topic of blending normal maps. And a real-time demo.

colinbarrebrisebois.com colinbarrebrisebois.com

Deformable Snow and DirectX 11 in Batman: Arkham Origins – ZigguratVertigo's Hideout

https://colinbarrebrisebois.com/2014/08/16/deformable-snow-and-directx-11-in-batman-arkham-origins

In search of the perfect pixel. Deformable Snow and DirectX 11 in Batman: Arkham Origins. It’s been a while, but I finally found some time for a quick post to regroup the presentations I’ve done this year at the Game Developers Conference (GDC) and NVIDIA’s GPU Technology Conference (GTC). These presentations showcase and explain some of the features developed for Batman: Arkham Origins. You will find below a quick description of the talks, as well as a link to slides and accompanying video. July 5, 2016.

seblagarde.wordpress.com seblagarde.wordpress.com

DONTNOD specular and glossiness chart | Sébastien Lagarde

https://seblagarde.wordpress.com/2012/04/30/dontnod-specular-and-glossiness-chart

Random thoughts about graphics in game. All posts and recent updates. Use All posts and recent updates in the Menu to natigate this blog. Relationship between Phong and Blinn lighting model. Spherical Gaussian approximation for Blinn-Phong, Phong and Fresnel →. DONTNOD specular and glossiness chart. April 30, 2012. With permission of my company : Dontnod entertainmen. T http:/ www.dont-nod.com/. Edit: There is a more recent version of this chart for UE4 here. Caution : The full resolution version of the ...

blog.selfshadow.com blog.selfshadow.com

Blog Archive - Self Shadow

http://blog.selfshadow.com/archives

Physically Based Shading at SIGGRAPH 2014. Righting Wrap (Part 2). Righting Wrap (Part 1). Specular Showdown in the Wild West. Physically Based Shading at SIGGRAPH 2014.

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RGBA | A Southern Colorado Network of Churches

Colorado Baptist Upcoming Events. Purpose, Vision, Values. First Southern Baptist of Cañon City. Lifeway Southern Baptist Church. First Southern Baptist of Florence. Mountain View Baptist Church. 1st Southern Baptist of Penrose. Fellowship of the Rockies. Lynn Gardens Baptist Church. New Bethany Missionary Baptist Church. New Heights Baptist Church. Pueblo West Baptist Church. Oak Creek Southern Baptist Church. Greenhorn Valley Baptist Church. Fisher Peak Community Church. New Hope Community Church.

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Black is Beautiful.

Please resize your browser window as you like. I will hug you if you want it. 2015 SOFASIDE.

rgba32.blogspot.com rgba32.blogspot.com

rgba32

Tuesday, January 10, 2012. Safer Data Sharing Between Threads. This article was originally posted on AltDevBlogADay. Single shared variable here, but may be hundreds of variables in practice. Int shared var = 2;. Uint32 t task = SubmitAsyncTask(DoWorkerTask);. Main thread goes to work on next task. Printf("%d n", shared var);. Shared var = 3;. Single shared variable here, but may be hundreds of variables in practice. Int shared var = 2;. Uint32 t task = SubmitAsyncTask(DoWorkerTask);. Shared var = 5;.

rgba8.org rgba8.org

rgba8.org

Everything is software, hardware is only a Matter of Perception. Emphase.0.7.10 : clifford attractors v2. Randf * 360;. Emphase.0.7.09 : clifford attractors. Clifford attractors.v0.ose. A float=randf * 4 - 2;. B float=randf * 4 - 2;. C float=randf * 4 - 2;. D float=randf * 4 - 2;. Fx, fy ). Fx, fy ). Emphase.0.7.07 : color.ose. Copied from Simple Color Variation, Created by Sam Suan Chen. Copied from Simple Color Variation, Created by Sam Suan Chen. Emphase.0.7.07 : loop.ose. Emphase.0.5.84 :...Emphase&#...

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Primary colors!

Sunday, November 19, 2006. We all need to recognize that each of us is unique. And uniquness makes us special. In this pic, even as the leaf falls off the tree - it adds to the beauty! Posted by Abhas Kumar at 11/19/2006 06:53:00 PM. Monday, August 28, 2006. Its raining - its all carefree environment! In love with life . my. Posted by Abhas Kumar at 8/28/2006 07:24:00 PM. Sunday, July 30, 2006. A am just in love with green. A little forest. Of green plants - giving a bful sight. Thursday, July 27, 2006.

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RGBA Code Generator

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