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Processed 38 URLs from the user's list. 1 was already in the corpus (2072194202851549432). 9 were duplicates within the new batch (same post IDs at different anchor URLs); removed those. This commit contains the 27 unique new threads. Content spans the Jul 2026 era and is mostly Lottes's Linux development environment bringup work: - 1674757854471806977: 'Nothing Oriented Programming' (NOP) philosophy - 1990260050485797063: reversed projection matrices - 2030722033286328426: STP conspiracy theory - 2058166883044516181: 'crap-o-grammers' C++ bloat-ware critique - 2060191401883619479: relevant timestamp article - 2060730425929080874: CPU clock code (TSC) - 2061123768429211767: no-debugger-debug + mmap log pre-history - 2061416116694442141: Windows thread priority - 2061933917137932437: mmap'd page file - 2061937134756380682: Windows HIGHEST_PRIORITY_CLASS - 2062031187023982879: back running 640x480 on VGA CRTs - 2064858927829745887: on Linux now (SteamOS) - 2065804972378243476: nanorc done + iPhone font issue - 2065832746757341482: cross compilation up - 2065872197147578751: @axelgneiting bypassing libc - 2066184005632786736: Linux mlockall - 2070337342854832468: why not pselect/ppoll/epoll_pwait2 - 2070734717825986566: deterrant to ALSA = parsing through snd_pcm_open - 2071415096304193820: aplay to actually play a wave file - 2071706805114216559: 'ALSA hell month continues' - 2071937360288235902: Linux thread priority code - 2072135292115427728: Linux doesn't allow priority increase by default - 2072445315370590266: 'Wine workarounds - I could just detect' - 2072506103401754653: snd_pcm_sw_params for ALSA - 2072804183992922296: starting on WDM/KS audio for WIN32 - 2073096069529907441: re-trying WASAPI - 2073110092447203466: CPP_(obj) for mmdeviceapi Cleanup: removed 9 duplicate dirs (same posts at different anchor URLs), script temp files, and the '1857803914604618029' which was already a duplicate of '1857820858162753661' (mmap log canonical).
152 lines
6.0 KiB
JSON
152 lines
6.0 KiB
JSON
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"post_id": "1990260050485797063",
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"author": "NOTimothyLottes",
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"handle": "NOTimothyLottes",
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"text": "I wish everyone would just adopt \"reversed with infinite far\" projection matrixes so I could only optimize for the fastest and highest precision option, but I'm guessing people haven't all migrated over :(",
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"timestamp": "2025-11-17 03:25:47",
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"post_id": "1990260754688172298",
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"author": "Jebrim",
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"handle": "AgileJebrim",
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"text": "Reversed is a significant improvement but it still has its limitations when doing planetary-scale rendering that needs good precision up both close and far away. Your options there are either a logarithmic depth buffer to linearize things (albeit losing early z), your own integer-based depth test system in compute shaders, or a stack of multiple frustums layered on top of one another.",
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"timestamp": "2025-11-17 03:28:35",
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"post_id": "1990261535491723691",
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"author": "NOTimothyLottes",
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"handle": "NOTimothyLottes",
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"text": "@AgileJebrim Yes for my non-tri stuff I'm log depth already. This is just for games, not simulation.",
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"timestamp": "2025-11-17 03:31:41",
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"post_id": "1990263993236136239",
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"author": "Jebrim",
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"handle": "AgileJebrim",
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"text": "Simulation can usually localize enough that reverse Z is good enough. Google Earth style geospatial visualization is where things get trickier.\n\nAnother option is to dynamically change the far plane, moving it closer as you get closer to the terrain and further back as you move further back. I don’t think I tried this one but I imagine it requires a lot of tuning.",
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"timestamp": "2025-11-17 03:41:27",
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"post_id": "1990284522508927371",
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"author": "Dmitrii Terekhov",
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"handle": "terekhov_de",
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"text": "@NOTimothyLottes I've never had real depth precision issues in our game ports but I guess I'd better just adopt and get used to reversed infinite projection cause it's objectively better. Promise to try it for our next project :)",
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"timestamp": "2025-11-17 05:03:02",
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"post_id": "1990285316054503566",
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"author": "Ben Golus⚠️⭕",
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"handle": "bgolus",
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"text": "@NOTimothyLottes Many are still on OpenGLES and WebGL, which don’t properly support inverse depth due to still using a -1 to 1 clip space. Not really a problem for inverse depth in its own, but does cause problems for infinite far depth.",
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"timestamp": "2025-11-17 05:06:11",
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"post_id": "1990818990059671922",
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"author": "Alec Miller",
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"handle": "Alecazam123",
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"text": "@NOTimothyLottes Infinite far doesn’t apply to ortho, and many of editors/engines need to switch camera viewports. But it’s great for persp. Also too much code handing modeInv for normals, which is wrong and unneeded.",
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"timestamp": "2025-11-18 16:26:49",
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"post_id": "1991219165978370275",
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"author": "Yuriy Stets",
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"handle": "stainless_code",
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"text": "@NOTimothyLottes I haven't really done graphics in a while, but I've never heard about infinite far nor reversed z, where can I read up on it more?\nSome cursory googling didn't return anything useful on this topic.",
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"timestamp": "2025-11-19 18:56:58",
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"author": "NOTimothyLottes",
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"handle": "NOTimothyLottes",
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"text": "@stainless_code I put some docs (based on an old blog post) on projection matrix stuff inside STP source: https://github.com/Unity-Technologies/Graphics/blob/master/Packages/com.unity.render-pipelines.core/Runtime/STP/Stp.hlsl - Documents the maths to take depth and 2 projections and get a static reprojection vector for example.",
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"timestamp": "2025-11-20 03:47:56",
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