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16:16:50
Shinmera
I'd like to give people an intro to OpenGL, but that's not really the focus of the paper at all
16:17:13
Shinmera
But on the other hand I don't know if the intricacies of the paper are interesting or even appreciatable without knowing OpenGL
16:19:32
Shinmera
I do have quite a bit of time, 30 minutes, but that's still very little all things considered
16:20:49
Baggers
I think they might be able to get by knowing that shaders are programs that run in parallel across large data sets. Then the focus can just be on difficulites of writing those programs in regular gl
16:24:31
Baggers
ok yeah. then your right will might need a brief bit on the kind of data that would be expected at each stage...not that that's easy in a general way
16:25:36
Shinmera
In the paper I illustrate things with a deferred+bloom+shadow map render pipeline and don't spend a lot of time talking about the GL intricacies
16:25:55
Shinmera
But I feel like in the talk, especially with the ELS audience, I have to assume people know nothing at all
16:26:22
Shinmera
So if I just jumped in with that stuff the problem seems difficult to appreciate, I guess?
21:09:51
phoe
Shinmera: how do you feel about copying fragments of other libraries into qui? I'm talking about MIT in particular
21:12:52
phoe
I don't want to call Qt on each pixel because the overhead has killed me when I tried.
21:19:56
phoe
I wonder if I can locally inline their functions though, since I'll need the performance.
21:21:07
Shinmera
Anyway I think it would be better to write a separate library or improve existing ones to fit your purposes
21:23:13
phoe
I'll gently nope out of that area - raw memory + speed 3 is fast enough for me in that case
22:20:05
Shinmera
need to do some dumb shit like (declaim (inline fun)) before def, and then (declaim (notinline fun)) after def
22:22:09
no-defun-allowed
you could portably use every high level language programmer's favourite tool for iteration: TAGBODY and GO