Yes the naming of resolutions is a mess... Couple that with marketing and it becomes misleading quickly.
Lots of interesting tricks in this code base. Gives also a good idea of the shape and tradeoffs of such ports.
Nice algorithm for rendering fonts. Turns out it's not patent encumbered anymore, this is good news.
Wondering how JPEG works? Here is a primer.
Good exploration on how to make grid shaders. It's definitely not a simple problem.
There's something I find fascinating about dithering somehow. Here are more algorithms and approach to compare side by side.
I've always been fascinated by steganography. It's a good reminder that the basics are fairly simple.
Interesting insights from optimisations done on the Quake engine almost thirty years ago.
We take font rendering for granted but this is more complex than one might think.
Wondering if blurs can really be reverted? There's some noise introduced but otherwise you can pretty much reconstruct the original.
There are lessons and inspirations to find in how the Vulkan API is managed. The extension system can be unwieldy, but with the right approach it can help consolidate as well.
Neat little shader for a retro demo effect.
Good point, it is old but portable and carries the important concepts. This is a good teaching vehicle. Even though it's unlikely you'd use it in the wild much longer.
Long and good walkthrough on how to render nice clouds in real time.
Interesting point... What to do when there's no good option in the application runtime for the needed graphics drivers and kernel combination?
It's not that silly. It can come in useful in some cases, for artistic or debug reasons.
Looks like a nice resource to get started with graphics and 3D.
Nice little intro of the various components you need for graphics drivers. It's very much geared toward how it's organised on Linux.
Wondering why gamma correction is needed? Here is a good explanation of gamma and sRGB.
This can go a long way without much changes. It's definitely worth it.