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58:45Note that we only need to sample one face of a light probe, requiring 3 GB/sec
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58:45Note that we only need to sample one face of a light probe, requiring 3 GB/sec
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58:45Note that we only need to sample one face of a light probe, requiring 3 GB/sec
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1:02:37Consider sampling our light probes as a 2D texture: light probe count × direction
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1:02:37Consider sampling our light probes as a 2D texture: light probe count × direction
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1:02:37Consider sampling our light probes as a 2D texture: light probe count × direction
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1:03:53Consider sampling our light probes as a cube map4,5,6
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1:03:53Consider sampling our light probes as a cube map4,5,6
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1:03:53Consider sampling our light probes as a cube map4,5,6
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1:07:47Make CompileZBiasProgram() sample the light probes as a 2D texture7
1:07:47Make CompileZBiasProgram() sample the light probes as a 2D texture7
1:07:47Make CompileZBiasProgram() sample the light probes as a 2D texture7
1:37:07Consider instead sampling our light probes as a cube map8,9
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1:37:07Consider instead sampling our light probes as a cube map8,9
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1:37:07Consider instead sampling our light probes as a cube map8,9
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1:42:23Begin to prepare CompileZBiasProgram() to sample our light probes as a cube map
1:42:23Begin to prepare CompileZBiasProgram() to sample our light probes as a cube map
1:42:23Begin to prepare CompileZBiasProgram() to sample our light probes as a cube map
1:43:21Continue to consider sampling our light probes as a cube map10,11,12
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1:43:21Continue to consider sampling our light probes as a cube map10,11,12
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1:43:21Continue to consider sampling our light probes as a cube map10,11,12
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1:48:25Lighting Atlas
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1:48:25Lighting Atlas
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1:48:25Lighting Atlas
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1:52:29Blending the eight octants of a cube
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1:52:29Blending the eight octants of a cube
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1:52:29Blending the eight octants of a cube
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1:57:15Disable lighting in CompileZBiasProgram()
1:57:15Disable lighting in CompileZBiasProgram()
1:57:15Disable lighting in CompileZBiasProgram()
1:57:32One last view of the game
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1:57:32One last view of the game
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1:57:32One last view of the game
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1:57:41Q&A
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1:57:41Q&A
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1:57:41Q&A
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1:58:13Longbooleancmuratori Would you want to do a debug Milton stream?
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1:58:13Longbooleancmuratori Would you want to do a debug Milton stream?
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1:58:13Longbooleancmuratori Would you want to do a debug Milton stream?
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1:59:30derpzerker Q: Does this still work on XP?
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1:59:30derpzerker Q: Does this still work on XP?
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1:59:30derpzerker Q: Does this still work on XP?
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2:01:01Nick12 Q: If you had to draw text in Arabic, Chinese, Korean, etc in a game, how would you do text shaping?
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2:01:01Nick12 Q: If you had to draw text in Arabic, Chinese, Korean, etc in a game, how would you do text shaping?
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2:01:01Nick12 Q: If you had to draw text in Arabic, Chinese, Korean, etc in a game, how would you do text shaping?
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2:02:12xxthebigfoxx Q: Would it make sense to store the whole cube of voxels as six 3D textures, one for each direction, and then use hardware trilinear filtering?
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2:02:12xxthebigfoxx Q: Would it make sense to store the whole cube of voxels as six 3D textures, one for each direction, and then use hardware trilinear filtering?
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2:02:12xxthebigfoxx Q: Would it make sense to store the whole cube of voxels as six 3D textures, one for each direction, and then use hardware trilinear filtering?
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2:04:324bitlightning Q: Would you overestimate side F on the cube map?
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2:04:324bitlightning Q: Would you overestimate side F on the cube map?
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2:04:324bitlightning Q: Would you overestimate side F on the cube map?