I want to know if "if-statements" inside shaders (vertex / fragment / pixel...) are really slowing down the shader performance. For example: Is it better to use this: vec3 output; output = input*enable + input2*(1-enable); instead of using this: vec3 output; if(enable == 1) { output = input; } else { output = input2; } in another forum there was a talk about that (2013): http://answers.unity3d.com
FJCVTZS is "Floating-point Javascript Convert to Signed fixed-point, rounding toward Zero". It is supported in Arm v8.3-A chips and later. Which is odd, because you don't expect to see JavaScript so close to the bare metal. I can find explanations of what the instruction does, but not why it exists. This thread says "it exists as a single instruction is because JS's lack of an integer type means c
When I set overflow-y on a block, it seems to be affecting the overflow-x property. I've made a JSFiddle with an example of this problem. It seems to be happening in all browsers, so I think I'm missing something that should be obvious. I have two non-overlapping blocks (blue and green) along with a third block (red) with the following requirements: The blue and red blocks are adjacent The red blo
As stated in the documentation: "An app holding the REQUEST_IGNORE_BATTERY_OPTIMIZATIONS permission can trigger a system dialog to let the user add the app to the whitelist directly, without going to settings. The app fires a ACTION_REQUEST_IGNORE_BATTERY_OPTIMIZATIONS Intent to trigger the dialog." Can someone tell me the proper way to fire this intent?
I am writing a small program to check the endianness using Go: var i int = 0x0100 ptr := unsafe.Pointer(&i) if 0x01 == *(*byte)(ptr) { fmt.Println("Big Endian") } else if 0x00 == *(*byte)(ptr) { fmt.Println("Little Endian") } else { // ... } I import "unsafe" package to convert *int to *byte. But as mentioned in https://golang.org/pkg/unsafe/: Package unsafe contains operations that step around th
I'm trying to render frames grabbed and converted from a video using ffmpeg to an OpenGL texture to be put on a quad. I've pretty much exhausted google and not found an answer, well I've found answers but none of them seem to have worked. Basically, I am using avcodec_decode_video2() to decode the frame and then sws_scale() to convert the frame to RGB and then glTexSubImage2D() to create an openGL
In Kotlin, if you don't want to initialize a class property inside the constructor or in the top of the class body, you have basically these two options (from the language reference): Lazy Initialization lazy() is a function that takes a lambda and returns an instance of Lazy<T> which can serve as a delegate for implementing a lazy property: the first call to get() executes the lambda passed to la
I just recently upgraded to npm@5. I now have a package-lock.json file with everything from package.json. I would expect that, when I run npm install that the dependency versions would be pulled from the lock file to determine what should be installed in my node_modules directory. What's strange is that it actually ends up modifying and rewriting my package-lock.json file. For example, the lock fi
Moderator note: Please resist the urge to edit the code or remove this notice. The pattern of whitespace may be part of the question and therefore should not be tampered with unnecessarily. If you are in the "whitespace is insignificant" camp, you should be able to accept the code as is. Is it ever possible that (a== 1 && a ==2 && a==3) could evaluate to true in JavaScript? This is an interview qu
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