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do you mean accessing data outside of your app's framebuffer? or just accessing neighboring pixels during a shader pass, because those are _very_ different things. GPU MMUs mean that you cant access a buffer that doesn't belong to your app that's it, its not about restricting pixel access within your own buffers


TIL. Thank you.


whats going on here, I dont know enough C++ to understand


are succinct data structures good for "dynamic" applications? ie modifying the data often, last time i looked into this field it seems that all the popular structures were very static in nature and had costly updates


Maybe there are more modern, advanced data structures / techniques, but yes, my understanding is that this is a common trade off (having your data structure be more static, with offline updates).


the "technical note" link in the RLE bit vector section of the rust repo is broken (https://yuri.is/pdfing/weighted_range_quantile_queries.pdf 404s)


oh wait nvm just realised you linked a working archive link in your post... still worth updating the link in the repo for people who stumble upon it


Fixed, thanks!


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