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He seems very confused about what First Amendment is about. How it would be even possible for UK government to violate it?

That’s because he’s barely a lawyer. He’s a blogger with a legal education. His legal practice is pro bono because nobody would pay for him to LARP as someone with credibility on the subject of free speech.

Edit: I appreciate the down votes but research him, he has never participated in a real case. He is not a practicing lawyer by any real measure.


This guy really is something. From asserting that hate speech is protected by the 1st amendment to suing Australia over Internet policies to suggesting the US dominate all Internet rules: https://tradersunion.com/news/tag/prestonjbyrne/

This seems to be correct from about 5 minutes of research.

By attempting to enforce legal judgments in absentia against people who live in the US, operate in the US, and block access from the UK; and then using those judgments to arrest that person as soon as they step anywhere the UK has real influence, or similarly seize their assets anywhere a judge has a sympathetic ear.

Of course it's not literally 'violating the First Amendment', but it sure seems like the kind of thing the writers of Constitution would have tried to protect against if they knew it could happen someday.


If the British government can pressure international payment processors or service providers to cut off a website, they can pressure those websites to do stuff.

The USA has been doing this with VISA and MC since about forever.

Do you have a source for the USA pressuring VISA and MC?

This happened when the Dems were in power. Its part of the reason why they aren't in power anymore. Letting un-elected bank employees make these sorts of decisions isn't in anyone's best interest. The banks did not enjoy this situation at all and probably won't play ball next time they are asked. Banks hate to lose money and that's exactly what happened in this situation. First they had to turn down business, then they had to pay to defend themselves in a lawsuit.


Google "Operation Chokepoint".

[flagged]


> Is google down again? Damn. Sorry man, I'd try again in a couple of hours.

"The burden of proof lies upon the person making empirically unfalsifiable claims."

Beyond that, I find your comment to be extremely rude and condescending, and a violation of this site's guidelines.

Science says being generous, thoughtful and kind is a sign of high intelligence, so let's all try to be nicer.


Well technically, this is just a philosophical point, but the bill of rights is supposed to protect _natural_ rights that apply to everyone regardless of where they live. So in theory the UK can and does routinely violate peoples rights

Why it is even accepted that pardons can be issued before conviction?


Yes, this also seems bonkers to me.


You could do similar thing with SSBO, I think?


That is for SSBOs. u_nodes is a pointer to an SSBO in this case. That SSBO then has lots of more pointers to various different SSBOs that contain the vertex data.


I'm thinking of declaring array of SSBOs that contain array of data structs. Address would be represented by index of SSBO binding and offset within that buffer. Though that limits maximum number of used SSBOs within drawcall to GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS.


To my knowledge you can't have an array of SSBOs in OpenGL. You could have one SSBO for everything, but that makes other things very difficult, like how to deal with dynamically growing scenes, loading and unloading models, etc.


From https://registry.khronos.org/OpenGL/extensions/ARB/ARB_shade...:

   (3) "Do we allow arrays of shader storage blocks?

        RESOLVED:  Yes; we already allow arrays of uniform blocks, where each
        block instance has an identical layout but is backed by a separate
        buffer object.  It seems like we should do this here for consistency.
PS: You could also access data through bindless textures, though you would need to deal with ugly wrappers to unpack structs from image formats.


Do you have an example for that? I can't find any.

Regarding bindless textures, they're really ugly to use. Shader buffer load is so much better, being able to access everything with simple pointers.


Here's some code: https://github.com/KhronosGroup/OpenGL-API/issues/46 But yeah, GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS limits usefulness of that.

I wanted to say that with some compiler hacking it should be possible to lower SPIR-V using GL_EXT_buffer_reference into bindless image loads, but SPIR-V doesn't have standardized bindless texture, duh!


Huh? Steam does have regional pricing. And they didn't update the suggested conversions for years, so they are rather outdated by now due to exchange rate changes.


One thing I'm missing in SQLite are multi-valued indexes. I would want to have an index on func_returning_list(some_column), and query doing WHERE x IN func_returning_list(some_column) should use that index.


I think Cap'n Proto plays with web platform pretty nicely too... okay, some might say that my webapp that is mostly written in C++, compiled with Emscripten and talks to server with capnp rpc-over-websocket is in fact not playing nice with web.


>Good luck trying to explain that to Legal

Don't let Legal run the company. It's there to support the company, not the other way around. (unless it's Oracle, I guess)


Ogre3d also seems to be alive.


I remember a time when the topic of a lot of forum posts was Irrlicht vs. Ogre3D. If I recall correctly, Ogre3D was harder to get started with and had a smaller scope (just the scene graph), but was the better of the two 3D scene graph implementations.


I miss the era of websites like flipcode (archives are still available https://www.flipcode.com/ ), people sharing screenshots of their OpenGL/DirectX engines. Nowadays making a 3D engine is more of a hobby, because you'll never catch up with the big ones.


Well this was a trip down the memory lane. I built a small game on Irrlicht at the time and I remember these discussions also.

Irrlicht had its editor (irrEdit), a sound system (irrKlang), and some basic collision detection and FPS controller was built right into the engine. This was enough to get you a considerable way through a fully featured tech demo, at the very least. (I even remember Irrlicht including a beautiful first-person tech demo of traversing a large BSP-partitioned castle level.)

However, for those not afraid to stitch these additional parts from other promising libraries (or derive them from first principles, as was fashionable), OGRE offered more raw rendering prowess: a working deferred shading system (this was the heyday of deferred shading), a pop-less terrain implementation with texture splatting, and more impressive shader and rendering pipeline support, with the Cg multi-platform shading language. I remember a fairly impressive ocean surface and Fresnel refraction/reflection demos from OGRE at the time.


I remember being lured at the time by Irrlicht learning curve for a professional project and migrating to Ogre in the middle... How nightmarish was using assets coming from 3D authoring software. Repressed memories return about switching from 3D studio to XSI (better) and fighting with Collada converter plug-ins quality issues. Prefer the dentist.


Yeah classic haha. I think the Ogre forums especially had quite a few of these comparison threads.

"Ogre3d is a graphics engine, if you want to spend the time to strap a game to it, go for it."


>I have always heard that MSAA doesn't work well with deferred rendering which is why it is not longer used

Yes, but is deferred still go-to method? I think MSAA is good reason to go with "forward+" methods.


Even when using forward+ style rendering it's still common for certain effects to get handed off to deferred passes, which precludes easily supporting MSAA anyway. For example the recent Doom and Call of Duty games use that hybrid approach, so you won't find MSAA support in them despite their use of forward shading.

It's very rare for games to be 100% forward nowadays, outside of ones specifically built for VR or mobile.


From what I have heard, forward is still used for games that are developed especially for VR. Unreal docs:

>there are some trade-offs in using the Deferred Renderer that might not be right for all VR experiences. Forward Rendering provides a faster baseline, with faster rendering passes, which may lead to better performance on VR platforms. Not only is Forward Rendering faster, it also provides better anti-aliasing options than the Deferred Renderer, which may lead to better visuals[0]

This page is fairly old now, so I don't know if this is still the case. I think many competitive FPS titles use forward.

>"forward+" methods.

Can you expound on this?

[0] https://dev.epicgames.com/documentation/en-us/unreal-engine/...


Can you expound on this?

"forward+" term was used by paper introducing tile-based light culling in compute shader, compared to the classic way of just looping over every possible light in the scene.



This seems to be a more in-depth treatment of the advantages of QWERTY in the typewriter mechanics contemporary to its introduction.


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