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bno1

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Just today I've used this in a Windows 11 QEMU VM to fix rekordbox (it failed to start about 4 out of 5 tries). rekordbox uses Unity with OpenGL for the UI and I guess the devs never tested it on a computer without GPU acceleration. Amazing stuff.

I found squashfs to be a great archive format. It preserves Linux file ownership and permissions, you can extract individual files without parsing the entire archive like tar and it's mountable. It's also openable in 7zip.

I wonder how pack compares to it, but its home page and github don't tell much.

"The internet has been broken in a fundamental way. It is no longer a repository of people communicating with people"

But the examples given are... google search results and articles from big publishers, things made to cast a wide net. Those were never good ways to communicate with other people online imo. If you want to interact with real people look for smaller communities and individual creators.

Note that an acquire load of p would have prohibited this reordering, since acquire loads block all future memory access, even if unrelated to the value being acquired.

I don't really get this part. The docs for acquire say:

memory_order_acquire A load operation with this memory order performs the acquire operation on the affected memory location: no reads or writes in the current thread can be reordered before this load. All writes in other threads that release the same atomic variable are visible in the current thread

The prefetch is already ordered before the load in the same thread.

I don't really get the point of the article. You can opt out of the privacy sandbox and block interests you don't want apps to see. The biggest change seems to be that chrome cand feed data into this system through an Android API, but doesn't this already happen through telemetry, analytics scripts and fingerprinting? You can also just not use chrome.

Generating an UV map from an untextured mesh. The UV map is stored in vertices as texture coordinates, and together with the topology of the mesh it defines how the texture (images) gets mapped to the mesh. A good UV maps preserve surface area (e.g. every region of the mesh map to regions of the texture proportionally, otherwise you get stretching), have few seams and have little empty space around the texture to reduce size.

There are ways to do this automatically but they're far from perfect. Artists usually take the mesh and literally unwrap it until it's planar, and convert this transformed mesh to the UV mapping. The advantage of this method is that it gives you very good control of seams and texture islands, but it's tricky to preserve surface area.

Those neural rendering methods are very cool because they use light/color fields, but they still have a lot of catching up to do compared to modern 3D graphics.