From 714a92a163645bb436b1e8f4c56a818656c35f8a Mon Sep 17 00:00:00 2001 From: Adrian Kummerlaender Date: Sat, 13 Apr 2019 17:37:10 +0200 Subject: Remove newly extracted features i.e. Overview is now a mostly pure aggregator again. The new commit / blip feature is now maintained in `blip.kummerlaender.eu`. --- .../2019_02_25_22_08_84666523e9a278ac95ca43dbaa534e8aaaf3ebd2.md | 9 --------- 1 file changed, 9 deletions(-) delete mode 100644 source/00_content/commits/compustream/2019_02_25_22_08_84666523e9a278ac95ca43dbaa534e8aaaf3ebd2.md (limited to 'source/00_content/commits/compustream') diff --git a/source/00_content/commits/compustream/2019_02_25_22_08_84666523e9a278ac95ca43dbaa534e8aaaf3ebd2.md b/source/00_content/commits/compustream/2019_02_25_22_08_84666523e9a278ac95ca43dbaa534e8aaaf3ebd2.md deleted file mode 100644 index 2ab7c03..0000000 --- a/source/00_content/commits/compustream/2019_02_25_22_08_84666523e9a278ac95ca43dbaa534e8aaaf3ebd2.md +++ /dev/null @@ -1,9 +0,0 @@ -# Compustream performance improvements and interactive wall drawing - -I found some time to further develop my GLSL compute shader based interactive LBM fluid simulation previously described in [_Fun with compute shaders and fluid dynamics_](https://blog.kummerlaender.eu/article/fun_with_compute_shaders_and_fluid_dynamics). Not only is it now possible to interactively draw bounce back walls into the running simulation but performance was greatly improved by one tiny line: - - glfwSwapInterval(0); - -If this function is not called during GLFW window initialization the whole rendering loop is capped to 60 FPS -- including compute shader dispatching. This embarrassing oversight on my part caused the simulation to run way slower than possible. - - -- cgit v1.2.3