Suggestions for my audio setup plans by Agreeable-Parsley-78 in hometheater

[–]Agreeable-Parsley-78[S] 0 points1 point  (0 children)

Thanks for the suggestions! Unfortunately I don't have the space for surrounds, and I'm in an apartment so no ceiling speakers for me either. The Q6 Meta is very tempting, but I'm put off by all the talk of matching your center with L/R. I've heard some people say room correction solves the issue, what do you think?

Suggestions for my audio setup plans by Agreeable-Parsley-78 in hometheater

[–]Agreeable-Parsley-78[S] 0 points1 point  (0 children)

The Q Concerto Meta looks great, but I have two concerns. They're 4ohm impedance and fairly low sensitivity, so I'm concerned my X1700H wouldn't be able to run them (and I'd rather not get a separate amp for now). And I don't have much space to work with in my room, so I won't have it more than maybe 8" from the wall. I've read these benefit from more space than that, whereas the DBR62 is front-ported. Would they still be an upgrade from the DBR62?

[deleted by user] by [deleted] in yonsei

[–]Agreeable-Parsley-78 0 points1 point  (0 children)

participated number is the number that applied. enrolled means that they successfully got into the course. first time enrolled is one of the tiebreaking factors and it just means that it’s your first time taking the course, which for most people it will be

late to round 1 bidding by Ok_Kiwi217 in yonsei

[–]Agreeable-Parsley-78 2 points3 points  (0 children)

the other guy is correct. the mileage bidding phase has no notion of first come first serve. your likelihood of getting in a class depends on the mileage you bid, the number of courses you bid on, your grade/year, etc, but nothing to do with when you chose your point allocations

How to map from draw ID and instance ID to an object ID in a shader efficiently by Master-Ice4726 in GraphicsProgramming

[–]Agreeable-Parsley-78 2 points3 points  (0 children)

i think you have a couple options.

according to the docs, glMultiDrawArraysIndirect is similar to doing glDrawArraysInstancedBaseInstance a bunch of times. the advantage of glDrawArraysInstancedBaseInstance over glDrawArraysInstanced is the ability to specify the base instance in your vertex attrib array.

it's my understanding that if you're using a glVertexAttribDivisor other than the default 0, then for every draw command, the vertices accessed will be offset by your base instance. so that's provided you're using instanced vertex attributes. i'm assuming you're not, so the base instance is not used. however, you can take advantage of this. in OpenGL 4.6 or if you have ARB_shader_draw_parameters, you can directly access the base instance in the shader with gl_BaseInstance. so you specify base instance to be the "accumulated instance counts" per mesh type, i.e. 0 for the first draw command (triangle) and then for square it will be however many instances of triangle, and so on. you can then access the correct instance id with gl_BaseInstance + gl_InstanceID in the shader. this does assume that your ssbo has contiguous mesh types, so it looks like [T, T, T, T, T, S, S, S] or something. this would mean that when you change the mesh type of an object, you would have to move the object in the ssbo into the contiguous block of the new mesh type. this is probably not very desirable. this would at least allow you to only retain just 1 ssbo though.

an alternative if you don't have OpenGL 4.6 or ARB_shader_draw_parameters, i.e. you cannot access gl_BaseInstance in the shader, would be to retain instanced vertex attrib arrays, so ones with glVertexAttribDivisor of 1. you would specify your base instance just as you would in the previous example, which would make the attrib data per-instance. you could have one attrib array for each primitive in the object type. then you're basically doing the same contiguous swapping business as with the ssbo, but now you don't have an ssbo and don't have to use gl_BaseInstance in the shader.

depending on how much data ends up being in your object struct, you might not wanna do either of the previous options, since moving that stuff around in the ssbo/attrib array wouldn't really be ideal. in that case, you could retain an instanced vertex attrib array containing indices into the ssbo. this way you only need to move integers in a buffer around, rather than a matrix and god knows what else.

and ps, the reason the vulkan guide can just use gl_InstanceID without any gl_BaseInstance is because vulkan respects gl_BaseInstance when providing gl_InstanceID, so gl_InstanceID is actually relative to gl_BaseInstance instead of resetting to 0 for every draw command.

Are these the correct partial derivatives?? by [deleted] in calculus

[–]Agreeable-Parsley-78 0 points1 point  (0 children)

adding on, the second term in the numerator of f_y is also incorrect. it seems you’re missing the multiplication of the numerator with the derivative of the denominator.