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NetBSD 11.0 Released

https://blog.netbsd.org/tnf/entry/netbsd_11_0_released
45•jaypatelani•1h ago•8 comments

The Art of 64-bit Assembly

https://nostarch.com/art-64-bit-assembly-v2
109•0x54MUR41•4h ago•62 comments

Kaisel – Routes as Values. Dart 3 Native Router for Flutter

https://kaisel.dev/
27•TheWiggles•2h ago•1 comments

Explorative modeling: Train on the best of K guesses

https://alexiglad.github.io/blog/2026/explorative_modeling/
44•DSemba•3h ago•15 comments

Pgtestdb's template cloning approach to testing is fast

https://brandur.org/fragments/pgtestdb
37•brandur•2h ago•17 comments

RipGrep musl binaries occasionally segfault during very-large searches

https://github.com/BurntSushi/ripgrep/issues/3494
200•throwaway2037•6h ago•138 comments

Postmortem for Kernel Soundness Bug #14576

https://leodemoura.github.io/blog/2026-8-1-postmortem-for-kernel-soundness-bug-14576/
6•juhopitk•25m ago•1 comments

Cursor removed cost information from the usage page and CSV export

https://forum.cursor.com/t/usage-page-to-token-amount-what/167153
204•EugeneOZ•3h ago•86 comments

A Surveillance Treaty in Disguise: Canada Signs UN Cybercrime Convention

https://www.michaelgeist.ca/2026/07/a-surveillance-treaty-in-disguise-the-trouble-with-canadas-qu...
189•iamnothere•4h ago•105 comments

A directory of people who love RSS

https://andrewshell.org/2026/07/i-%e2%99%a5-rss/
111•speckx•2h ago•60 comments

Register deprivation: spills and runtime under forced register scarcity

https://rjp.io/blog/2026-07-19-register-deprivation
14•surprisetalk•2d ago•1 comments

Franken.domains: Stitched-Together Domains, Because Every .com Is Taken

https://franken.domains/
11•klausbreyer•2h ago•4 comments

Tell HN: I hate your fuzzy search

22•tehwebguy•32m ago•10 comments

Flint: A Visualization Language for the AI Era

https://microsoft.github.io/flint-chart/
230•vinhnx•16h ago•65 comments

Manual: •.,:;…!?·

https://type.today/en/journal/dots
93•behnamoh•2d ago•19 comments

qm – Multiplayer agent harness for work

https://github.com/yc-software/qm
635•tosh•1d ago•149 comments

Solid Queue 1.6.0 now supports fiber workers

https://github.com/rails/solid_queue/releases/tag/v1.6.0
76•earcar•11h ago•33 comments

The tiny holdout building in the middle of Macy’s is back in view

https://ephemeralnewyork.wordpress.com/2026/07/27/hidden-by-billboards-for-over-100-years-the-tin...
164•donohoe•3d ago•48 comments

Study uncovers lost 'golden age' of languages

https://news.yale.edu/2026/07/23/study-uncovers-lost-golden-age-languages
41•gmays•2d ago•40 comments

Kontigo (YC S24) Is Hiring

https://www.ycombinator.com/companies/kontigo/jobs/xAo6tMt-founding-engineer
1•jecastillof•6h ago

Linux on ESP32

https://github.com/GrieferPig/esp32-s31-linux
55•boveyking•4d ago•23 comments

RamenHaus

https://ramen.haus/
175•oler•10h ago•88 comments

Oil companies report sky-high profits thanks to wartime crude prices

https://www.npr.org/2026/07/31/nx-s1-5910660/big-oil-earnings-q2-2026
6•speckx•29m ago•1 comments

BMW Is Showing Commercials on Their Car's Dash Screens as a Treat

https://www.theautopian.com/bmw-is-showing-commercials-on-their-cars-dash-screens-and-they-want-y...
58•CharlesW•2h ago•42 comments

Toast IDE Gets Markdown Spell Checking

https://github.com/paradise-runner/toast
7•dividedcomet•3h ago•6 comments

Glyphs 4 – the leading Mac font editor

https://glyphsapp.com
7•microflash•4d ago•1 comments

The development pipeline is a production system

https://sundry.jerryorr.com/2026/07/31/development-pipeline-is-a-production-system
144•firefoxd•15h ago•69 comments

Elevators

https://john.fun/elevators
1527•Jrh0203•1d ago•382 comments

Software for One

https://www.ajwaxman.com/writing/software-for-one
217•awaxman11•3d ago•217 comments

Run Kimi K3 using 29 GB of RAM at 0.50 tok/s

https://github.com/sqliteai/waste
308•marcobambini•1d ago•147 comments
Open in hackernews

Precomputing Transparency Order in 3D

https://jacobdoescode.com/2025/05/18/precomputing-transparency-order-in-3d
14•jacobp100•1y ago

Comments

bschwindHN•1y ago
> Today, getting the correct order for translucent faces typically involves sorting the faces by their distance to the camera on the CPU, then sending the sorted faces to the GPU. This means every time the camera moves, you need to re-sort the translucent faces.

Don't most games and rendering engines these days use order-independent transparency if they care about these problems?

https://osor.io/OIT

How does the method in the OP article work if you're rendering meshes instead of planar objects? Sure, a mesh is just composed of planar triangles, but that's a _lot_ of triangles to sort, and with an O(n^2) algorithm, it's going to be painful.

user____name•1y ago
A big problem with OIT techniques is that it presumes all see-trough surfaces use alpha blending. In reality other blending modes can be used, most notably additive blending. Additive blending is very useful because it ensures the surface will always be brighter than the background, which is important for things like fire, which look strange when the background is actually brighter than the blended surface, this is quite common.

Another issue is that OIT techniques usually have a breaking point where drawing too many layers will start showing artefacts.

So in order for OIT to work correctly you have to enforce all surfaces to be either opaque or use alpha blending and also avoid drawing too many layers. This is more limiting than sorting based approaches for the average usecase, even if it does end up fixing cases that aren't easily fixed via sorting. Besides that, people working in games and realtime rendering have simply gotten accustomed to designing around alpha blending issues.

bschwindHN•1y ago
What's the granularity of sorting, for most modern games? I'm guessing just sorting by an object or mesh center, instead of sorting each triangle, but are there are methods I'm unaware of?