Pat Monaghan

Tools n Games Guy

Posts

Post Ideas

OpenGL/Graphics

  • Why you don’t need glm::lookAt
    • Cover common uses of lookat and simpler ways of achieving the same thing
  • What is vertex pulling and how to do it

C++

  • Intro to intermediate and advanced C++ concepts and techniques
    • SFINAE/type traits etc
    • ADL and best practices for generic code
    • How ADL is used for customisation and what the other alternatives are
    • Tag based dispatch
  • Building a composable algorithm library
    • How to build std ranges in a way that doesn’t suck

On Vertex Array Objects

So. VAOs. Vertex Array Objects.

Perhaps one of The worst parts of OpenGL from an API design perspective, and one of the larger stumbling points for people trying to learn OpenGL.

An object with an unfortunate historical name, modified by confusingly named functions that do too much, compounded with the bind-to-edit model which has drawn so much ire to OpenGL, makes for a very bad time.

If you’ve suffered this mess, or are planning on suffering it soon, hopefully I can share something here which will make it just a little bit less bad.

Hello

It’s been a long while since I last updated my website, but between the enshittification of twitter, AI bullshit, and my accidentally signing 24mo contract for a VPS that ended up being way cheaper than the EC2 instance I had, now seemed like a good time to spend some time figuring that out.

A new stack.

Previously I was using a homebrew fileserver I wrote in rust which worked fine, but now I just want something that works and that I won’t have to relearn every time IETF deprecates an ACME version. Originally my goal was to push myself to have as minimal and fast a stack as possible - and I think that was achieved, but it was inflexible and hard to pick back up and extend.