Litherum
GraphicsPerformance / optimizationC++Frontend / CSS / browsers
- Posts
- 105 from 4 Oct 2009 to 30 May 2026
- Posting
- now and then (1 in the last year)
- Kind
- personal blog
- Feed
- https://litherum.blogspot.com/feeds/posts/default
2026 1
2024 4
2023 5
2022 1
2021 1
2019 2
2018 3
2017 3
2016 10
2015 22
- Antialiasing of Core Graphics and Direct2D
- Methods of writing Windows apps
- Binary Compatibility of Windows Programs
- Vertical Text
- A Deeper Look at OpenType and TrueType Font Features
- Knuth-Plass Line Breaking Algorithm
- Generating x86_64 Machine Code at Runtime
- Producing Executables
- AppKit’s relationship with CoreAnimation
- Surprising CSS Layouts
- 3D on the web
- Colorspaces
- Deriving Projection Matrices
- How Cocoa Apps Are Written
- Complex Glyph Positioning
- Subdivision Surfaces
- End-To-End Tour of Text Layout/Rendering
- Nurbs
- B-Splines
- Bezier Curves
- Mach Ports
- Asynchronous IO
2014 10
- Intel GPU Accelerated 2D Graphics
- Design of Mesa 3D Part 11: Intel Command Buffers
- Design of Mesa 3D Part 10: Intel’s Device Driver
- Complex Text Handling in WebKit, Part 7: Width Calculations
- Complex Text Handling in WebKit, Part 6: Run Layout
- Complex Text Handling in WebKit, Part 5: Bidirectional Processing
- Design of Mesa Round 2!
- Complex Text Handling in WebKit, Part 4: Line Breaking
- Complex Text Handling in WebKit, Part 3: Codepoint to Glyph Mapping
- How Multisampling Works in OpenGL
2013 22
- Complex Text Handling in WebKit, Part 2: Fonts
- Complex Text Handling in WebKit, Part 1: Encoding Systems, Code Points, and Code Units
- Election Computer Science Problem
- Speeding up Counting Sort with Histopyramids
- Counting Sort's Relation to Bead Sort
- Design of Mesa 3D Part 9: Vertex Buffer Objects
- Runtime of std::hash
- Design of Mesa 3D Part 8: Shader Compilation Example
- Design of Mesa 3D Part 7: Shader Assembly Emission
- Design of Mesa 3D Part 6: Intermediate Representation Translation of Shaders
- Design of Mesa 3D Part 5: Parsing Shaders
- Design of Mesa 3D Part 4: Lexing Shaders
- Design of Mesa 3D Part 3: Dispatch
- Design of Mesa 3D Part 2: Contexts
- Design of Mesa 3D Part 1: __glXInitialize()
- Precision qualifiers in OpenGL ES Shading Language
- Bitonic Sort in Haskell
- Implementing Multiplication
- Sprites in the OpenGL Programmable Pipeline
- GLSL with medium precision on large screens
- I wrote little cheat sheet for data
- JavaScriptCore Primitive Encoding