<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>KHR_texture_basisu on Jan Kelemen - Personal site</title><link>https://jk.rubberdax.xyz/tags/khr_texture_basisu/</link><description>Recent content in KHR_texture_basisu on Jan Kelemen - Personal site</description><generator>Hugo</generator><language>en</language><copyright>© [Jan Kelemen](https://www.rubberdax.xyz)</copyright><lastBuildDate>Sun, 11 Jan 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://jk.rubberdax.xyz/tags/khr_texture_basisu/index.xml" rel="self" type="application/rss+xml"/><item><title>Abusing GPUs</title><link>https://jk.rubberdax.xyz/post/2026-01-11-abusing-gpus/</link><pubDate>Sun, 11 Jan 2026 00:00:00 +0000</pubDate><guid>https://jk.rubberdax.xyz/post/2026-01-11-abusing-gpus/</guid><description>&lt;p&gt;I figured out we no longer have to do software rendering, the Greed Processing Units are capable of doing graphics.
So I continued working on my game engine &lt;a href="https://github.com/jan-kelemen/niku"&gt;jan-kelemen/niku&lt;/a&gt;.&lt;/p&gt;
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&lt;p&gt;With the exception of &lt;a href="https://github.com/toji/sponza-optimized"&gt;toji/optimized-sponza&lt;/a&gt; asset, all other assets are from &lt;a href="https://github.com/KhronosGroup/glTF-Sample-Assets"&gt;KhronosGroup/glTF-Sample-Assets&lt;/a&gt;.&lt;/p&gt;
&lt;h1 id="compressed-texture-formats"&gt;Compressed texture formats&lt;/h1&gt;
&lt;p&gt;According to the profiling results of the &lt;code&gt;gltfviewer&lt;/code&gt; demo, rendering is bottlenecked by the sampling of texture images.
I&amp;rsquo;ve known about this for quite some time already, though I think I can&amp;rsquo;t do much about it, since the shader cannot invent pixel values out of thin air.&lt;/p&gt;</description></item></channel></rss>