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clsl's Introduction

  • 👋 Hi, I’m Kristin Rutenkolk (sometimes wiredaemon on the internet)

    I'm currently a CS phd student a the Heinrich Heine University of Düsseldorf in Germany working at the chair of Software Engineering and Programming Languages .

  • 👀 I’m interested among other things in:

    • formal methods

    • programming languages

    • functional programming

    • logic programming

    • gpu programming (Cuda, halide, OpenGL, Vulkan(not if I can choose))

    • exact real arithmetic

    • self-validating numerical methods such as:

      • Interval arithmetic
      • ball arithmetic
      • affine arithmetic
      • others
    • real constraint solving (such as ibex-lib)

    • current programming languages of choice (roughly in order):

      • f#
      • clojure
      • java
      • prolog
      • zig
      • c++

I have a twitter but I'm no longer very active there.

I mostly post stuff about what I work on and other related things on my cohost.

clsl's People

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clsl's Issues

Infer output type

The fragment shader output type should be inferred from the type of the expression. A hardcoded type is wrong and inflexible. OpenGL is quite lax about using vec3/vec4 for example and internally converting it to RGBA is pretty much the default case.

Also the infer does not yet work in general and the type system needs to be fully implemented for this to work.

glEnable Invalid Enum

currently this call:

(glEnable GL_TEXTURE_2D)

causes an OpenGL error (1280 : Invalid Enum) to be set. Therefore as a workaround glGetError is called and the error discarded as everything works just as expected. Nevertheless this should be examined more carefully in the future. There may be a bug somewhere, or this is simply a driver issue. This should be examined on different drivers/cards.

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