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  • Nov 09 2022 20:54
    samhocevar commented #89
  • Sep 26 2022 05:51
    artkiver commented on 440eb5e
  • Sep 17 2022 09:45

    Gargaj on macos-catalina

    add macos demployment target (compare)

  • Aug 20 2022 15:11

    github-actions[bot] on 2022-08-20

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  • Aug 20 2022 15:10

    Gargaj on master

    add ndi building into workflow (compare)

  • Aug 20 2022 14:51

    Gargaj on ndiworkflow

    add ndi building into workflow (compare)

  • Aug 20 2022 14:42

    Gargaj on ndiworkflow

    add ndi building into workflow (compare)

  • Aug 20 2022 14:23

    Gargaj on ndiworkflow

    add ndi building into workflow (compare)

  • Aug 20 2022 14:16

    Gargaj on ndiworkflow

    add ndi building into workflow (compare)

  • Aug 20 2022 14:09

    Gargaj on ndiworkflow

    add ndi building into workflow (compare)

  • Aug 20 2022 13:58

    Gargaj on ndiworkflow

    add ndi building into workflow (compare)

  • Aug 20 2022 13:52

    Gargaj on ndiworkflow

    add ndi building into workflow (compare)

  • Aug 20 2022 13:47

    Gargaj on ndiworkflow

    add ndi building into workflow (compare)

  • Aug 13 2022 11:58

    Gargaj on master

    Fix build on arm Patch by: Rob… (compare)

  • Aug 13 2022 11:58
    Gargaj closed #171
  • Aug 12 2022 18:37
    clausecker closed #172
  • Aug 12 2022 15:24
    clausecker commented #172
  • Aug 12 2022 15:18
    clausecker opened #172
  • Aug 12 2022 12:21
    AMDmi3 opened #171
  • Aug 03 2022 14:43

    Gargaj on 2022-08-03

    (compare)

Cameron Armstrong (Nightfox)
@sacredbanana
I always noticed if you use the GUI for cmake it lists GLFW_VULKAN_STATIC as an option you can enable for this project
Ive never ticked it
Vulkan is one of those things which it most likely going to be important to learn eventually but I've just been sticking with OpenGL for now
Does Vulkan have its own shading language or does it use GLSL?
Gargaj
@Gargaj
it has its own afaik
it's very glsl-like tho
Paul Depraz
@cerealkill
I will try with glfw, thanks guys :)
Gargaj
@Gargaj
alkama suggested he'll take a look at writing a Metal backend
that's osx so my hands are clean about that
Cameron Armstrong (Nightfox)
@sacredbanana
kind of like Metal for macOS. The default tunnel shader on Bonzomatic I actually ported to Metal changing extrememely little
Not sure if theres enough demand for a Metal version of Bonzomatic though
Metal looks great, performs great... but only being on Mac makes it meg
meh*
I hate how Apple officially deprecated OpenGL so that might affect Bonzomatic in the next release of macOS
even if you write a metal backend, youd still need the competition contestant to code in metal
but to be fair its very close to GLSL anyway so shouldnt be a problem
apple designed metal to be as close to OpenGL as possible to ease the transition
Cameron Armstrong (Nightfox)
@sacredbanana
@Gargaj while I'm here I might as well ask the question. Do you think that Bonzomatic would have any use ported to Nintendo Switch? You can now use USB keyboards and mice on switch and I've already ported a game to it and I've also ported a very light shader program to it which is pretty much bonzomatic minus the GUI (just renders the shader file in the directory). I could totally port Bonzomatic to Switch but I'm not sure if it would be worth it
I'd totally use it but not sure if anyone else woule
would
Gargaj
@Gargaj
i mean
even if not as an official port
but feel free to do a fork
Carlos Rocha
@MoiRouhs
Hii I showed Bonzomatic now, I have a question, can I use video fragment in this tool?
Gargaj
@Gargaj
hi
so
not natively, but of course you're welcome to add support for it
i cant think of very simple video decoding libraries that are easy to integrate
gogeric
@gogeric
Hi there everyone! First time here. I'm trying to set sampling to Point in HLSL Dx 11 mode. I tried : SamplerState SMP { Filter = MIN_MAG_MIP_POINT }
However this does not seem to work. I'm not sure if it is coming from the preview sampling the result of my pixel shader (which maybe itself is sampling correctly) or it is my SamplerState which is wrong. FYI the code compiles.
Gargaj
@Gargaj
hi, i would need to check but i dont think bonzo has a full .fx parser
i.e. the sampler states have to come from the C++ code
gogeric
@gogeric
ooooh right ok.
hum. I'll try to find them in the CPP. maybe I can do a quick hack to have it work
thanks
Gargaj
@Gargaj
look for pFullscreenQuadSamplerState
gogeric
@gogeric
Thanks!
Gargaj
@Gargaj
line 500 in the dx11 renderer
sampDesc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
gogeric
@gogeric
perfect
Gargaj
@Gargaj
but the fact that you say that the sampler states still compile, makes me wonder if you can access them via reflection
gogeric
@gogeric
image.png

Not sure I can send My code here but here is the gist of it :
SamplerState NearestSMP {
Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
AddressU = Wrap;
AddressV = Wrap;
};

Then :
float3 map = ColorMap.Sample( NearestSMP, uv);

Result is "Blurry" while I expected Sharp. I'm trying to do a ColorMask with Linear Sampling that gives a 0-8 index into a ColorMap 16x16px that contains 2x16 Palettes of 8 Colors. And this one, the palette map, needs to be sampled precisely.

Gargaj
@Gargaj
do you still have the other SamplerState left there?
gogeric
@gogeric
yup
Gargaj
@Gargaj
cos that's the one it's gonna change
so you either have to explicitly create and bind another samplerstate on the c++ side, or remove yours and use smp
line 813: pContext->PSSetSamplers( 0, 1, &pFullscreenQuadSamplerState );
this only ever pokes the first sampler state it finds
gogeric
@gogeric
ok so maybe I can modify smp to make it Point and declare another that will fallback to linear for the Mask texture. I'll try that thanks