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

    Gargaj on macos-catalina

    add macos demployment target (compare)

  • Aug 20 15:11

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

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  • Aug 20 15:10

    Gargaj on master

    add ndi building into workflow (compare)

  • Aug 20 14:51

    Gargaj on ndiworkflow

    add ndi building into workflow (compare)

  • Aug 20 14:42

    Gargaj on ndiworkflow

    add ndi building into workflow (compare)

  • Aug 20 14:23

    Gargaj on ndiworkflow

    add ndi building into workflow (compare)

  • Aug 20 14:16

    Gargaj on ndiworkflow

    add ndi building into workflow (compare)

  • Aug 20 14:09

    Gargaj on ndiworkflow

    add ndi building into workflow (compare)

  • Aug 20 13:58

    Gargaj on ndiworkflow

    add ndi building into workflow (compare)

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    Gargaj on ndiworkflow

    add ndi building into workflow (compare)

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    Gargaj on ndiworkflow

    add ndi building into workflow (compare)

  • Aug 13 11:58

    Gargaj on master

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

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

    Gargaj on 2022-08-03

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Cameron Armstrong (Nightfox)
@sacredbanana
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
gogeric
@gogeric

SamplerState smp {
Filter = MIN_MAG_MIP_POINT;
AddressU = Wrap;
AddressV = Wrap;
};

then :
float3 map = ColorMap.Sample( smp, uv);

Does not seem to work

it does compile but does not change anything
Gargaj
@Gargaj
but did you also change it on the C++ end?
gogeric
@gogeric
oh no sorry no I did not. I assumed wht you suggested did not need the cpp modification. I'll check that
Gargaj
@Gargaj
yeah it's both
basically
change the "default" (smp) sampler to do thy bidding
Gargaj
@Gargaj
quick note: https://github.com/Gargaj/Bonzomatic/releases/tag/2022-06-18 - we have automate builds on win32/64/macos now
*automated
have fun