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  • Oct 14 22:39

    georgewsinger on popups

    Drafted functioning popups/subs… (compare)

  • Oct 08 03:41
    guanhui07 starred SimulaVR/Simula
  • Oct 08 02:41
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  • Oct 05 02:04
    georgewsinger commented #90
  • Oct 05 02:04
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  • Oct 04 01:02
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  • Oct 04 00:14
    georgewsinger commented #87
  • Oct 03 23:58

    georgewsinger on gdwlroots-xwayland

    Improved keyboard focus behavio… (compare)

  • Oct 02 16:41
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  • Oct 01 23:55
    georgewsinger commented #87
  • Sep 29 10:34
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  • Sep 29 04:48
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  • Sep 28 18:20

    georgewsinger on godot-3.1

    Compiles with godot 3.1 but w/s… (compare)

  • Sep 28 17:36
    ayissijoachim starred SimulaVR/Simula
matrixbot
@matrixbot
georgewsinger 4. Subsurfaces also don't seem to be showing up at the proper coordinates.
georgewsinger 4. Subsurfaces also don't seem to be showing up at the proper coordinates (relative to their parent surface)
georgewsinger 4. Subsurfaces also don't seem to be showing up at the proper coordinates (relative to their parent surface).
georgewsinger There's also more and more null checking in our Simula code (and without it Simula just crashes at run-time), which aesthetically disgusting.
georgewsinger A total failure in type safety
georgewsinger So far GodotWlrSurface and GodotTexture may or may not have an NULL hiding inside of it.
svipal
@svipal_gitlab
kanetw, do yoy know the process ?
matrixbot
@matrixbot

georgewsinger # Simula Popups Progress

https://youtu.be/MJ9ky42dwss

georgewsinger @svipal Did you try stack new myproject templatefile ? https://github.com/SimulaVR/godot-haskell/tree/master/template
georgewsinger I haven't used the demo before so can't confirm that it works.
svipal
@svipal_gitlab
looks like it uses nix which I can't use atm
matrixbot
@matrixbot
lboklin svipal (Gitter): It doesn't use Nix, but it will if you use stack's --nix flag. Nix is set to false by default
matrixbot
@matrixbot
krakrjak Yeah, the nix build doesn't work at runtime.
matrixbot
@matrixbot
georgewsinger Simula Popups Progress (VR). https://www.youtube.com/watch?v=QVAkuijkWj4&feature=youtu.be

georgewsinger Simula popups messed up our textures though again. The usual:

rid <- G.get_rid texture
visualServer <- getSingleton GodotVisualServer "VisualServer"
G.texture_set_flags visualServer rid 6

doesn't work. I tried it on both/all of the (i) viewport texture; (ii) individual surface textures before they are applied to the GodotCanvasItem.

svipal
@svipal_gitlab
lboklin , thanks, made it work
Lurkki14
@Lurkki14
hi
trying to build the godot-haskell demo project and i'm getting godot-haskell> <no location info>: error: godot-haskell> module ‘Godot.Gdnative.Internal.Gdnative’ cannot be found locally
Lurkki14
@Lurkki14
got it to build after updating the git submodules before running make
matrixbot
@matrixbot
georgewsinger I think mipmapping suddenly works again on Simula textures w/our new rendering method.
georgewsinger I don't see any gradient issues so far.
matrixbot
@matrixbot
kanetw huh
kanetw undefined
kanetw what did even change
matrixbot
@matrixbot

georgewsinger Old method: apply a surface texture (with texture mode set to 6) directly onto a Sprite3D.

New method: draw the parent surface + its subsurfaces (with texture mode set to 7) onto a CanvasItem (with texture mode set to 7), which gets sent to a Viewport (with texture mode set to 7) before it's finally applied to a Sprite3D.

I went overkill setting all of the textures to 7 to try to figure out what is causing them to render properly. It might only be necessary to apply it once.

georgewsinger kanetw

Old method: apply a surface texture (with texture mode set to 6) directly onto a Sprite3D.

New method: draw the parent surface + its subsurfaces (with texture modes set to 7) onto a CanvasItem (with texture mode set to 7), which gets sent to a Viewport (with texture mode set to 7) before it's finally applied to a Sprite3D.

I went overkill setting all of the textures to 7 to try to figure out what is causing them to render properly. It might only be necessary to apply it once.

georgewsinger But yeah..so far no gradient issue.
georgewsinger This is also on old Godot. Upgrading to 3.1 might fix the gradient anyway if it shows up again.
matrixbot
@matrixbot

georgewsinger edit: ~~```cpp
Array WlrXWaylandSurface::get_children() {
Array array_xwayland_surfaces;
struct wlr_xwayland_surface * xws;

wl_list_for_each(xws, &wlr_xwayland_surface->children, parent_link) {
  WlrXWaylandSurface * xWS;
  xWS = new WlrXWaylandSurface(xws);
  Variant _xws = Variant( (Object *) xWS );
  array_xwayland_surfaces.push_front(_xws);
}
return array_xwayland_surfaces;

}


Unclear how to fix this memory leak. I'm having trouble finding documentation on how to use `Ref<T>` or in this case `Ref<Variant>`?~~ -> ```cpp
  Array WlrXWaylandSurface::get_children() {
    Array array_xwayland_surfaces;
    struct wlr_xwayland_surface * xws;

    wl_list_for_each(xws, &wlr_xwayland_surface->children, parent_link) {
      WlrXWaylandSurface * xWS;
      xWS = new WlrXWaylandSurface(xws); //<- Will leak
      Variant _xws = Variant( (Object *) xWS );
      array_xwayland_surfaces.push_front(_xws);
    }
    return array_xwayland_surfaces;
  }

Unclear how to fix this memory leak. I'm having trouble finding documentation on how to use Ref<T> or in this case Ref<Variant>?

georgewsinger The Sprite3D's are being set to the original size of the windows (rectangular), despite us resizing the windows to squares before the map signal fires to Haskell.
georgewsinger This is causing the texture to tile on the Sprite3Ds.
georgewsinger It's not clear from the documentation how to resize the Sprite3D.
matrixbot
@matrixbot
kanetw i
kanetw huh
kanetw there should be a set_size function
kanetw check the old godot code?
matrixbot
@matrixbot
georgewsinger Don't think there's a set_size function
georgewsinger Not in Auto.hs at least/Godot API
georgewsinger posted an image: dcf7b9ff-9e99-42ac-b564-b5601f6fa968.png
georgewsinger Here's the code structure
georgewsinger posted an image: dcf7b9ff-9e99-42ac-b564-b5601f6fa968.png
georgewsinger Here's Simula's current code structure
georgewsinger posted an image: dcf7b9ff-9e99-42ac-b564-b5601f6fa968.png
georgewsinger Here's Simula's current code structure:
matrixbot
@matrixbot
georgewsinger ✔ Think I fixed the texture tiling issue
matrixbot
@matrixbot
georgewsinger Ugh. Google Chrome is all messed up now
georgewsinger I don't have a reliable way of detecting whether a new xwayland surface is a child or not
georgewsinger Simula thinks right-clicking on Chrome should spawn a new gsvs