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    Fil
    @fil:matrix.org
    [m]
    salut
    Amit Patel
    @redblobgames
    @rreusser You may enjoy this paper from Nicholas Rougier, about adding dashes to gl-rendered lines https://jcgt.org/published/0002/02/08/paper.pdf . Not sure if it's the same approach you're using
    Ricky Reusser
    @rreusser
    thanks! ooh, that has significantly better corner behavior than mine. strictly speaking, mine sets up geometry to avoid skewed varyings, but it's otherwise agnostic toward how you might implement dashes.
    Ricky Reusser
    @rreusser
    in particular, mine provides no fragment shader. one of the main problems I was trying to solve was how attributes connect to vertices since that's usually very specific and ends up constraining everything end-to-end.
    nyc-map
    @nyc-map
    i'm making a webgpu compute micro-library with the same syntax/api as REGL. its 3.5 faster than webgl and gpus are only doubling every 4 years. together we could make the world a better place. lmk if u want to collab. the lib is anonymous and i accept contrib from anyone :)
    Mikola Lysenko
    @mikolalysenko
    Amit Patel
    @redblobgames
    Keenan Crane has so much amazing work
    Mikola Lysenko
    @mikolalysenko
    coming right after the monte carlo geometry processing, this is amazing stuff
    i love both of these ideas, so many potential applications
    Fil
    @fil:matrix.org
    [m]
    it sounds very difficult to implement though
    I would like to do the planar graph thing, but it feels like I'd need a year :)
    Mikola Lysenko
    @mikolalysenko
    its actually not that bad
    Mikola Lysenko
    @mikolalysenko
    the hard part is going to be remeshing though
    at least for surfaces at any rate
    for curves you can just subdivide/simplify segments until you get about the same edge length
    split long edges, collapse short ones
    for surfaces you would probably want to use something like polthier's method which is kind of what they describe in that video very quickly
    calculating the forces is actually not that terrible, though the preconditioning step sounds a bit complicated
    but i think their split preconditioning scheme is actually not too bad to implement once you grind through the algebra
    the hard part in terms of actual coding for repulsive surfaces is definitely that remeshing though
    Dusan Bosnjak
    @pailhead
    Hi, i'm having some trouble using the stencil buffer. Are there any gotchas? I'm expecting one draw call to write 1 into it, and then another to only render where 1 is.
    stencil.png
    stencil2.png
    Dusan Bosnjak
    @pailhead
    dang, ^ i'm working with a layer of abstraction above regl, i was able to enable the stencil context, works like a charm,
    roderick
    @RodeRickIsWatching
    hi 👋 , can i update my images/textures while the animation is on framing?
    kev zettler
    @kevzettler
    @mikolalysenko seems theres SSL cert errors on https://regl.party
    image.png
    Amit Patel
    @redblobgames
    I have switched from regl.party to https://github.com/regl-project/regl/blob/master/API.md
    kev zettler
    @kevzettler
    Yes I often directly hit the API.md for reference, but when I want to sell regl to outside newbies I send them the party URL and SSL failure can be a hard sale
    Micah
    @micahscopes
    anyone here involved in stack.gl stuff? trying to get headless-gl to install on my system, which compiles with gcc 11 by default
    Amit Patel
    @redblobgames
    I had tried headless-gl a few months ago but it didn't seem to work on my m1 (arm) mac. I admit I didn't try very hard.
    Michael Kummer
    @randompast_twitter
    Greetings folks. It's sure nice to see some familiar names. Did IRC #bbg disappear? I was thinking of revisiting bbg stuff and looking at regl again finally.
    Amit Patel
    @redblobgames
    I haven't looked at IRC for a while … but I think most of the freenode channels moved to liberachat.
    Michael Kummer
    @randompast_twitter
    I was on it to try to contact someone to acknowledge them in my paper. Ooo, thanks for the tip.
    Dusan Bosnjak
    @pailhead
    image.png
    I'm having some TS issues, should this have | Texture2D in the least?
    Alberto
    @nkint
    hi! sorry not regl-related question but... are there anyone using ndarray? is it typed in typescript?
    Amit Patel
    @redblobgames
    There's a DefinitelyTyped entry https://github.com/DefinitelyTyped/DefinitelyTyped/tree/master/types/ndarray but I haven't tried it
    Alberto
    @nkint
    thanks!
    Micah
    @micahscopes
    any thoughts on luma.gl? I just learned that it can be used in a somewhat similar way to regl (you can provide it with a context and make draw calls manually)
    (but it also supports webgl2 and webgpu)
    I wanted to use pex-context but couldn't find a way to do transform feedback
    Micah
    @micahscopes

    see here: https://luma.gl/docs/getting-started/external-context

    the Model and Transform classes provide an interface very similar to regl and pex-context, albeit more object oriented

    Amit Patel
    @redblobgames
    Right now regl does what I want it to do so I haven't been looking around. I guess at some point I'll try webgl2
    Amit Patel
    @redblobgames
    How are you liking luma.gl?
    Micah
    @micahscopes

    How are you liking luma.gl?

    Well, turns out it's in a state of flux right now as they're overhauling the API. Seems like in the end it'll be a pretty cool API with a gpu abstraction that supports webgl, webgl2 and webgpu. From what I can tell there are also both low level and high level abstractions for drawing.

    But right now it's been too hard for me to juggle the documentation (which has stuff from both their v8 and v9 APIs mixed together and the website is tough to navigate.

    I'm guessing maybe it'll clear up in 6 months or so but in the meantime I'm gonna try picogl.

    Amit Patel
    @redblobgames
    Ooh, picogl looks appealing!
    Amit Patel
    @redblobgames