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  • Dec 04 19:03

    mosra on scenedata

    {Cgltf,TinyGltf}Importer: port … {Cgltf,TinyGltf}Importer: adapt… PrimitiveImporter: port to the … and 8 more (compare)

  • Dec 04 19:01
    mosra synchronize #525
  • Dec 04 19:01

    mosra on scenedata

    Trade: initial redesign of the … Trade: add SceneField string ma… Trade: MSVC 2017, what are you … and 40 more (compare)

  • Dec 04 18:59
    mosra commented #541
  • Dec 04 18:49

    mosra on master

    doc: updated changelog. (compare)

  • Dec 04 18:47
    mosra labeled #541
  • Dec 04 18:45

    mosra on master

    package/ci: add a GLES3 macOS b… Don't ever attempt to think abo… Fix wrong assumptions about Mac… and 2 more (compare)

  • Dec 04 18:17
    mosra edited #525
  • Dec 04 18:15
    mosra edited #525
  • Dec 04 18:11
    mosra edited #525
  • Dec 04 18:11
    mosra edited #525
  • Dec 04 17:27

    mosra on master

    ARM Macs have sizeof(long doubl… Utility: ARM Macs have a differ… (compare)

  • Dec 04 17:25

    mosra on next

    AssimpImporter: reorder functio… AssimpImporter: add proper test… AssimpImporter: add a test for … and 3 more (compare)

  • Dec 04 16:32

    mosra on next

    doc: fix doc snippet compilatio… (compare)

  • Dec 04 15:51

    mosra on next

    ARM Macs have sizeof(long doubl… Utility: ARM Macs have a differ… (compare)

  • Dec 04 15:48

    mosra on next

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  • Dec 04 15:37

    mosra on next

    Fix wrong assumptions about Mac… [wip] (compare)

  • Dec 04 15:13

    mosra on next

    Don't ever attempt to think abo… GL: fix wrong assumptions about… [wip] (compare)

  • Dec 04 15:09

    mosra on next

    Don't ever attempt to think abo… GL: fix wrong assumptions about… [wip] (compare)

  • Dec 04 15:03

    mosra on next

    Don't ever attempt to think abo… GL: fix wrong assumptions about… [wip] (compare)

Guillaume Jacquemin
@williamjcm
Ah, I just saw you finally implemented your own Pair type. :)
Been a while since I last took a glance at the sidebar in Gitter.
Vladimír Vondruš
@mosra
and a Triple :D
Pair is there for quite a while, Triple since now
i hope i'll never need a Quadruple
mosra/corrade@34a53fa should be the fix
once the CI gods approve
Guillaume Jacquemin
@williamjcm
It'll give me an excuse to upgrade my current project's dependencies.
Vladimír Vondruš
@mosra
i guess i could do also arrayInsert() and arrayRemove() while at it
Guillaume Jacquemin
@williamjcm
I haven't updated Corrade or Magnum since I added them as submodules in early June.
At the same time, I haven't really needed any of the new stuff.
Guillaume Jacquemin
@williamjcm

i guess i could do also arrayInsert() and arrayRemove() while at it

Now that I think about it, while I won't need arrayInsert(), arrayRemove() will be useful.

While I could do std::remove_if() combined with arrayRemoveSuffix(), it's a bit too long just to remove single elements.

Jamil Halabi
@jay3d
Installing magnum on linux with vcpkg is failing
CMake Error at scripts/cmake/vcpkg_from_github.cmake:164 (message):
  Failed to parse API response from '':



  {

    "ref": "refs/heads/master",
    "node_id": "MDM6UmVmMjg2MzkwOTpyZWZzL2hlYWRzL21hc3Rlcg==",
    "url": "https://api.github.com/repos/mosra/corrade/git/refs/heads/master",
    "object": {
      "sha": "34a53fab11928765f5fb2704b5653769a20b63a5",
      "type": "commit",
      "url": "https://api.github.com/repos/mosra/corrade/git/commits/34a53fab11928765f5fb2704b5653769a20b63a5"
    }

  }



Call Stack (most recent call first):
  ports/corrade/portfile.cmake:1 (vcpkg_from_github)
  scripts/ports.cmake:140 (include)
Vladimír Vondruš
@mosra
errrrr
doesn't sound like my problem, tho
Jamil Halabi
@jay3d
Yes I think it's a problem getting head packages from vcpkg on linux
Vladimír Vondruš
@mosra
from 19th August, lol
microsoft/vcpkg#19657 seems to be a candidate for a fix and/or introducing other bugs
Vladimír Vondruš
@mosra
where is the dumpster fire emoji
Jamil Halabi
@jay3d
How to download this as a patch again :P
Ah just add .patch
Jamil Halabi
@jay3d
Nice! works
Fo Nz
@FoNz99089892_twitter

image0 (1).png

I think I encountered this same exact problem. I had a mesh, where Phong shader didn't work correctly. PART OF MESH appeared all white, but only on ES, not on Desktop. This was strange. The culprit was the model, whose local coordinates didn't match transformations in global coordinates (as I saw in Blender).

Vladimír Vondruš
@mosra
but how would that manifest only on ES?
Fo Nz
@FoNz99089892_twitter

image.png

This is how I was seeing my mesh in ES. After I fixed my mesh in Blender, it rendered correctly with Phong shader.

This mesh was downloaded from internet. Then I changed it a bit, but basically it was made by someone else.

but how would that manifest only on ES?

I really don't know...

When I say ES, I mean OpenGL ES!!! NOT EcmaScript!!!!
Vladimír Vondruš
@mosra
yeah i get you ;)
no idea, the only possibility is something related to floating point, a NaN that propagates differently on mobile drivers, or an (ES-specific) shader precision causing normals to explode?
if you have the original model and can share it, i'll investigate, this is interesting
Fo Nz
@FoNz99089892_twitter

no idea, the only possibility is something related to floating point, a NaN that propagates differently on mobile drivers, or an (ES-specific) shader precision causing normals to explode?

That's the first thing that comes in mind, indeed.

if you have the original model and can share it, i'll investigate, this is interesting

This above is the indicted model

Guillaume Jacquemin
@williamjcm
Might be more of a general C++ question, but what would be the best way to add a variable's byte representation to an Array<char> ? Appending an ArrayView that wraps over a pointer to that variable ?
Vladimír Vondruš
@mosra
sideways question: what do you want to achieve, exactly?
Guillaume Jacquemin
@williamjcm
Basically, serialise data to an array before writing it to a file.
Vladimír Vondruš
@mosra
if you need to preserve alignment of the type for reading it later, then ArrayTuple might be the answer, but you can't grow that one
but appending an arrayview is a solution too, yep
Guillaume Jacquemin
@williamjcm
Okay, got it.
Guillaume Jacquemin
@williamjcm
The reason I'm asking for that is because I'm working with a third-party data serialisation format (Unreal Engine 4 save files, to be exact), and I need to be able to count bytes written (as header for each object/value contains the value's size in bytes). According to docs, std::ftell() (yes, I use C I/O here) returns a signed long, while using an Array would allow me to use size_t instead.
Vladimír Vondruš
@mosra
yeah that makes sense
Vladimír Vondruš
@mosra

safe.glb

hmm, so i looked at this one and didn't find anything suspicious, no NaNs or inifinites or overly large normals or anything, the only weird thing was that:

  • the knob and handle were mistransformed in a weird way, both with assimp and tinygltf
  • the file used three different textures while just one of them would be enough, but i don't see how that would cause the model to appear white :D
Fo Nz
@FoNz99089892_twitter
  • the knob and handle were mistransformed in a weird way, both with assimp and tinygltf

I think it's the contrary: the "safe block" mesh was mistransformed, because in Blender I was seeing a pending transformation in Object mode (NOT in edit mode). Anyway, I still don't know if it was the problem which the other user had... Anyway, I am no 3D modeler. I basically encoutered this error because I downloaded this mesh from the internet, which I don't do usually.

  • the file used three different textures while just one of them would be enough, but i don't see how that would cause the model to appear white :D

I don't know. I simply fixed transformation from Object mode to Edit mode in Blender and shading was then correct.

Bhavyansh Mishra
@BhavyanshM
Quick question: For displaying an OpenGL Texture on an ImGui window, is a frame buffer necessarily required? Or is there some other way to think about it?
Guillaume Jacquemin
@williamjcm
yunkernel ( owned by Dingtao :b )
@yunkernel
Could anyone can tell me how to update texture coordinate that has added to a Mesh ?
yunkernel ( owned by Dingtao :b )
@yunkernel
I guess i should use the transform matrix :p