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Fo Nz
@FoNz99089892_twitter
@mosra I would suggest to split the matrix multiplication in FlatGL shader. If you let the shader do it for you, should it be faster? Like the PhongGL one.
Vladimír Vondruš
@mosra
you mean the transformation / projection matrix? the shader has to do that for every vertex of the mesh, while if you do it on the CPU you do it just once
if you want to try this behavior out, you can use PhongGL with zero lights, that's basically the same as Flat except that it uses separate transformation and projection matrices :)
Mathew
@lectroMathew
Hello there, a bit abstract question, but what is more flexible to use with magnum, the ImGui Integration or Magnum::Ui?
Guillaume Jacquemin
@williamjcm
I personally recommend the ImGui integration, as Magnum::Ui has been neglected these past few years.
Vladimír Vondruš
@mosra
yep, as William says :)
Vladimír Vondruš
@mosra
https://www.phoronix.com/scan.php?page=news_item&px=Mesa-RADV-RT-For-Older-GPUs oh, does this mean i could get raytracing on my fancy 2018 laptop with a frankenstein Intel Radeon Vega card? :O
Vladimír Vondruš
@mosra
good thing i didn't even think yet about buying a NV RTX card for 8000€ or how much are the prices nowadays
Guillaume Jacquemin
@williamjcm
AMD's RX 6000 series supports raytracing, but like with Nvidia, good luck getting one at a decent price.
Vladimír Vondruš
@mosra
i have no intention of upgrading, this machine is still more than enough for my needs
the only potential reason to upgrade was to have a HW capable of raytracing so i could test for it, but if Mesa can emulate that, why bother ¯\_(ツ)_/¯
Fo Nz
@FoNz99089892_twitter

you mean the transformation / projection matrix? the shader has to do that for every vertex of the mesh, while if you do it on the CPU you do it just once

You are right, excuse me.

Hans Loeblich
@thehans
is there something equivalent to gluErrorString for magnum?
Vladimír Vondruš
@mosra
@thehans as in, converting the error code to a string? you have the following options:
  • Use the Debug utility, Debug{} << GL::Renderer::error(); will convert the enum to its string representation and print it to the standard output. Most magnum enums can be printed like this.
  • Or enable GL debug output (unless you're on Mac), and let the driver print detailed info about the error. Easiest if you use the builtin Application classes is to pass --magnum-gpu-validation on on the command line. Docs.
2 replies
Guillaume Jacquemin
@williamjcm
../../../third-party/corrade/src/Corrade/Containers/StaticArray.h:172:58: error: converting to 'Corrade::Containers::StaticArray<4, int>' from initializer list would use explicit constructor 'Corrade::Containers::StaticArray<<anonymous>, <template-parameter-1-2> >::StaticArray() [with long long unsigned int size_ = 4; T = int]'
  172 |         explicit StaticArray(Corrade::ValueInitT): _data{} {}
      |                                                          ^
I get that error for pretty much every StaticArray in the header file they're in. Maybe it's because they're in an anonymous struct in a class ?
Guillaume Jacquemin
@williamjcm
I moved them out, and the same error happens.
:thinking:
Oh, well, I should sleep, it's already 00:41 here.
Guillaume Jacquemin
@williamjcm
Okay, got it fixed.
For some reason, I had to switch to the DefaultInit constructor for those arrays that contained structures.
Guillaume Jacquemin
@williamjcm
After more testing, looks like it was a compiler bug or similar.
Now I'm back to normal argument-less constructors, and it works.
I'm stumped.
Fo Nz
@FoNz99089892_twitter
I think docs for iOS should node that it's better for CMAKE_OSX_DEPLOYMENT_TARGET to be set, along with 64-bit-only architectures (arm64) for iOS 11 and beyond.
Fo Nz
@FoNz99089892_twitter
I cannot get corrade-rc to be compiled on MacOS. Why? The same arguments work for Windows and Android, but not for iOS!
1 reply
Vladimír Vondruš
@mosra
what error do you get?
Mathew
@lectroMathew
If I extract some of the magnum classes to my project and change them in one way or another, should leave the license text there or not?
pezcode
@pezcode

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

I'm not a lawyer, but modifying code probably still qualifies as a 'substantial portion'

Vladimír Vondruš
@mosra
all examples are in public domain, so you can do whatever you want with them, but for magnum code itself you have to keep the license, yes
curious -- what do you need to change there?
Vladimír Vondruš
@mosra
image.png
apparently CircleCI deployed a broken update on Sunday evening US time and they didn't wake up yet to discover the breakage :D
Vladimír Vondruš
@mosra
Mathew
@lectroMathew

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

I'm not a lawyer, but modifying code probably still qualifies as a 'substantial portion'

Yes that's what I thought as well, but then again having non-original software saying that it is an original software seemed iffy to me, so had to make sure :) I'm also not a lawyer ykno

curious -- what do you need to change there?

Just some changes here and there, renaming and general refactoring to better suit the project

Vladimír Vondruš
@mosra
renaming :eyes:
from my experience it was usually easier to try to upstream the changes instead of maintaining a modified copy, upgrades are less painful that way
Mathew
@lectroMathew

from my experience it was usually easier to try to upstream the changes instead of maintaining a modified copy, upgrades are less painful that way

Oh I ceratainly do believe it's less painful, but magnum's Application class is a bit too monolithic for my needs, so I wanted to take it apart into smaller pieces

Vladimír Vondruš
@mosra
ah, haha, yeah that's true .. though i don't really see a way to break it apart while keeping it easy to switch between SDL/GLFW/... on different platforms
Mathew
@lectroMathew
true, I didn't either so decided to just stick with SDL
Vladimír Vondruš
@mosra

FYI recent Magnum update tightened assertions on Quaternion::fromMatrix(), which requires the matrix to be a proper rotation (before it allowed reflections, but resulted in broken output): mosra/magnum@3697125

if your code starts failing on this new assert and you think it shouldn't, please let me know :)

Fo Nz
@FoNz99089892_twitter

what error do you get?

My bad. I was expecting corrade-rc while compiling for iOS. Excuse me.

Jean-Marie Baran
@Jim-Bar
Hi there, quick question. Do we agree that if I want to do shadow mapping I must drop the PhongGL shader altogether and write my own? Kind of newb on all this shader stuff
pezcode
@pezcode

Hi there, quick question. Do we agree that if I want to do shadow mapping I must drop the PhongGL shader altogether and write my own? Kind of newb on all this shader stuff

Yeah, the shader that calculates lighting needs access to the shadow maps, and PhongGL has no built-in shadow map support.

The shadow mapping example might help you get started:
https://doc.magnum.graphics/magnum/examples-shadows.html
Jean-Marie Baran
@Jim-Bar
Okay, thanks for your answer
hsdk123
@hsdk123
image.png

Hi all, I'm attempting to overlay 2 textures to create 1 texture through the frame buffer.
The result in an image program is the above,
while the frame buffer overlay method I'm using is the below.

I wasn't sure why I'm getting the difference, would anyone understand?

face.png
base.png