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Utility: handle Path::{configur… (compare)
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I'm having some trouble drawing multiple lines in 3D space. In Drawable3D::draw()
have this:
_buffer.setData(_lines, GL::BufferUsage::StreamDraw);
_mesh.setCount(_lines.size());
I added 4 points to the _lines
vector, but only two (one line) is drawn. GL::BufferUsage::StreamDraw
is not the way?
2nd question, just curious is there a list of projects which use Magnum?
I don't remember seeing one of these on the website itself, but the blog post announcing the 2020.06 release mentions a few of them, and other posts might mention more.
@alkavan how did you add the vertex buffer to the mesh? how are the attributes set up? for example, if the mesh would expect a position and a normal (for whatever reasons) for every vertex but you specify just positions, then it ends up looking at just half of the points
the BufferUsage has nothing to do with this, it's merely a suggestion to the driver where to best put the memory
@thehans out of the public projects, there's also habitat-sim, and you can find various projects under the #magnum
topic on github: https://github.com/topics/magnum
The overall organization of the docs is very confusing to me.
do you have an idea how it could be improved? regular users get blind to the deficiencies over time, so fresh ideas are always welcome :)
btw, something just a little annoying, CLion (Clang-Tidy) inspection produce a warning on:
_mesh.setCount(_lines.size());
// Clang-Tidy: Narrowing conversion from 'std::vector::size_type' (aka 'unsigned long') to signed type 'Magnum::Int' (aka 'int') is implementation-defined
I can do Magnum::Int(_lines.size())
, this part if I'm not wrong taken from an example, this how I should do it?
setCount(std::size_t)
, then it would complain if passing an int to it again
Today, I learnt Magnum types such as
Color4
orVector3
were trivially copyable, and thus made one of my struct types trivially copyable as well.
As I saw, basically they have a data
method where it returns the base address for the internal array. I think you can just memcpy
them.
AnySceneImporter
on iOS, but when it's loaded by the PluginManager
, the application says that the plugin is not present. I can see the library being statically linked into my Xcode project. I all the dependencies by myself. What's the error? Any idea? Thanks in advance.
@FoNz99089892_twitter if you're not using CMake to link the static plugins, you have to perform an additional step to register them for the plugin manager, basically the following in a file that's compiled directly to the final executable (and not any intermediate static library):
#include <MagnumPlugins/AnySceneImporter/importStaticPlugin.cpp>
Relevant docs: https://doc.magnum.graphics/magnum/plugins.html#plugins-static
ImGuiWindowFlags_NoBackground
https://github.com/Auburn/FastNoise2/commit/732577d86dbdf7f79de949b86c3ef3589ba82699#diff-13f4704b60755926950ac5d2b0ca1e4850f8a69d0a51ebc2cce9418b8dfefa95L550
if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
host_window_flags |= ImGuiWindowFlags_NoBackground;
.exe
huh, i wonder how did i miss your project, or did i just forget it existed? .. i remember we were discussing something related to noise and SIMD detection but don't remember seeing this fancy tool :sweat_smile:
#magnum
topic to the repo description? unless you want to keep it a secret, of course)