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  • 11:24
    Build #2121 passed
  • 11:17
    mosra commented #116
  • 11:15
    codecov[bot] commented #116
  • 11:15
    codecov[bot] commented #116
  • 11:12
    codecov[bot] commented #116
  • 11:12
    codecov[bot] commented #116
  • 11:06

    mosra on master

    Utility: test copy() with a mul… Utility: fix copy() for multi-d… (compare)

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  • 09:25
    pezcode commented #116
  • Nov 27 20:05
    mosra commented #116
  • Nov 27 19:59

    mosra on next

    MEH (compare)

  • Nov 27 19:53

    mosra on next

    eh cmon (compare)

  • Nov 27 19:49

    mosra on next

    is THIS the problem?? (compare)

  • Nov 27 19:36

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    [wip] trying to reproduce a cop… (compare)

  • Nov 27 19:32

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    uhhh (compare)

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    Trade: use ` LayerName` instead… (compare)

  • Nov 27 18:33
    mosra commented #116
Vladimír Vondruš
@mosra
this sequence of magic incantations worked before, and i don't have an iOS device around to test it ... so if just the renderbuffer part works, please let me know :)
FoNz
@FoNz80555345_twitter
Yea, it works! But picking does not work. I scanned the entire renderbuffer, but it's all 0. Maybe is the same problem.
FoNz
@FoNz80555345_twitter
How do I pass SDL_GL_RETAINED_BACKING flag through Magnum's main? Maybe that's the problem...
It should be passed before SDL_CreateWindow
FoNz
@FoNz80555345_twitter
I think I have to override the tryCreate method when I extend the Sdl2Application class...
FoNz
@FoNz80555345_twitter
Mhh no change in behavior... still I got 0 everywhere in the renderbuffer for object picking
FoNz
@FoNz80555345_twitter
Anyway, seeing my game on iOS bring tears to my eyes!
FoNz
@FoNz80555345_twitter
Wait... it works on a real device, but not in Simulator... I have read previously this thing around the internet... anyway it works!!
Vladimír Vondruš
@mosra
yayyyyy
Vladimír Vondruš
@mosra
@FoNz80555345_twitter which of the two snippets were needed, after all? both or just the renderbuffer part?
FoNz
@FoNz80555345_twitter

@FoNz80555345_twitter which of the two snippets were needed, after all? both or just the renderbuffer part?

I replaced the GL::defaultFramebuffer with myOwnDefaultFramebuffer (which I obtained through GL::Framebuffer::wrap function, giving the ID of the framebuffer obtained through glGetIntegerv) everywhere for iOS and Simulator. Also, I needed to also do:

glBindRenderbuffer(GL_RENDERBUFFER, myOwnDefaultRenderbuffer);
GL::Context::current().resetState(GL::Context::State::Framebuffer);

Right after switching to the "default" framebuffer. Without this, it doesn't work, even if I bind the "default" framebuffer.

All of my render targets work with mouse picking!! :)
Vladimír Vondruš
@mosra
so myOwnDefaultFramebuffer has a non-zero ID, right? just double-checking i understand this properly
pezcode
@pezcode
Shot in the dark but maybe someone knows: is there a way to override CMake project languages from the command line?
Vladimír Vondruš
@mosra
you mean the languages in project()?
pezcode
@pezcode
yeah
I found CMAKE_PROJECT_INCLUDE which kinda does what I want but it's hacky and requires 3.15
Lets me just include a file with enable_language(XXX)
Vladimír Vondruš
@mosra
yep, that .. could be doable with a toolchain file, i hope?
or make a wrapper CMakeLists that add_subdirectory()s the otiginal project, and has a project() with languages you want? not sure how that propagates into nested projects tho
which extra languages you need?
pezcode
@pezcode
I need C for try_compile, and I'll let you take a guess which favorite trashcan library of yours is making me do this
hint: it starts with ass :eyes:
Vladimír Vondruš
@mosra
HAH
pezcode
@pezcode
This blows up in try_compile because it doesn't look for a C compiler so it can't match that C feature
Vladimír Vondruš
@mosra
ahahahahah
sounds like you're pretty deep in this, what was the original problem? :D
pezcode
@pezcode
I just wanted to add support for the scene name added in assimp/assimp#3510
but with master half the tests fail now and I'm about to give up
Vladimír Vondruš
@mosra
:see_no_evil:
that doesn't seem like a feature worth dying for :D
and i thought you did not want to touch assimp ever again?
pezcode
@pezcode
it seemed simple enough to spend 30 minutes on
no use putting all that work in until there's a new tagged release, anyway
Vladimír Vondruš
@mosra
if you want something else knee-deep in assimp, i have this half-done custom assimp material support WIP PR opened on the plugins repo, it "just" needs to find some files that the new codepaths could be tested with
pezcode
@pezcode
that's a lot of open checkboxes

that's a lot of open checkboxes

yeah exactly, and i gave up (they're apparently reworking this to be less shit), so from the PR i would only take the custom materials, which is the very last checkbox, nothing else

assimp has a clear set of types (nice) and predefined attribute name strings with varying level of shittiness (ew), which, if imported as-is (without trying to make sense of) could work as at least some way of providing access to, say, FBX PBR attributes
pezcode
@pezcode
does indeed sound useful
Vladimír Vondruš
@mosra
i want to do the same for gltf (extensions as layers, extras as custom attribs) because the new PBR extensions are appearing way faster than i'm able to integrate them :D
pezcode
@pezcode
most of them seem to need additions to MaterialAttribute, like IOR or transmission
sheen was the only one I saw that can be done with a layer (color + roughness)
Vladimír Vondruš
@mosra
yep, MaterialAttribute / MaterialLayer additions mostly
the thinfilm extension looked like a good candidate for a layer as well
pezcode
@pezcode
I've only looked at the released ones so far... is thin film for iridescence?
Vladimír Vondruš
@mosra
i don't remember where i saw the example renders (autodesk standard surface maybe? filament?) but thinfilm was for the green/blue tint that's on well-treated leather chairs
iridescence is an extension on its own i think