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  • Dec 01 06:55
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  • Nov 30 15:33
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  • Nov 28 19:28
    mosra closed #116
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    mosra commented #116
  • Nov 28 19:27

    mosra on master

    AssimpImporter: add missing sou… AssimpImporter: add a .gitattri… AssimpImporter: add light names and 28 more (compare)

  • Nov 28 18:22

    mosra on next

    package/ci: go back to Assimp 5… (compare)

  • Nov 28 18:09
    mosra edited #91
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    mosra edited #91
  • Nov 28 18:06
    mosra labeled #116
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    mosra milestoned #116
  • Nov 28 17:58

    mosra on master

    Link to latest Assimp build. (compare)

Vladimír Vondruš
@mosra
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
Vladimír Vondruš
@mosra
ah... KhronosGroup/glTF#2027 , which replaces the thinfilm extension
that explains why i thought it's two separate things
i'm a forever pbr noob
pezcode
@pezcode
they're moving really fast with these extensions, but no visible results
Vladimír Vondruš
@mosra
and yeah those pictures on that link are maybe exactly what i remember

no visible results

i already saw a dataset that used like 10 of those fancy new extensions

pezcode
@pezcode
what I meant is that they have like 10 in the pipeline that aren't finished, but keep changing names and feature sets, only confusing everyone
Vladimír Vondruš
@mosra
ah :) yeah, true
though honestly i like this better than a total silence for 5 years and then "here's glTF 2.1 with PBR Next, enjoy!" with no community involvement
i imagine this is how the internal vulkan extension development looks like as well, only we don't see it :D
pezcode
@pezcode
yeah, this is probably the better alternative
Vladimír Vondruš
@mosra
I just made a commit ccccc9d9281f779b59ff587568fe4f869dab9eb3, does that already count as a mined cryptocurrency or do I need more cs?
pezcode
@pezcode
don't give Microsoft ideas :eyes:
Vladimír Vondruš
@mosra
you mean further gamification of github? :D
Mathew
@lectroMathew
mining on git commits would be the cleanest way to ensure that github's servers go down as quickly as possible and never go up again
Fo Nz
@FoNz99089892_twitter

so myOwnDefaultFramebuffer has a non-zero ID, right? just double-checking i understand this properly

Exactly. Both "default" framebuffer and "default" renderbuffer have a ID of 1, in my case.

irfna
@irfna

Hey, I'm having some issues rendering some basic textured cubes that use the same texture for each side, I end up with weird artifacts that change with every tiny change in the camera angle:

https://i.imgur.com/VH6HOuG.png

Currently using phong shader to test but the FlatGL shader has the same problem. My current vertices are just a copy and paste/rename of cubeSolid() and its dependencies, except I shoved in texture coordinates:

constexpr struct TileBlockVertex2 {
    Vector3 position;
    Vector3 normal;
    Vector2 textureCoordinates;
} TileBlockVertices2[]{
    {{-1.0f, -1.0f,  1.0f}, { 0.0f,  0.0f,  1.0f}, { 0.0f,  0.0f}},
    {{ 1.0f, -1.0f,  1.0f}, { 0.0f,  0.0f,  1.0f}, { 1.0f,  0.0f}},
    {{ 1.0f,  1.0f,  1.0f}, { 0.0f,  0.0f,  1.0f}, { 1.0f,  1.0f}}, /* +Z */
    {{-1.0f,  1.0f,  1.0f}, { 0.0f,  0.0f,  1.0f}, { 0.0f,  1.0f}},

...

And so on, then I'm just using cubeSolid() as is shown in examples. When I test FlatGL, I have a version of the array without the normal vector in it but is otherwise the same. There has to be something small/dumb I'm not seeing that is resulting in these errors, but everything I'm attempting is failing

Vladimír Vondruš
@mosra
hi! could it be just .. the depth test not being enabled?
leading to the (black) backfaces sometimes rendered after the faces that should be in front
irfna
@irfna
    GL::defaultFramebuffer.clear(GL::FramebufferClear::Color|GL::FramebufferClear::Depth);

    ViewRegion();

    GL::Renderer::enable(GL::Renderer::Feature::DepthTest);

    sprites.draw(*_camera);
    terrain.draw(*_camera);
I have actually experimented without depth test, but then some sides and other things are randomly missing as well. There's something really wrong that I can't nail down