mosra on master
StbDxtImageConverter: BAD COPYP… Adapt to Magnum pixel format he… {Basis,Ktx}Importer: TODOs for … and 15 more (compare)
mosra on next
StbResizeImageConverter: GCC 4.… StbDxtImageConverter: avoid a f… StbResizeImageConverter: suppor… and 2 more (compare)
mosra on next
StbDxtImageConverter: BAD COPYP… Adapt to Magnum pixel format he… {Basis,Ktx}Importer: TODOs for … and 13 more (compare)
mosra on master
package/ci: of course this only… (compare)
mosra on master
Return a const& from Image{View… TextureTools: take a strided vi… imageconverter: fix the --layer… and 10 more (compare)
no visible results
i already saw a dataset that used like 10 of those fancy new extensions
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
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
Shaders::PhongGL shader{Shaders::PhongGL::Flag::DiffuseTexture};
GL::Mesh mesh = MeshTools::compile(cubeSolid());
auto size = Vector3(TilePixelDimensions) / 4.0f;
category.shader
.setTransformationMatrix(transformation*Matrix4::scaling(size))
.setProjectionMatrix(camera.projectionMatrix())
.bindDiffuseTexture(*texture)
.draw(category.mesh);
There's nothing really complicated going on in the code either, but maybe I'm missing a necessary feature or something?
Ok, this is just the cpp file, I have imagepath at the top to be filled out with an image path, and can grab my really poorly drawn images as well
0.1f, 10000.0f
and it started looking acceptable, but if you see similar artifacts later you might want to narrow it down even further