mosra on next
Deprecate the weird Magnum::Arr… doc: oops. Vk: doc++ and 1 more (compare)
mosra on next
doc: put this changelog entry i… Trade: TextureData constructor … No need to have explicitly writ… and 2 more (compare)
mosra on next
package: temporarily disable tr… (compare)
do normal (and lighting) reconstruction from the depth buffer
but this looks much more suited for the point clouds, because compared to plain triangle meshes you really have normal information for almost every pixel
:point_up: Edit: I am getting
undefined reference to `streamDebug'
when linking to Corrade:: on android
however it successuflly links when building and linking on MacOS
https://github.com/mgood7123/AndroidCircularBuffer
need to symlink src/main/cpp/CircularBuffer/java/smallville7123/circularbuffer
to src/main/java/smallville7123/circularbuffer
:point_up: Edit: I am getting
undefined reference to `streamDebug'
when linking to Corrade:: on android
however it successuflly links when building and linking on MacOS
https://github.com/mgood7123/AndroidCircularBuffer
need to symlink src/main/cpp/CircularBuffer/java/smallville7123/circularbuffer
to src/main/java/smallville7123/circularbuffer
this is the full build output in android studio
https://gist.github.com/8aace33cac3cabdff75ae9613d0c93c3
and this is the full build output in MacOS
https://gist.github.com/mgood7123/84b76a58038b7f272a09760dc2a88ed5
@thomastong it's just a lot of fragment shader invocations competing on a single depth buffer pixel as pezcode mentioned initially (which needs to get depth tested because you have a depth test enabled)... you can think of it like this:
and then, if you have a triangle mesh instead of a point mesh, 90% of these triangles get discarded because they're so small that they wouldn't contribute anything visible to the pixel anyway