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  • Oct 16 22:08
    lacyyy starred mosra/magnum
  • Oct 16 00:53
    yongwangzhao88 starred mosra/magnum-examples
  • Oct 15 22:47
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  • Oct 15 20:28
    mosra commented #110
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    mosra on master

    KtxImporter: doc++ (compare)

  • Oct 15 20:00

    mosra on master

    doc: mention new KTX and glTF p… (compare)

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    mosra on master

    Doc++ (compare)

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    mosra closed #107
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    mosra on master

    CgltfImporter: new plugin CgltfImporter: add bundled cglt… external: clean up trailing whi… and 6 more (compare)

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  • Oct 15 18:36
    mosra commented #107
  • Oct 15 18:05
    pezcode commented #110
  • Oct 15 15:35
    mosra commented #110
  • Oct 15 12:03
    codecov[bot] commented #107
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    codecov[bot] commented #107
pezcode
@pezcode
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
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.