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2:54 AM
0
Q: In DX11, how can I read the smallest mipmap back to the CPU after calling generateMips?

stixI'm implementing an adaptive tonemapper based on the standard "scale down the luminance map to a 1x1 texture" approach. This is my code following the rendering of the luminance map: //Average the luminance map by creating a 1x1 mipmap. m_pImmediateContext->GenerateMips(m_lumShaderResourceV...

 
3:07 AM
@Hjorthenify isn't there some other ide to use than eclipse?
 
3:37 AM
@Almo there is no ide that is better than eclipse
that is a missing comma troll, just to be clear
There is no ide, that is better than eclipse.
 
 
8 hours later…
11:21 AM
@Hjorthenify Then if you restart eclipse enough times it will solve almost all of the problems ;)
 
 
2 hours later…
1:26 PM
Writing a bot for our Discord channel is pretty damn fun :D
 
 
1 hour later…
2:46 PM
@Almo There is IntelliJ which is much better, but we are required to use Eclipse for school(don't ask me why) and I would rather learn to deal with it's problems now, than during my exams project.
 
Jon
3:45 PM
the nerf guns I got my son for xmas are insane
 
user92578
lol
 
user92578
4:17 PM
 
user92578
Made a checkbox!
 
Jon
me too :)
 
user92578
lol cool
 
user92578
you have more widgets, such a showoff
 
user92578
dynamic buttons on sliders and stuff
 
user92578
4:22 PM
even your rendering is more pretty
 
user92578
IT'S NOT A COMPETITION DUDE
 
Jon
4:38 PM
lol yeah
 
Your GUI work looks amazing :)
 
Jon
ah thanks, well it is open sourced
its on my github page -- although I haven't really worked on it much since I put it up
 
user92578
What do you think of the edit he made last?
 
Is it for unity?
 
Jon
4:44 PM
the title change?
should be rejected
We dont' set titles to "Solved" -- we the the question itself as solved.
 
user92578
he edited it himself
 
user92578
so I don't think it needs to be rejected
 
user92578
I'll edit it out
 
user92578
please go accept that
 
4:50 PM
@Hjorthenify ok that's a good reason to se eclipse
Still sucks though :(
 
Yeah :/
Maybe I'm just too spoiled by the luxery of visual studio :P
 
user92578
 
user92578
That's the actual use for the checkbox
 
user92578
I'll hook it up tomorrow, as there is currently no dynamic support for rainfall
 
user92578
Only hardcoded SetSnowEnabled calls
 
user92578
4:54 PM
I'll also implement just normal rain for the jungle theme
 
What do you mean by dynamic support?
 
user92578
Dynamic in this case is "a value in a level file"
 
user92578
So that I don't need to change any C++ code to enable or disable it in a level
 
So serialized?
 
user92578
kinda, yeah essentially
 
5:02 PM
Gotcha
 
Hey guys, i am trying to make a minecraft clone but i am stuck at deferred shading. Anybody bored? xD
 
I'm busy reading volume 1 of a massive history of the Hundred Years' War. :D
 
5:17 PM
Damn :D
 
Jon
5:32 PM
It is okay, he may be done reading it in a few weeks
 
@Creysys I implemented deferred shading recently in C#. Trying to reimplement it right now in C++, but it's not working, so we might be in the same position, lol.
but at least I got it working once so I might be able to help
 
5:50 PM
@Icy
@IcyDefiance my problem is that my shader keeps outputting into the wrong texture :S. I am also using C# :D
 
oh yeah, I bet I know the problem
 
You do? <3
 
you made a framebuffer, right? and bound several textures to it as GL_COLOR_ATTACHMENT0-4 or whatever
 
I did
 
you need to use a glUniform call to set the shaders output variables to the attachment index they should output to
so like, if you have "out vec4 diffuse;" that you want to map to index 2, then you need to do something like "GL.Uniform("diffuse", 2);"
I forget exactly what OpenTK named that function, but you get the idea
 
5:55 PM
Cant i use layout(location = 2)?
in the shader
 
that didn't work for me...though it's still in my shader. maybe I needed both, I don't remember.
 
Alright let me test that really quick thanks for your help. Can i help you with c++ ?
 
don't think so. I just replaced the deferred shaders with some passthrough ones and it's still not drawing anything, so I just need to figure out where I screwed up opengl's state.
 
Still the same :S
At my composition shader i only output the light color but the texture colors still output
 
weird...
not sure if I can help any more without going through your code myself, but if you want a working example, mine is here: bitbucket.org/IcyDefiance/niceframework
 
6:03 PM
Yeah ive been stuck for 2 weeks now and im planning to quit
 
actually that example is "working", that just compiles to a dll and won't actually run, but the code is right
oh the other thing you can do is download gdebugger
run that and tell it to break when it detects opengl errors
 
Nice
I actually had been looking for a way to output opengl errors
 
and check your framebuffer for completeness...not sure if gdebugger will pick that up or not, so you might have to call glCheckFramebufferStatus​() yourself.
 
If you got some time i could start a short stream on twitch to show you the code and the result
 
I have time, but I'd rather use it on my project tbh. if you do those things and still can't figure out anything, then maybe.
 
6:08 PM
Alright thanks anyways :)
It doesnt seem like i got any opengl errors
Something is spaghetti in my code
Hopefully i will get it to work someday
Have a great day @IcyDefiance
 
you too
 
6:27 PM
LOL holy shit the cause of my bug was so stupid
I had a line like "vector<Vert> verts(vcount);" thinking it would just reserve the space for that many verts
but no it actually inserts that many into the vector
on the next line if I do "verts.reserve(vcount);" that does what I want
 
6:40 PM
That's silly. Does it just call the default constructor?
 
Jon
 
Randomly generated?
 
Jon
coherently yeah
 
First one looks a lot like mid America
 
Jon
there is currently no climate/biomes
but i think it looks pretty good at this point
 
6:44 PM
It does. How do it work though?
 
Jon
it is using Libnoise as the noise generator - then its just a customized layering of noise modules -- and then some color associations to the data
 
It looks so structured though
 
Jon
this is what it looks like.. just roughed it into the editor so I can play with the settings easily
 
Cool. going to open source it?
 
Jon
this probably not, since i didn't write the noise module
 
6:49 PM
Isn't the module open source?
 
Jon
yeah
 
What's the problem then?
 
@Hjorthenify the way I had it, yeah it did. looks like I can also give it data to copy to every element if I want, which could be useful for some things...just not what I was doing.
 
True. I just find it silly for a constructor to be used that way. It makes far more sense for it to just reserve the space
 
Pip
7:33 PM
o/
 
Pip
7:45 PM
yeah I can't either
 
yeah, even is overrated
 
Pip
lol, whoops. I meant to post this in another chat room
I was talking about installing Arch
 
Jon
Jughead.
 
Pip
8:00 PM
Yo @Jon
Important for you:
> This is a great day for all MonoGame developers out there. Xamarin have just announced that developers can now write games for Android and iOS for FREE! yes FREE! The Free licence given to game developers is the equivalent of a Business level licence, that comes with community support via the Xamarin forums. With this licence you can use Visual Studio or Xamarin Studio to develop for Android and iOS*. This is a limited offer though, so you must apply before the end of December.
> You do need to have a published game in one of the many stores available, that includes those of you who have XNA based games on Windows or Xbox 360, see the following article for more details.
 
Jon
its about fucken time
 
Pip
Available for a limited time only though
 
Jon
so, what does that mean?
i have to publish now?
 
Pip
No idea
 
sup folks
 
Pip
8:03 PM
@Jon
> Indie game developers only need to have published a game in any framework on any platform to qualify. We’ll use your published details to verify your indie status:
So it looks like with Picross and whatever, you're good
That's from the blog post
@Chris @Almo @IcyDefiance @KevinvanderVelden @ShotgunNinja @Lokkij @Hjorthenify @Tyyppi_77 check it out
 
Jon
I singed up
awesome thanks man
 
Pip
No problem
I get a digest on my VS home screen from Microsoft and Xamarin and I just happened to see that
Also @Jon check this out: github.com/cupstudio/Cupstudio.V3
 
Jon
I just found a libnoise port in c# for 4D noise.. holy shit
 
Pip
:D
link?
 
Jon
I ported it here, as the source control it was on is dying
 
Pip
8:15 PM
awesome
 
Jon
wow
it actually is fucken amazing
they implemented a simplex version into it -- and it has 4d, and it is fast as fuck
i need to stop for today, because if I start going down this path, i'm gonna be doing this for the next 6 hours
quick glance, looks like it works fine with unity / 2.0net
but if it doesn't, i'll port it
 
If I'm using unity what do I need xamarin for? Honest question, I don't know what it offers me
 
you probably don't. it's mainly useful for using monogame on cell phones.
 
Jon
8:31 PM
great question
if you are using unity, you don't need xamarin.
If you are using Monogame, and want to publish to mobile, you NEED xamarin
regardless of what the monogame site says
 
Ok thanks for the info :)
 
Jon
8:47 PM
Cross-Platform

We currently support iOS, Android, MacOS, Linux, Windows, Windows Store, Windows Phone, and PlayStation 4 with more platforms on the way.
They purposely list it as the first two platforms they support -- clearly as they are the two most popular ones
Yet, the support comes from Xamarin -- and not from Monogame directly.
I will send you 10$ if you can show me any mention of xamarin on the monogame website
minus the news section.
 
Does the monogame site support comments? :o
 
Jon
damnit
the docs actually have been slightly improved... very slightly
 
9:11 PM
is texturing a heightmap the same as texturing a quad, even though one texture is used for height and the other is used color?
 
Jon
heightmap is not a color map
 
I already have the heightmap working. What I'm trying to ask is if the same process is used when adding a single texture to it
 
yes...but mapping UV coords to the terrain might be hard.
most systems are lazy and just assume each vertex of the terrain is an equal distance apart, which results in the texture stretching a lot on cliffs.
 
Jon
outputting 250k strings to console before start() is bad.
 
@IcyDefiance so its different from texturing a regular quad?
 
Jon
9:16 PM
you need to look at the change in value between the coordinates
 
well with a regular quad you still need UV coords
with a terrain you just have more vertices, so more UV coords
 
I have all the calculations ready. I'm just having a hard time displaying the texture
Im having a problem connecting the texture
 
Jon
KEEP GOING UNITY I HAVE PLENTY OF RAM
I CAN WAIT ALL NIGHT
 
Pip
9:44 PM
lol
 
finally, deferred rendering is working in C++. that took way too much effort to debug.
 
Pip
nice
 
Jon
10:01 PM
literally ate pizza
came bakc.. unity still running.. creeping up more ram
@Almo when u want that git tutorial :P
 
10:32 PM
lol
fucking working on Saturdays
some bs
actually honestly it's really fun though
 
Jon
10:55 PM
13
A: How can I "squeeze" a game object when it is pressed between two others?

JonThis effect is very easy to produce in Unity using a couple of Box Colliders, and some basic math. The effect will ressemble the following: This is a very simple model for this problem. First you need 3 gameobjects added to your scene. Each object will contain a BoxCollider2D and a RigidBod...

i was awarded half of the bounty apparnetly :)
 
11:30 PM
Hey Jon
 
wow it's only 6:30... feels more like 10
 
00:40 here
 

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