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12:49 AM
@StephaneHockenhull Covered in gold or something?
 
nah, chained inside a giant steel box at the bottom of the ocean for a few months if I remember.
 
Ah, then that's not what I had seen.
 
Angel, the buffy spin-off.
 
Not in Angel, I don't know what it is; it was in an anime movie. The bad guy was immortal and invincible. But someone poured melted gold over him and threw him in the ocean. He could not die but he could not move once the gold hardened (quite fast in the water).
 
I thought that happened in the Buff spinoff...
Not gold, but...
 
12:54 AM
2 hours ago, by Stephane Hockenhull
Like in Angel when he got thrown into the ocean.
 
Bleh, read the conversation, but didn't look to see who said what.
 
Now, let's see if I can have my lines use Xiaolin Wu's algorithm.
 
Good luck! I'm off to bed... :(
Good nite!
 
'nite!
 
 
2 hours later…
2:37 AM
Finally got the minimap looking decent. Perspective view is a go!
 
 
8 hours later…
user92578
10:12 AM
These lines are fucking killing me
 
user92578
 
user92578
I thought I had them fixed with texture coordinate offsets but those didn't really work the way I wanted
 
12:43 PM
@Tyyppi_77 I guess your tile coordinates are in floats
 
user92578
So I've got a fix working with applying a small offset to the texture coordinates
 
user92578
TOpenGLTextureRect SRect::ToTextureRect(const STexture* texture) const
{
	static const float scale = 8.0f;
	const TVector2& offset = TVector2(0.5f) / (texture->Size * scale);
	return TOpenGLTextureRect{ (X / texture->Size.X) + offset.X, (Y / texture->Size.Y) + offset.Y, (W / texture->Size.X) - offset.X * 2.0f, (H / texture->Size.Y) - offset.Y * 2.0f };
}
 
There's a better way
How wide is your NDC?
 
user92578
NDC?
 
E.g. if the left edge is -1 on the x coordinate and the right is 1, then it's 2 wide
normalized device coordinates
 
user92578
12:45 PM
Before or after projection?
 
Before
 
user92578
I mean aren't those always from -1 to 1 in OpenGL?
 
Sorry, let's start again
What's the coordinate of the point at the upper left and lower right corners before projection?
 
user92578
Ah (0, 0) and (1, 1) I think
 
Or in other words, what values do you pass to the projection matrix as width and height
 
user92578
12:48 PM
What? How are those the same thing?
 
user92578
I pass my window/render target width & height to the projection matrix
 
user92578
Oh NVM I just figured out what you meant
 
Then try to simply strip the floats into integers
That solved my problems with tilemaps
 
user92578
So where would be an easy place to make that happen? The shader?
 
Yeah
After you multiply by view and model
But before projection
The other solution is to make sure each tile's with and height is an integer
 
user92578
12:55 PM
I still get a few glitches flashing here and there
 
user92578
void main() {
	vec4 toBeRounded = ViewportScale * Translation * Rotation * Scale * vec4(VertexPosition, 1.0);
	toBeRounded.x = int(toBeRounded.x);
	toBeRounded.y = int(toBeRounded.y);
	gl_Position = Projection * toBeRounded;

	vec2 textureCoordinate = (TextureFlip * vec3(VertexUV, 1.0)).xy;
	UV = textureCoordinate * UVRect.zw + UVRect.xy;
}
 
I'll look up what I did to solve this, give me a minute...
 
user92578
Aight sure
 
Yeah, that's it
I make sure it's an int
Other than that, the size is always an integer
 
user92578
hmm so yeah I don't get why this would still create errors
 
user92578
3:30 PM
I think I want to integrate ImGUI to the engine and see if I could use it nicely to config some stuff
 
user92578
4:08 PM
 
user92578
well that was easy
 
user92578
5:18 PM
I'm liking ImGui a lot
 
user92578
 
user92578
I've got a basic asset browser with search showing sound and texture files made in 40 minutes
 

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