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8:18 AM
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Q: Are questions about how to use WebGL2 on topic?

AndersI am new to the site, but not to the SE network. The reason that I signed up for Game Development is that I have a bunch of questions related to WebGL2, and how it can be used for 2D rendering for games, that I would like to ask over a period of time. I have asked my first question, and recieved ...

 
 
3 hours later…
11:37 AM
I'm having trouble understanding this question — any thoughts on how we might be able to clarify it?
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Q: UV Space Coordinates between ranges?

user135470As is mentioned in this post; https://blender.stackexchange.com/questions/66727/whats-the-meaning-of-0-to-1-space-in-uv. I understand that UV go from 0,1; although, how can that be translated into -1,1 ?

 
 
3 hours later…
2:23 PM
I think your last comment "Try writing something of the form.." was good. I also voted to close because as written, it seems ambiguous. Someone could assume a particular potential interpretation the question, answer accordingly & footnote it with "if you didn't mean the interpretation used here, edit to clarify".
But that request has already surfaced in the comments a couple of times. Short of something that demonstrates how the Q is ambiguous, my hot take is that it's on the poster.
Or perhaps instead of an attempted answer, a "let's continue this in chat".
 
2:42 PM
first render-able attempt at converting my scanline rasterizer / renderer to barycentric:
follow up attempt:
I think I'm making the wrong sort of 'progress' here.
 
 
2 hours later…
4:57 PM
Neat! Huhhh, I wonder what would cause artifacts like those...
 
5:09 PM
@DMGregory They have deleted their previous question about the same topic. If the delete and repost, not sure what would be an appropriate step..
@Pikalek I see a happy dancing palm tree.
 
6:01 PM
The first error has something to do with the 4x at a time optimizations & the masking. Above is a single triangle rendered w/ both approaches & then overlaid & ghosted for comparison. The ghost is the expected result.
I went back & wrote a 1x pixel at a time version & that gave me a 1 to 1 match between the barycentric & scanline.
In the 2nd error, I took my programmer's intuition about where the error was & while the edge walking seems to be a better match when zoomed out, a closer look shows there's a lot of miscalculations in the gradient shading.
Given that my math appears good for pixel at a time, my plan is to rewrite the 4x version based off of that. Previously, I was trying to jump myself directly to the 4x version. It would seem that trying to internalize that & the barycentric approach at the same time, along w/ porting the code (the explainer I was looking at was using some flavor of C++) was just a bit too much for me to juggle all at once.
It looks like C# has a separate SIMD library that I'll need to bolt on if I want to squeeze the extra cycles out of this, so I would have needed to rewrite it anyway.
@Vaillancourt Yeah! It often surprises me how some of the merge rules make such organic looking output.
This one was "merge to largest". Each cell is visited in a somewhat random order & it gets merged to the neighboring cell w/ the largest area.
It occurs to me that I should try some variants of that - ordering them smallest to largest, semi ordered, etc.
 

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