Schilcote
Level 1
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« Reply #660 on: July 06, 2014, 01:23:52 PM » |
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I'm an eldritch abomination, you see. snip
PUTTYPUTTYPUTTYPUTTYPUTTY I can only imagine that bit was on the end because the memory being read from was inside the SSH server. So I'm assuming I've just shared the keys to my Linux box with the internet Heartbleed style. Joke's on you, internet, there's nothing good on there except PlayOnLinux and SMAC!
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TomHunt
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« Reply #661 on: July 06, 2014, 01:48:13 PM » |
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Looks cool actually!
Thanks! Is that a screenshot?
i had removed a background render pass that was clearing the color buffer, and so i was left with the main render pass, which wasn't clearing the color buffer. it did this for about 1 or 2 frames before pausing on an error. it looked even freakier when i unpaused it and let it keep playing. i'm thinking that it might be a cool visual effect to just turn off that one gl.clear flag for a couple of seconds and do this crazy visual on for something like maybe when you go to another level in the game. but this - yeah, it was pretty much just a cool-looking bug at the time.
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Whiteclaws
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« Reply #662 on: July 08, 2014, 12:56:16 PM » |
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Signal Walker
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« Reply #663 on: July 08, 2014, 05:27:50 PM » |
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What were you trying to do?
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Whiteclaws
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« Reply #665 on: July 10, 2014, 07:14:14 AM » |
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What were you trying to do?
I was trying to normalize some pixel data for it to be between 0-256, I added 1 to the base value in the second picture
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gamerzap
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« Reply #666 on: July 10, 2014, 12:31:23 PM » |
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Reminds me of a bug I had a while back when starting a raycaster-esque thing:
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Schilcote
Level 1
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« Reply #667 on: July 12, 2014, 08:00:23 AM » |
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My Markov-based procedural map generator wasn't producing output anywhere near as coherent as I liked, so I modified the generator function to be able to add more tiles to an already existing map. I'm not sure what else I expected, really.
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ben657
Level 0
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« Reply #668 on: July 12, 2014, 12:42:23 PM » |
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My Markov-based procedural map generator wasn't producing output anywhere near as coherent as I liked, so I modified the generator function to be able to add more tiles to an already existing map.
--SNIP
I'm not sure what else I expected, really.
Woow that plays with your eyes... parts just out of my main focus look to be squiggly, then go back to normal when lookhng directly at them.
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gimymblert
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« Reply #669 on: July 13, 2014, 09:30:59 AM » |
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What were you trying to do?
I was trying to normalize some pixel data for it to be between 0-256, I added 1 to the base value in the second picture Shouldn't that be between 0 and 255 or 1 and 256?
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RadiationMutt
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« Reply #670 on: July 13, 2014, 12:13:44 PM » |
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The car is supposed to stand still but it wants to dance. Just a little approximation with vector math is enough to make undamped tyre deformation crazy. I fixed it by adding damping. I had similar issue with clutch causing oscillating engine sound.
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« Last Edit: July 13, 2014, 12:24:31 PM by RadiationMutt »
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Zack Bell
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« Reply #671 on: July 13, 2014, 09:37:18 PM » |
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Transforms are hard.
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ThemsAllTook
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« Reply #672 on: July 13, 2014, 11:00:49 PM » |
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Transforms are hard.
Looks perfect to me.
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Noogai03
Level 6
WHOOPWHOOPWHOOPWHOOP
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« Reply #673 on: July 14, 2014, 07:34:29 AM » |
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Transforms are hard.
snip
that is superb
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So long and thanks for all the pi
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Schilcote
Level 1
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« Reply #674 on: July 14, 2014, 09:43:56 AM » |
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I vote you leave it like that, or at least only tone it down a little.
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Sik
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« Reply #675 on: July 15, 2014, 03:10:03 AM » |
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Dunno, having the rotation point not centered does feel annoying. I imagine it should go like this: - Rotate
- Translate
- Scale
- Translate
May or may not need to get reversed, depending on the API.
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powly
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« Reply #676 on: July 15, 2014, 05:54:31 AM » |
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Both translates after the rotate?
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Sik
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« Reply #677 on: July 15, 2014, 06:31:50 AM » |
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- Rotate to make the text spin on its center
- Translate to shift the origin for the next transform
- Scale to enlarge the text around its upper left corner
- Translate text to its final position on screen
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sam_suite
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« Reply #678 on: July 15, 2014, 07:44:11 PM » |
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Juuust the right number of particles
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Zaphos
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« Reply #679 on: July 15, 2014, 07:54:33 PM » |
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The bug is that you have too few particles, right?
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