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April 07, 2020, 11:54:49 AM

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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Beautiful fails.
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Author Topic: Beautiful fails.  (Read 253480 times)
JobLeonard
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« Reply #1280 on: September 06, 2019, 02:26:37 PM »

Barry Sonnenfeld in Evil Dead II vibes
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Prinsessa
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« Reply #1281 on: September 13, 2019, 02:50:15 AM »

 Cheesy so that's how to make a horror game then?

Got some new ones...

This happened trying to fix some incorrect matrices:



This isn't really a fail as it was intentional to clearly see that my snow shader was working by making it green and thick and in every direction and on everything, but still amusing:

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Ordnas
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« Reply #1282 on: September 13, 2019, 02:57:29 AM »

You should add it in the final game as a new parallel dimension  Tongue
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Prinsessa
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« Reply #1283 on: September 13, 2019, 03:08:03 AM »

 Well, hello there!
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FrankForce
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« Reply #1284 on: October 01, 2019, 08:08:57 PM »

When I fooled myself into thinking there was a real life bug on my screen...

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Kyzrati
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« Reply #1285 on: October 01, 2019, 08:23:34 PM »

When I fooled myself into thinking there was a real life bug on my screen...
Dude seeing that gif before reading the comment already had me thinking there was something on my screen, too! xD
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Prinsessa
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« Reply #1286 on: October 02, 2019, 01:18:22 AM »

So what caused this? Shocked
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fluffrabbit
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« Reply #1287 on: October 07, 2019, 05:31:46 PM »



Trying to fade up. My modulation of both the bloom threshold and amount apparently produced a very steep curve that ended up in the negative once it passed 1.0.

Code:
fadeFactor += d;
thresh = bloomThreshold * ( 1.0f - fadeFactor );
amount = bloomAmount / ( 1.0f - fadeFactor );
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JobLeonard
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« Reply #1288 on: October 07, 2019, 11:48:15 PM »

Might still be a cool effect, but be careful with how different platforms might glitch in a different matter again
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fluffrabbit
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« Reply #1289 on: October 08, 2019, 09:31:16 AM »

GLES2 is generally consistent everywhere. The bug is in my math. It might be okay for a lightning effect I suppose.
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Prinsessa
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« Reply #1290 on: October 27, 2019, 05:56:35 AM »

3D animation system is truly the gift that keeps on giving when it comes to visual bugsā€¦

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ThemsAllTook
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« Reply #1291 on: November 18, 2019, 05:56:32 AM »

Something has gone wrong with one of my lighting shaders, and it's producing some pretty wild results. I have no idea what's going on here:

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Prinsessa
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« Reply #1292 on: November 18, 2019, 06:03:33 AM »

Looks like a solid art direction to me!
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Schrompf
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« Reply #1293 on: February 14, 2020, 08:05:29 AM »

Trying to unwrap every surface of my blocky dungeon to a unique texture place and render content on it. So far, my normals seem to be lost in an LSD trip.

(Click for full size)
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JobLeonard
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« Reply #1294 on: February 15, 2020, 04:58:19 AM »

I have a soft spot for funky effects due to (integer) overflow, and this looks like it might be a case of one
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Schrompf
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« Reply #1295 on: February 15, 2020, 12:58:29 PM »

Solved it in the meantime. It was like five errors in a row, and one of them was indeed an integer overflow while encoding a normal with >1.0f length into R8G8B8
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JobLeonard
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« Reply #1296 on: February 16, 2020, 02:25:20 AM »

Good job figuring out all five of the errors - we all know how that struggle feels!
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Prinsessa
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« Reply #1297 on: February 16, 2020, 02:27:58 AM »

So what does it look like fixed? Cheesy
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Schrompf
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« Reply #1298 on: February 16, 2020, 04:52:44 AM »

In an epsilon environment of "fixed". MipMaps still not present, apparently DX9 GenerateSubMipLevels() doesn't do anything, need to roll my own. Also Texture::LockSubRegion() triggers a GPU sync, equal what flags I pass to it, so I'll have to write it to some GPU scratch memory and copy it over with a simple shader. Or I take the bullet and finally convert my whole stuff to Vulkan.

And the Bilinear sampler pulls in neighbouring texels which haven't been written to, so you get weird artefacts on any edge. I'll probably copy over the "limit coords to inner safe region" code I wrote for my last game. The mippier the sampling, the farther in I limit every tex sampling so that the filters never catch values from outside the valid tex region. Worked great for a 2D sprite/tile based renderer, should work nicely here, too.

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JobLeonard
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« Reply #1299 on: February 16, 2020, 05:39:33 AM »

That must have been satisfying the first time it rendered onto the screen correctly Smiley
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