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Monday, 10th of August 2020, 2:14:00 UTC
7:35:19
Shinmera
So further weirdnesses in texture lookups
7:36:22
Shinmera
texture(tex, uv); is fine. texture(tex, vec2(uv.x, uv.y)); is fine texture(tex, vec2(uv.x+1, uv.y)); is fine (and does as expected) texture(tex, vec2(uv.x+random(uv), uv.y)); is not and outputs gray for almost everything
7:36:37
Shinmera
if I output the random values, it's just noise [0,1]
7:36:44
Shinmera
so that should be fine?
7:36:49
Shinmera
why the fuck does everything turn gray?
7:51:55
Shinmera
It works fine if I do a texelFetch (and compute pixel coords manually)
8:14:13
Shinmera
pass textures defaulted to being mipped
8:14:20
Shinmera
but the mips did not get updated after rendering a pass
11:46:58
Shinmera
Hrm. Dynamically activating and deactivating passes is something you can't yet really do in Trial.
11:47:04
Shinmera
And something I desperately need now.
11:47:08
Shinmera
Not sure how to facilitate it.
11:49:49
Shinmera
Recomputing the pipeline is not feasible since that involves recomputing all of the texture specs, and reallocating them all (bad)
12:22:38
Shinmera
https://twitter.com/Shinmera/status/1292798391316107265
12:24:29
no-defun-allowed
Very very nice!
12:25:25
Shinmera
Twitter crushes the fuck outta that, looks a lot better in full res.
Monday, 10th of August 2020, 14:14:00 UTC