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10:19:29
Shinmera
Okey, got the shaders from yesterday to work, but, well, it doesn't actually work as it should
11:52:52
Shinmera
I can't get shit to work at all
11:53:08
no-defun-allowed
that's a shame
11:54:59
Shinmera
Lemme know if you come up with a better idea that can actually be implemented
11:55:32
no-defun-allowed
not a smart person, sorry, and somehow i'm getting physics lectures from #lispcafe rn
11:58:58
no-defun-allowed
what went wrong though? I bet you're closer to fixing it than you think
11:59:30
Shinmera
when reading the data back from the image store it's just zero instead of any value I write to it, even if it's constant
12:01:36
Shinmera
I had stuff being read back when I was using an r16f internal format rather than the r32ui one.
12:02:00
Shinmera
But I can't use imageAtomicMax with formats other than r32ui, so I have to use that.
12:02:39
Shinmera
if I don't use imageAtomicMax for the projection to the borders the depth written is obviously unpredictable
13:37:26
Shinmera
maybe it would be more reasonable to just make polys after all
13:38:39
Shinmera
Could compute an outline polygon for each chunk ahead of time, similar to how the border is computed for auto-tiling
13:38:57
Shinmera
And then just extrude to infinity along the light direction.
13:39:59
Shinmera
Could even do the extrusion as a tesselation, maybe...
13:40:28
Shinmera
never used tess shaders before so that would be another new thing to learn
13:41:47
Shinmera
though building a filled poly is actually non-trivial if it's concave.
13:42:30
Shinmera
can I tesselate a line into two triangles^
13:46:43
Shinmera
needs a geometry shader most likely
13:59:49
Shinmera
could probably get away without doing that by ab/using the vertexID though and just emitting two vertices per point instead.
13:59:57
Shinmera
okey, I guess I got a plan for tonight.