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6:14:07
|3b|
Shinmera: normalize just the .xy part? i think i also had some problem with calculating normal using eye ray vs screen normal, don't remember details though
6:15:05
Colleen
github.com/Shirakumo/trial/... Website (HTML), Title: trial/workbench.lisp at master · Shirakumo/trial · GitHub
6:45:01
Shinmera
|3b|: doing that multiplication makes the lines crazy huge. Doing a divide makes them crazy thin.
6:48:40
Shinmera
The page I've been semi-following also doesn't seem to do any more than what I'm doing. https://mattdesl.svbtle.com/drawing-lines-is-hard
6:50:13
Shinmera
It /does/ add 1 to w but I think that's wrong, and also adding that doesn't fix anything.
8:05:11
Shinmera
multiplying by w and dividing by (about) the screen width seems to work, but I don't understand why.
8:08:01
|3b|
ACTION ended up just storing other point instead of point1-point2 or whatever in attribute, save some math on CPU and closer to what you want on GPU anyway
8:09:16
Shinmera
Well, point1-point2 can also be point2-point1, which will encode whether the point is "up" or "down"
8:12:23
Shinmera
Depends on which call it is. Rects and circles are cached, but polygons are immediate.
8:13:12
Shinmera
By the by, I also looked at implementing https://gamedev.stackexchange.com/questions/100614/gpu-friendly-bezier-storage-evaluation but couldn't seem to get it to work (didn't spend much time on that)
8:13:12
Colleen
gamedev.stackexchange.com/q... Website (HTML), Title: GPU friendly bezier storage/evaluation? - Game Development Stack Exchange