16:40:30Shinmeranamed things can be retrieved with UNIT on the scene
16:41:11Shinmeracurrently (subject to change) you can get the scene with *scene* during handlers, and otherwise with the roundabout (scene (handler *context*))
16:41:38ShinmeraAs mentioned, I'll probably instead introduce a global variable that's always set to the currently active scene.
16:41:53ShinmeraBut until I've decided that's the way to do it
18:59:22selwynsome parts of the eye framebuffers were not being rendered completely
19:00:39selwyni traced it to this: https://github.com/Shirakumo/trial/blob/master/display.lisp#L62 this causes problems if the framebuffers are larger than the context
19:01:42Shinmeraah, yeah, if you have fbos that are not window-sized you'll need to call viewport yourself.
19:01:56selwyni substituted sensible values for (width context) and (height context) and everything worked out, but i wonder a) is there a better way to do it and b) if not is this a bug
22:37:25no-defun-allowednice, they made portacle real
22:38:51ShinmeraFinally, coding at the beach for far cheaper
22:39:44selwynyou can even invert the sky to keep the sun out of your eyes :)
22:39:44no-defun-allowedhey, that beach isn't far away either, it's somewhere in australia
22:45:27selwynsurprisingly taking the transpose of the view matrix fixed the per-eye rendering? i must have had some inconsistent inner storage somewhere
22:47:51ShinmeraMind that some matrix storages are column-major