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Monday, 20th of August 2018, 5:31:58 UTC
8:42:55
gingerale
shinmera: Hey hey, spending my Doctor Recommended Monday at Home. What are we working on?
8:43:29
shinmera
No TTS or speak today, I don't wanna spend all day with headphones on
8:43:36
shinmera
currently working on the clipmap preprocessing
8:44:48
shinmera
wtf is going on with PS
8:49:54
micro
shinmera: morning - is there audio?
8:50:06
shinmera
I'm watching another stream on the side, so not right now
8:50:14
shinmera
there'll be music later I wager
8:53:51
shinmera
dealing with the headache that is glTexture2D again
9:15:02
shinmera
as I thought my map generator is fucked
9:15:39
shinmera
some very intredasting artefacts though
9:26:54
shinmera
actually nvm it's not fucked
9:29:08
shinmera
But then whhhyyyy is the map all zeroes
9:34:35
shinmera
No, I inserted a thing that automatically fills with null if it can't find a chunk
9:34:41
shinmera
and I had the paths wrong so no chunks were found :u
9:43:57
shinmera
also it looks like the image data is normalized to floats when uploaded which I'd rather not have
9:46:11
gingerale
[0, 1] range floats I assume? Why is this bad?
9:47:23
shinmera
Because I don't know if precision is going to stick with 16 bit integers
9:47:59
shinmera
I think I need to use the r16ui internal format, but GL gives me shit for that and I don't know why
9:53:33
shinmera
Okey upload goes through but everything's zero what
9:57:02
shinmera
alright need to use different declarations in glsl
10:00:33
shinmera
ah, mix only works on floats. Sigh.
10:08:10
shinmera
??????????????????????
10:10:32
gingerale
Like with a lot of art, that is left for the viewer to judge themselves.
10:12:31
shinmera
I don't understand any part of this
10:12:42
shinmera
where the fuck is this data coming from
10:16:01
shinmera
why is it working /now/
10:17:10
shinmera
It's not setting the pixel-type right
10:25:21
shinmera
so either the data is fucked (again), or for whatever reason it's turning the ints into infinities
10:29:27
shinmera
yeah when coercing to float I think it's turning them into infinity
10:29:53
shinmera
not sure how to work around that given that I can't multiply with a float to mix the two levels without also upgrading it to a float
10:31:41
shinmera
guess I'll just let the normalisation to its thing :/
10:33:35
shinmera
Next I gotta figure out why the maps are flipped so weirdly
10:36:16
shinmera
yeah my subimage routine flips the x axis
10:38:07
shinmera
hrm, don't see anything wrong with it though
10:40:23
shinmera
just the act of writing the bits out flips it horizontally
10:42:29
shinmera
sure wish I could tell slime to drop all pending output
10:51:28
shinmera
so where the fuck is the flippage coming from
11:06:59
shinmera
somehow half of the map is.... screwed
11:10:38
gingerale
Hmm.. I got an invitation for a free eyesight check at the optician. I could arrange a time for three hours from now. I think I'll do that and go wash my hair.
11:12:19
shinmera
wish I had an easy way to visualise this data without my crud
11:12:24
shinmera
as it is there's so many pieces that could be wrong
11:27:40
shinmera
how is this almost right
11:30:38
gingerale
Yup, looks pretty good wit hthe arrows
11:31:58
shinmera
HOW DID THIS USED TO WORK
11:32:01
shinmera
THIS ALL FUCKING WORKED
11:35:31
shinmera
I just don't know anymore
11:37:48
gingerale
This reminds me of this one time when everything worked at first, I found a bug and fixed it, and turned out that the bug had reversed the effect of another, bigger bug.
11:38:02
shinmera
I don't even know if that was the case here or what
11:38:10
gingerale
Probably not. It's rare enough
11:41:55
shinmera
now how do I get the height data out of the texture
11:43:17
shinmera
probably need to cache it instead.
11:58:15
shinmera
hmm, why doesn't the clipmap move
11:59:27
shinmera
oh, I ignore the model matrix, that explains it.
12:01:00
shinmera
this is so freaky to watch
12:02:46
shinmera
Well it's actually right
12:03:15
shinmera
the Y offset of the player isn't right yet, and I'm not sure why
12:06:29
shinmera
I also don't understand why it's so bumpy
12:18:42
shinmera
huh. reading in usb16 mode is super slow it seems
12:25:51
shinmera
What the fuck why does the pixel data I read change so damn little
12:27:23
shinmera
The image data I was caching as the "center" wasn't the center, but rather a singular chunk as read from disk
12:27:36
shinmera
so it had none of the actual offset data
12:30:57
shinmera
ugh, and reading texture data without letting GL allocate things is a GL4.5 thing
12:34:59
shinmera
really not sure how best to get the data out of the texture for local processing
12:35:33
shinmera
anyway, I'm gonna take a break, bbl.
12:35:40
gingerale
I'm making food myself as well
12:54:15
thislittlelog
Wow it's been a while since I joined the chat
13:01:44
shinmera
you say that pretty much every time
13:05:08
thislittlelog
Well it can't be helped.
13:05:30
thislittlelog
Anyways, I'm looking forward to the game dev stream
13:05:58
thislittlelog
Or is that going to be off stream this time?
13:06:24
shinmera
no, it's been happening all day
13:11:47
shinmera
wondering if I should get rid of the whole 2x2 texture buffer thing and instead assemble the texture in a native array on the CPU, then upload a sub-region of that
13:12:01
shinmera
I think there's a way to define a stride between image rows for texture uploads
13:13:29
gingerale
What soundtrack is this from? It reminds me of Gunpoint but I'm not entirely sure.
13:13:39
Colleen
Shinmera does not seem to be listening to anything we know about right now.
13:13:39
Colleen
Shinmera does not seem to be listening to anything we know about right now.
13:14:36
gingerale
Well I'm off to the optician. I'll probably be half an hour early but rather that than late.
13:17:59
gingerale
I just realised there's no point in turning things off while I'm away so I'll leave this open
13:29:10
shinmera
knew I wouldn't get this right on first try
14:00:25
shinmera
and as I feared, this way is SLOW
14:03:50
shinmera
I should commit more often, sigh
14:20:54
shinmera
not sure why the cursor position inversion is broken
14:21:04
shinmera
anyway, I'm taking another break for a bit, I'll be back in some tens of minutes
14:30:29
gingerale
Unsurprisingly, the side I usually have my headaches is the side that could use a stronger lens. Left lens is perfect though.
15:11:25
gingerale
Welcome back. Let's paint some mountains
15:11:39
shinmera
trying to figure out why screen->world transform is broken
15:18:09
shinmera
conclusion: I don't fucking know
15:27:11
shinmera
gingy halp why does this not work
15:30:27
shinmera
the inversion routine is correct as far as I know
15:36:16
shinmera
I just wanted the map to follow the cursor :(
15:36:19
shinmera
Is that so much to ask
15:36:46
shinmera
Also while you were away I tried to rewrite things to piece together the map on the CPU in pure lisp but it turned out too slow to be feasible
15:37:02
shinmera
Could probably make it fast enough if I sprinkle declarations and such everywhere
15:37:05
shinmera
but idk if I want to bother
15:37:20
shinmera
still don't know how to get the height at the current center position though
15:37:24
gingerale
Ah, it'd be neat, I suppose
15:38:50
shinmera
another problem is that for some reason the map moves
15:39:04
shinmera
as in, the peaks shift with the map position even though they should be (relatively) constant
15:39:28
shinmera
probably a scaling factor somewhere :/
15:40:40
shinmera
holy fuck this looks freaky
15:41:02
gingerale
It's a mountain range of jello
15:41:02
shinmera
looks like the surface of some weird, bubbly alien planet
15:43:32
shinmera
but hwhy does it jiggle so
15:58:13
gingerale
It just keeps wobbling on
16:00:48
shinmera
I think a primary problem is just that this map represents kilometres of space
16:00:59
shinmera
so moving it at that speed is kinda extreme anyway
16:02:15
shinmera
plus the fact that there's no actual physical shading confuses the eyes
16:12:04
shinmera
this is another thing I've thought about before
16:12:21
shinmera
and which none of the papers address: how do you compensate for the jump between regions?
16:12:44
shinmera
as you can see right now, the regions jump when a new tile is loaded
16:13:21
shinmera
so I think I need to do a bit of a physical interpolation of the vertices by moving them in the range of their grid size
16:29:26
shinmera
sure wish I could actually think
16:29:34
shinmera
instead of just trying random shit
16:35:46
gingerale
Hm.. Well these things tend to get a bit too big and complex to just think in your head.
16:41:20
shinmera
time to generate a shittonne of tiles I guess
16:45:05
shinmera
okey the offsets are right at least
16:45:44
shinmera
I just wish my eyes would stop jumping when the whole rectangle jumps
16:45:54
shinmera
makes it hard to determine whether the actual surface movement is smooth
16:50:25
shinmera
the surface movement is faster than the actual map movement, wtf
16:52:26
gingerale
Could it be that the surface movement takes the map movement and adds again to it?
16:53:59
shinmera
I haven't touched the texel fetching
16:56:22
shinmera
okey, movement should be fine now
17:05:00
shinmera
ugh why does this not work the way I expect it to
17:09:16
shinmera
looking at this is starting to give me nausea
17:14:13
pincers
this is the best hat in time theme
Monday, 20th of August 2018, 17:31:58 UTC