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#opengl

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Hm. From what I can tell looking at all these hits on GitHub, it's *supposed* to be "glViewport(0, 0, width, height)", but that only seems to work correctly for me when switching back to the whole window.

I don't know what I'm missing here and I am *not* rubberducking. I need help.

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For clarity, here it is again but with a newline in the label text, and a manual, regular DrawText call in the same font and position to give an idea what it should look like.

The new size of the box makes the distorted text a lot more clear.

So clearly it's not glViewport(0, 0, boxWidth, boxHeight)... but then what?

Getting a little closer to stable SDF fonts.
Text color changes work (evidenced by dropdowns) with a small Core change to allow `(compose-in +blue+ <stencil-pattern>)` but I still need to do more investigation on the CLX side before it's upstream-ready.

Transformations and alignment work thanks to @jackdaniel 's work in core and I just extend it.

Finally, at the end we can see scaling in rectilinear state is messing up the text atlas UV calculation.

@awkravchuk hey, I'm going to talk to @kasper about #commonLisp #indie #gameDev (w/ #opengl iirc) at 8pm NZT tomorrow which I believe to be between between 8am and 12pm Sunday morning in much of Europe.

Kasper mentioned they would like to co-guest with you if you would like that (at admittedly short notice).

I think I missed a big announcement by you at some point previously as well. Would you like to visit / check in (in a one hour jitsi call #peertube #live #fedi)

Yay! Last-minute success! (only for left-to-right rendering, though)

It appears like I have the scaling working correctly and SDF fonts are rendering as expected. It's even working pretty nicely with the text sizing demo! It looks like I still have a bug with the text bounding box but, visually things are looking much better.

Hey #OpenGL and #graphics people, are there any graphics profiling/instrumentation/frame debugger solutions which work with OpenGL on modern non-Windows systems? Something à la #RenderDoc but that works on #Wayland or Apple Silicon Macs. To do frame debugging right now I have to log out of my Wayland session on my #Linux desktop and log in to #X11, which is uber-broken on my mixed DPI fractional scaling multi monitor setup... #programming #graphicsprogramming #macdev

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@slashdot The ports to #GNU (#Linux is a kernel, not an OS) were done using #OpenGL and the port was made by a different studio than the one which originally developed the games.

Different code, different runtime API, different optimization effort.

Proton runs programs without modification.

If games were written with #Vulkan instead of with #Direct3D, the difference would be even wider.

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@grumpygamer generally like having multiple options to be able to check and help with graphics drivers bugs on Linux. Was also surprised that #OpenGL was seemingly faster than #Vulkan with @play0ad on my Lenovo T14s AMD gen3 laptop (only checked briefly though). I'd mostly be concerned about cross platform compatibility, but I guess Vulkan has you covered there. And it's also a little less of a concern for me since #Wine / #Proton and #DXVK have made such a tremendous progress in the last years.

Went to go remove any #microsoft games from my #Steam wishlist, only to realize I don't have a single one on there. No #activison, no #bethesda, no #blizzard. Turns out I haven't really been microsoft's main target for a while. I don't use #Windows. Never used #Bing. Don't write programs with #DirectX, I use Vulkan and #OpenGL and #SDL. Don't use #OneDrive. Never used #Skype. Don't use an #Xbox #controller on my PC, I use an 8bitdo controller. Don't use #Azure. I am disconnected from them.

Testing the Gosper curve in my variable iteration halftoning setup. So far I've only used the Hilbert curve this way, and things get a bit coarser with the Gosper, so it was harder to find images that make nice results. So here we are with the old Venus again.

The number of points multiplies by 4 for Hilbert and 7 for Gosper on each step, so the latter has to get by with fewer iterations for a sensible resolution. Here we have 6 iterations for 6 grey levels.