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#graphicsprogramming

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question for the fedi hivemind:

currently i'm following the glium tutorial, after part 4 i tried to seperate the libary code from the actual game code.
It somewhat works right now (meaning the window with a blue background opens) but the triangle doesnt render and opengl panics (GL_INVALID_OPERATION in glUniformMatrix(program not linked))

What have i done wrong?

thanks in advance!

here's the code:

git.lunarakai.de/LunarAkai/Moo

Summary card of repository LunarAkai/Moonhare_Engine
Forgejo | LunarAkaiMoonhare_EngineOpenGL Game Engine written in Rust

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

Jet lag! Not so great for sleep. But certainly great for getting a few last-minute features into my vacation software rasterizer project. Now it has (hacky) specular lighting and voxel shadows.

It was refreshing to have some time and energy for hobby coding. It is pretty much complete I guess. Back my normal busy schedule starting today.

Finally got around to post an new article on my blog today! Wrote about the rasterizer i'm currently tinkering with in rust, as well as the algorithm I've used (barycentric coordinates), as well as some optimizations that can be used early on so it dosn't run at 1 FPS for a couple of triangles x3

blog.lapyst.dev/posts/12-softw

blog.lapyst.devSoftware Rasterizer in Rust - Part 1 - Mai Lapyst's Blog
More from Mai :v_trans:

Had the itch to get back to basics with graphics this week so I wrote a software rasterizer in Rust. The rasterizer SIMD approach is based on @rygorous 's excellent tutorial series here: fgiesen.wordpress.com/2013/02/

Plenty of work to do like some kind of multithreading scheme and perhaps even textures. But it's always satisfying to see shaded triangles. I'll share the code at some point if I clean it up 🧹

Currently working on a little #rasterizer after watching the fantastic video from Sebastian Lague on yt.

Decided to write mine in #rust with some other techniques than the ones in the video, like using Barycentric Coordinates and calculating an AABB of an tri before iterating over the pixels. The video below showcases the rasterizer trying to process 250 random triangles. (Windowing and the FPS counter are done with #raylib)

Some artifacts here and there due to Z-ordering issues, but I hope to fix this soon.

End goal is to write it in such a way that I even might someday can use the rasterizer inside an custom rust #kernel / #os for basic 3d graphics, ofc to run
#doom on it!!

I've set up a Github repository to build Google ANGLE binaries for Mac (Metal), iOS (Metal) and Windows (D3D11) automatically.

These are going to be used with my engine Ceramic (using GLES3 for rendering), but other engine or game developers might be interested too ⬇️

#gamedev #graphicsprogramming

github.com/jeremyfa/build-angl

GitHubGitHub - jeremyfa/build-angle: Scripts to build Google ANGLE binaries for iOS (Metal), macOS (Metal), and Windows (D3D11)Scripts to build Google ANGLE binaries for iOS (Metal), macOS (Metal), and Windows (D3D11) - jeremyfa/build-angle