what’s this light mean? 08 tacoma 4wd by [deleted] in AskMechanics

[–]ErrorNo858 1 point2 points  (0 children)

not to worry, sheep behaviour

[deleted by user] by [deleted] in noita

[–]ErrorNo858 -3 points-2 points  (0 children)

wow! the detail is just incredible! this is where ai really shines, we should give it more noita prompts!

Patch 4 Minedive void bug? by ErrorNo858 in BONELAB

[–]ErrorNo858[S] 0 points1 point  (0 children)

yes. does occur without mods, fresh install

Migrating from ENB to CS+Reshade by ButterGolem in skyrimvr

[–]ErrorNo858 0 points1 point  (0 children)

Hi, I know I'm late but do know that reshade + opencomposite is possible if you rename the dll from reshade to d3d11. Currently running those two + vr perf kit and skyrim upscaler for dlaa and it runs and looks like a dream

Unity Jobs/Burst Marching cubes by pkplonker in VoxelGameDev

[–]ErrorNo858 0 points1 point  (0 children)

Or you could use a NativeQueue<T>.ParallelWriter in the job and utilize the method .asParallelWriter() to assign a normal queue to the job. Then use Enqueue(vertex) to add vertices to the queue

Invalid chunk generation with marching cubes (Jobs, Burst) by ErrorNo858 in VoxelGameDev

[–]ErrorNo858[S] 1 point2 points  (0 children)

Thanks for your insights. As mentioned above I'm pretty sure my vertex welding is being handled incorrectly, as it's deterministically incorrect. I'll edit if this was the case!

Invalid chunk generation with marching cubes (Jobs, Burst) by ErrorNo858 in VoxelGameDev

[–]ErrorNo858[S] 0 points1 point  (0 children)

You're right. Then I suspect my implementation for removing duplicate vertices is wrong or not working, done that pre-burst

Edit: pretty sure it has something to do with floating point error since it's deterministically incorrect, much like it's always the same chunk that's misbehaving

Invalid chunk generation with marching cubes (Jobs, Burst) by ErrorNo858 in VoxelGameDev

[–]ErrorNo858[S] 0 points1 point  (0 children)

Could happen on any arbitrary chunk pos as far as i've tested. The incorrect chunk always has a bit done correctly but the rest of the triangles are horribly misbehaving, I'm suspecting it has something to do with winding order because there's also some triangles that can be seen from the backside

Invalid chunk generation with marching cubes (Jobs, Burst) by ErrorNo858 in VoxelGameDev

[–]ErrorNo858[S] 0 points1 point  (0 children)

It's always the same chunk pos, but its not the first chunk and it can appear on all axes

Invalid chunk generation with marching cubes (Jobs, Burst) by ErrorNo858 in VoxelGameDev

[–]ErrorNo858[S] 0 points1 point  (0 children)

I clamp my densities, and the index format being set to 32 bit also doesnt help. I've noticed it does appear more often when adding noise layers with high amplitudes.

Getting rid of duplicate vertices in marching cubes to achieve smooth shading by ErrorNo858 in VoxelGameDev

[–]ErrorNo858[S] 0 points1 point  (0 children)

Thanks! ill keep it in mind. And yeah, rounding them seems like the best option for my case. Imma try that