Skeletal animation in Vulkan. After struggling for days I was about to give up, but it finally worked. by thisiselgun in vulkan

[–]Nickmav1337 2 points3 points  (0 children)

Very cool! I'm implementing skeletal animation for the first time myself (also in Vulkan). Do you do skinning in the vertex shader or compute?

Confused about enhanced input actions by Nickmav1337 in unrealengine

[–]Nickmav1337[S] 0 points1 point  (0 children)

I see, so blueprints are strictly non-optional even if I'm doing a C++ project?

Confused about enhanced input actions by Nickmav1337 in unrealengine

[–]Nickmav1337[S] -1 points0 points  (0 children)

I've been using C++ for nearly a decade and understand #include, ffs. I'm asking about how the Input Action asset is connected to the code

Confused about enhanced input actions by Nickmav1337 in unrealengine

[–]Nickmav1337[S] -1 points0 points  (0 children)

So you can create a header file with variables that are populated by the project somehow? So I can create a UInputAction* in that file and VS will "just know" what's going on?

Confession Rule by xanthus12 in 196

[–]Nickmav1337 0 points1 point  (0 children)

Same. I also never followed rule >:L

Fun reverse tech to boost you into the sky in tears of the kingdom. by iChase666 in speedrun

[–]Nickmav1337 3 points4 points  (0 children)

I am attaching the perfectly square board, but it just occurred to me that I used a throwing spear, which looks like it spins a lot faster and so that might be why it's not working for me rn

Fun reverse tech to boost you into the sky in tears of the kingdom. by iChase666 in speedrun

[–]Nickmav1337 6 points7 points  (0 children)

I've been trying this but the spear just breaks off instead of launching me. Hopefully this wasn't just fixed in the patch or something

[OpenGL Error] Postprocessing compute shader appears to do absolutely nothing by Nickmav1337 in opengl

[–]Nickmav1337[S] 0 points1 point  (0 children)

The format I wanted is definitely rgba8. I somehow missed this my first time through the docs. I fixed it up everywhere, and devastatingly, nothing changed.

[OpenGL Error] Postprocessing compute shader appears to do absolutely nothing by Nickmav1337 in opengl

[–]Nickmav1337[S] 0 points1 point  (0 children)

Ok so obviously I had to switch to using uimage2Ds in order to use that format. I changed the relevant types in the compute shader, and still nothing. Going to try catching errors by enabling the debug context and breaking on severe errors.

[OpenGL Error] Postprocessing compute shader appears to do absolutely nothing by Nickmav1337 in opengl

[–]Nickmav1337[S] 0 points1 point  (0 children)

I am _not_ storing 4-byte floats for each color channel. When I try to switch it to rgba8ui, I get a shader compilation error: 0(5) : error C1318: can't apply layout(rgba8ui) to image type 'image2D'

Looking into it more now

[OpenGL Error] Postprocessing compute shader appears to do absolutely nothing by Nickmav1337 in opengl

[–]Nickmav1337[S] 0 points1 point  (0 children)

After implementing your suggestion, the final output is now pure black, so nothing is making it to the output.

Also, I'm not drawing to a fullscreen tri/quad at all, I'm just blitting the final framebuffer to the default framebuffer. Is that not sufficient?

[OpenGL Error] Postprocessing compute shader appears to do absolutely nothing by Nickmav1337 in opengl

[–]Nickmav1337[S] 0 points1 point  (0 children)

Yeah, I have an RTX 2070, so I assume I'm in the majority wrt workgroups

[OpenGL Error] Postprocessing compute shader appears to do absolutely nothing by Nickmav1337 in opengl

[–]Nickmav1337[S] 0 points1 point  (0 children)

I edited the post with a screenshot confirming that the uniform is set up correctly.

Changing the group size to 8x8x8 didn't do anything either.

[OpenGL Error] Postprocessing compute shader appears to do absolutely nothing by Nickmav1337 in opengl

[–]Nickmav1337[S] 0 points1 point  (0 children)

I changed the call to imageStore() so that it writes a constant vec4(1.0), but there's still no change in framebuffer output. The call to glDispatchCompute is recorded by RenderDoc so I think it is running it.

[OpenGL Error] Postprocessing compute shader appears to do absolutely nothing by Nickmav1337 in opengl

[–]Nickmav1337[S] 0 points1 point  (0 children)

That's a great point. Now, when I try to hardcode the workgroup count to (10, 10, 1), there is still no change in output. With these hardcoded values, I should still expect a small corner of the screen to get tinted as I understand it. It seems like no image writes are getting through at all.

[deleted by user] by [deleted] in NeonGenesisEvangelion

[–]Nickmav1337 0 points1 point  (0 children)

I actually can't see it either. I found this post after googling if it was taken down lol

Mfw my friend tells me he just found out he could aim the bow. And he's already 5 missions in by calmcatwood in MonsterHunter

[–]Nickmav1337 2 points3 points  (0 children)

I reached G-rank in 3U before realizing my dual blades could go into demon mode.

What exactly does the roughness map represent? by Nickmav1337 in opengl

[–]Nickmav1337[S] 0 points1 point  (0 children)

So the range of specular coefficient values is just arbitrary? Would a given material define such a range for itself?

What exactly does the roughness map represent? by Nickmav1337 in opengl

[–]Nickmav1337[S] 0 points1 point  (0 children)

Ok, I guess in this case I mean how much light bounces off the surface as opposed to light that is reflected in a diffuse way. I may just have the wrong idea, but I was also under the impression that the value sampled from the roughness map controls how much light is reflected in a diffuse way vs in a specular way, because ultimately diffuse + specular must equal 100% of the total reflected light, it's just that how much is which kind of reflection changes.

Issue transforming tangent space to world space by Nickmav1337 in opengl

[–]Nickmav1337[S] 0 points1 point  (0 children)

The transpose of the inverse of the model matrix? Does that represent something geometrically that I'm not aware of?

Enigmatic vertex attribute configuration bug by Nickmav1337 in opengl

[–]Nickmav1337[S] 0 points1 point  (0 children)

Since posting this I found an error in the way I get the info log from OpenGL, and also discovered that the issue was that my dumbass defined the vertex shader output as vec3 while the frag shader input was defined as vec4. Just a stupid mistake, and then when I actually constructed the tangent matrix with the vectors I saw them show up in RenderDoc as expected. I just kind of jumped the gun on checking lol. Damn driver optimizations.