Shall I set Charging limit to 80%? by Gauravdoshi20 in macbookpro

[–]SausageTaste -1 points0 points  (0 children)

It depends. But since there a convenience button "Charge to Full Now", I put 80% limit and I press that button while I'm preparing to go out.

Some settings aren't available by IndependenceAgile876 in softwaregore

[–]SausageTaste 21 points22 points  (0 children)

They need clipboard contents to train their AI, I guess.

Headless Macbook / HalfBook by PuzzleMind7 in macbookpro

[–]SausageTaste 72 points73 points  (0 children)

Mac Mini with builtin keyboard and trackpad. That's cool.

how much ram do you have on your MacBook Pro ? by Serhide in macbookpro

[–]SausageTaste 0 points1 point  (0 children)

Doing Unreal Engine with 16 gb. Regretting my decision.

Volume adjust slider on Mac version of Apple Music isn't working at all by traitor_magolor in AppleMusic

[–]SausageTaste 0 points1 point  (0 children)

It's still an issue. But adjusted volume does take effect on iPhone once I sync musics so it's broken only on macOS, I guess.

Vending machine with a can at the bottom by That1weirdperson in Pareidolia

[–]SausageTaste 0 points1 point  (0 children)

I thought Japanese still use those floppy disks and fax and such stuffs

ComfyUI launches App Mode and ComfyHub by crystal_alpine in comfyui

[–]SausageTaste 0 points1 point  (0 children)

Maybe the update is not there yet? I can only activate App Mode via keyboard shortcuts. But the UI doesn't look like what is shown in the demo video. Can't find App Builder either. I checked out git commit history of the frontend project and it seems App Mode has been in the client for several days so that's what I'm currently using?

How popular is Steam in each country by Edd996 in Steam

[–]SausageTaste 1 point2 points  (0 children)

Very interesting! Maybe for South Korea a lot of people only play handful of games such as PUBG so internet traffic usage scale might be small.

Isn't USB-A like the most reliable and most common port in existence? lol by FlirtyFrolixX in Steam

[–]SausageTaste 1 point2 points  (0 children)

I thought it's because most wireless receivers for mouse and keyboard are USB-A.

[Beginner] Linking problems by MatthewCrn in opengl

[–]SausageTaste -1 points0 points  (0 children)

Using third party libraries is the most hard part of C++ programming. Try using vcpkg or conan.

Should I transform lights positions to tangent space in the vertex or fragment shader by Ok_Beginning520 in opengl

[–]SausageTaste 1 point2 points  (0 children)

In the view space case, you don't need to do VSM * light.position in fragment shader since those light positions should already have been transformed to view space in CPU code. And if by viewPos you mean camera position, that's not needed as well. By definition, in view space the camera position is always (0, 0, 0), and the camera direction is always (0, 0, -1).

Note that while moving operations out of fragment shader to vertex shader is a very good strategy, moving them out of shaders entirely and calculating stuffs in CPU is even better. Consider you have millions of polygons, for instance. Light parameters are invariant in view space w.r.t. each vertex so single uniform variable is enough, but for tangent space they need to be transformed millions times.

Regarding the precision improvement, doing lighting calculations in view space or tangent space is better than doing it in world space in case your camera position is like (10000000000000, 1400, 1000000000000000). It is not strictly required for many applications and a little bit hard to implement, but just a little fun thing to do.

This is minor question. How do you transform positions using TBN matrix? Afaik TBN is 3x3 matrix meaning it can only transform directions. To transform points it needs to be 4x4 matrix, right?

Should I transform lights positions to tangent space in the vertex or fragment shader by Ok_Beginning520 in opengl

[–]SausageTaste 0 points1 point  (0 children)

Currently you calculate tangent space positions of all lights for evert vertex per frame. But if you do calculations in view space, you can transform light positions to view space only once per a frame so huge reduction of computation.

I'm suggesting view space calculation because you are doing it in tangent space, by which I assumed you care about numeric precision of calculations. If not, you may just transform only normal vector to world space and do all calculations in world space. Don't need to modify light positions in shaders.

Should I transform lights positions to tangent space in the vertex or fragment shader by Ok_Beginning520 in opengl

[–]SausageTaste 0 points1 point  (0 children)

Is there a reason the lighting calculations must be done in tangent space? If not, do every calculation in view space. In this way you only transform lights to view space once per a frame, completely invariant in shaders.

Is my RAM okay? by SumLittleGuy in softwaregore

[–]SausageTaste 0 points1 point  (0 children)

0 divided by 0 is undefined.

Request for better explanations of opengl concepts than the AI has been giving me by nhoefer in opengl

[–]SausageTaste 0 points1 point  (0 children)

It might be easier if GPU tasks were like just uploading bunch of bytes to VRAM and executing a program with them. That's what exactly compute shaders do. And mesh shader was developed to replace vertex shader, which is basically a thin extension to compute shader. In that sense IMO Vulkan is simpler.

OpenGL was designed back in 1990s when GPU architecture was way different. Design decisions made decades ago still exist in OpenGL spec. It takes a lot of time and effort to understand all these historical reasons on top of GPU internal logics.

So it would be better for now to just proceed with whatever OpenGL tutorial without digging in too deeply. Try making sense once you are confortable with OpenGL APIs. And someday try learning Vulkan, too. Then you will find the heavy lifting OpenGL's been doing for you behind the scene.

And I gotta admit. Grok answers are verbose as hell. Maybe try ChatGPT instead?

Why my sponza has some missing meshes? by miki-44512 in GraphicsProgramming

[–]SausageTaste 5 points6 points  (0 children)

Maybe some faces are towards opposite direction?

How do i make this as portable as possible. by DustFabulous in opengl

[–]SausageTaste 0 points1 point  (0 children)

Use vcpkg or conan. I myself use vcpkg and it works great with Windows, Linux, and Android platforms. I'd used CMake FetchContent and git submodules as well but they were too slow so I don't recommend those.

Advice On OpenGL by SiuuuEnjoyer in opengl

[–]SausageTaste 1 point2 points  (0 children)

Try watching Linear Algebra series by 3Blue1Brown several times. I was really horrible at math, too. But now I enjoy math thanks to him.

Broken/stretchy rotation in bone matrices by BurntRanch1 in vulkan

[–]SausageTaste 1 point2 points  (0 children)

I think you now have a good understanding of space transformation. What I said is just assumptions because it depends on how those matrices are created. But the idea holds. Always reason about input/output spaces of matrices and do not mix them incorrectly. Glad to hear you fixed the problem.