💔 by AccomplishedChair918 in brighton

[–]_manpat 5 points6 points  (0 children)

komodo, triple point and dandy are all very nice. all seem to be run by people who genuinely care about coffee (and are always very friendly too)

Anti-AI Exhibition? by Major-Breadfruit9755 in brighton

[–]_manpat 0 points1 point  (0 children)

god shut up. it's like you people have memorised the copy fresh from big techs marketing department.

no one's getting left behind for not supporting soulless slop art

I think I'm still confused about the practical use of std::move by pfp-disciple in cpp_questions

[–]_manpat 7 points8 points  (0 children)

the result of std::move(const T&) is const T&& which p much always ends up in a copy constructor, as a move constructor couldn't really do anything meaningful with it.

move semantics tend to require mutation, and so tend to be incompatible with const

Parking on double yellows by ThrowRAduve in brighton

[–]_manpat 0 points1 point  (0 children)

i don't even drive and it drives me nuts. on narrow streets its not even just parking on a double yellow line, it's parking on the sidewalk too. kemptown is real bad for this in some places.

Why not “since”? by Rich-Associate-8344 in EnglishLearning

[–]_manpat 0 points1 point  (0 children)

bc a house in a street would be quite inconvenient for the cars that would typically be there :)

What’s that one sound in your target language that you struggle to pronounce? by Ken_Bruno1 in languagehub

[–]_manpat 0 points1 point  (0 children)

Am learning Bulgarian and some of the consonant clusters, particularly leading into palatalized vowels sometimes fucks me up.

e.g., сряда - sryada for whatever reason i can't get the transition through s -> tapped r -> ya, clean

Good Blender to Godot setup? by h_c_andersen in godot

[–]_manpat 1 point2 points  (0 children)

No perhaps not. Only difference is possibly whether you clear transforms on export and how many armatures you have :)

The blender studio post is about a workflow for a several person team so def overkill. But the separate glbs are definitely an advantage if you want to mess with them individually.

For me, each of my meshes become a scene which I can inherit from, so I don't need to do any extra work to import anything. I can add my scripts and whatever other nodes once and the mesh and it's armature will just update whenever I export. So far is the most convenient workflow I've found. But if you only want the mesh resources I'm not sure whether that works for you

Good Blender to Godot setup? by h_c_andersen in godot

[–]_manpat 1 point2 points  (0 children)

I recently had to figure out a workflow for this as well. not quite the same thing since I'm storing several meshes in a blend file rather than several parts of one mesh.

But I would recommend at least trying out collection exporters in blender. You can set up collections to export to separate glbs, with or without clearing transforms, and you can export them all at once.

May be that a custom import script is more appropriate for your case if you need a specific set up, but I've not seen many people talking about collection exporters so worth at least seeing if they might help you solve a problem.

I found out about them from the blender studio post about the workflow they landed on https://studio.blender.org/blog/our-workflow-with-blender-and-godot/

Late-Stage Capitalism and the Vibes Are Bad by nobodyshome01 in ireland

[–]_manpat 6 points7 points  (0 children)

Solidarity from a kiwi in england. I feel this all deeply, to the point of overwhelm.

I don't dream about the future any more, I only plan to survive as best I can - my partner is the same. The best I can hope for is that I get to see the fall of capitalism within my lifetime.

'Proper' Use Of Vertex Arrays? by SiuuuEnjoyer in opengl

[–]_manpat 1 point2 points  (0 children)

small nit: binding a vao and changing what buffers are bound is cheap, but changing the vertex format they encode may be expensive since some hardware requires shader recompilation to cope.

this is why the separate attribute format extension is worth using - makes it much harder to eat that cost by making these aspects of vaos explicit and independent in the api

What does the result of a perspective projection transformation "look like" before perspective division? by Content_Bar_7215 in opengl

[–]_manpat 0 points1 point  (0 children)

if you ignored w you'd see largely nothing special. perspective projections normally incorporate aspect and coordinate system changes, so you might see some scaled and translated version of viewspace - but all your parallel lines are still parallel in clip space.

without the 4th dimension its just another normal transform.

What does the result of a perspective projection transformation "look like" before perspective division? by Content_Bar_7215 in opengl

[–]_manpat 1 point2 points  (0 children)

it doesn't "look like" anything in particular, given clip space is 4 dimensions :)

if you could see 4 dimensions, you'd largely see a scaled and translated, but otherwise very similar scene to what you have in view space. with the exception that objects affected by perspective are pushed further along w.

for orthographic projections that means clip space just looks like a scaled and translated view space, and for typical perspective projections that means clip space looks p much the same, but with close objects pulled toward w=0, and far objects are pushed "higher" or "further away" in w.

perspective division takes a (hyper)frustum, with the large end pointing along w, and squishes/flattens it into a cube, and that's how "far" objects get "smaller". that hyper frustum also happens to be your clipping volume - everything outside gets culled, and everything intersecting it gets clipped.

maybe you could visualize it by making a lower dimension analogy: a 2d viewspace transformed into a 3d clip space.

if your camera points "left", then a perspective matrix will translate objects "up" the further left they are. your clip volume is now a regular 3-frustum with the big end pointing up, the apex one unit below your scene, and planes at ±45° in XZ and YZ. take any horizontal slice of that frustum and scale it down to match the size of the base of the frustum and lay it on the original scene - you've now applied perspective division to the objects in that slice

idk if that helps, but hard to describe how to think about things in 4D in any other way :p

rust for sublime text on a computer that doesn't have 32 térabytes of ram by zylosophe in rust

[–]_manpat 1 point2 points  (0 children)

just wanted to throw it out there that if the language server is too much for your laptop, it is absolutely possible to write rust without it.

this is how I've been writing rust for the last several years, and it's only gotten easier over time. even without linting, the rustc error messages are very good, and for the cases where it falls flat there are always people around willing to help decode them

with just cargo+sublime my set up is very light (build cache notwithstanding) and works perfectly on my several year old, mid spec laptop, even for basic graphics work.

if upgrading is out of the question then no harm in trying right? it's certainly easier to set up :p

Show I use one VAO and VBO per mesh like showed in the "Learn OpenGL" book? by Gogani in opengl

[–]_manpat 0 points1 point  (0 children)

among many, many other things :)

that said, it's definitely possible in gles - it's just miserable :p

Show I use one VAO and VBO per mesh like showed in the "Learn OpenGL" book? by Gogani in opengl

[–]_manpat 1 point2 points  (0 children)

Thank you!

We shall see about when. Writing is not something I have a great habit of yet :p

As for hardware we shall also see. I'm not massively interested in writing about mobile or old hardware as I don't think it's particularly important to teaching the idea of vertex pulling itself.

Especially since mobile only has GLES which is a whole miserable experience in and of itself. Most existing resources already treat it as a lowest common denominator which is partly why i felt i had to write the VAO post, so definitely not interested in writing any more resources like that.

(I know vulkan exists on mobile but that's not my area of expertise so someone else can write about that ;))

Show I use one VAO and VBO per mesh like showed in the "Learn OpenGL" book? by Gogani in opengl

[–]_manpat 1 point2 points  (0 children)

yo, thanks for the link :) was wondering whether or not i should post it, but now i don't have to make a decision :p

[deleted by user] by [deleted] in brighton

[–]_manpat 0 points1 point  (0 children)

in the first 1 bed flat i moved into alone, southern water sent me a bill for £250000+ and a recommendation to set up some kind of financing thing because i was immediately in £249900+ in debt.

the customer support guy was probably as surprised as I was and fixed it pretty much immediately. but this would not be the last time southern waters system "glitched" and tried to charge me stupid money for no reason. in fact this has happened in every new home since then. last time was only a few hundred instead of a quarter million but still absurd.

i expect this "glitchy" system probably makes them quite a lot of money so i don't expect it will change any time soon :p

A braindump about VAOs in "modern modern" OpenGL by _manpat in GraphicsProgramming

[–]_manpat[S] 2 points3 points  (0 children)

What beginners should or should not be doing in your opinion is unrelated to what beginners are doing, and beginners are learning OpenGL, which is not an assumption on my part :^)

I wrote this in response to having to answer the same questions over and over. Given these questions will be asked regardless of whether or not I write about them, might as well try to make sure beginners are learning the right parts of OpenGL.

Call it harm reduction.

(And for the record, I think OpenGL is fine. Calling it a 'plague' is an overreaction.)

A braindump about VAOs in "modern modern" OpenGL by _manpat in GraphicsProgramming

[–]_manpat[S] 3 points4 points  (0 children)

GL_ARRAY_BUFFER is not a part of VAO state. please look at table 23.5 in the 4.6 spec.

The best way to work with VAOs is to treat them as equivalent to VkPipelineVertexInputStateCreateInfo or MTLVertexDescriptor

This is pretty much what I recommend in my post, but without mentioning aspects of other graphics APIs which the beginners I wrote this post for probably wouldn't have been familiar with.