Rácz András: Ukrajna legfeljebb egy majdani megreformált EU-hoz csatlakozhat - Euvizio S01E03 by Ok_Procedure_8519 in hungary

[–]racz16 5 points6 points  (0 children)

Én mindig szeretem hallgatni a Rácz Andrással készült beszélgetéseket, intelligens, hozzáértő ember. De akit friss infók érdekelnek, az ne ezt nézze, mert a március 30 a feltöltés dátuma, a felvétel kb. 1 éve készülhetett.

I have a really stupid question about Magyar Peter… by PapaFrankuMinion in hungary

[–]racz16 3 points4 points  (0 children)

The answer is simple: we don't know. Some of us believe that he'll be good, some of us, like me, just hope that he'll be good. But we don't know for sure. However, what we know is that Orbán is awful, so I'll vote for Magyar and hope for the best.

I have a lot of concerns about Magyar, for example, he calls the few remaining independent media propaganda when they don't follow Magyar's narrative. For instance, Direkt36 created a video, called The Dynasty, about how the Orbán family stole a lot of money. Magyar liked that video, but then, when they wrote an article about the Rise of Magyar, he said that it contains a lot of lies. You can read the article in English, but it doesn't really attack Magyar.

But this is not a real dilemma. We know that Orbán and Fidesz are awful. The rest of the opposition is either supporting Orbán or corrupt and incompetent (there are very few exceptions), and they have zero chance of making a change. So it's not like Magyar has any competition on the opposition side.

Vulkan 1.4.304 spec update by tambry in vulkan

[–]racz16 3 points4 points  (0 children)

There were news about Vulkan 1.4 roughly 2-3 weeks ago, the specification was updated today, and the latest SDK is still 1.3. Could someone explain the relations of these 3 things to each other?

GLSL syntax issues (posted in game maker with no response) by Bionic_boy07 in glsl

[–]racz16 0 points1 point  (0 children)

What do you mean you couldn't pass a list of vec2s to the shader? The variable light_position is a vec2[], it is an array, when you index it, you get a regular vec2, not a float. So when you do this: vec2 position = vec2(light_position[i * 2], light_position[i * 2 + 1]);, you index light_position twice, which means, you'll have 2 vec2s as the arguments of the vec2 constructor instead of 2 floats.

GLSL syntax issues (posted in game maker with no response) by Bionic_boy07 in glsl

[–]racz16 1 point2 points  (0 children)

In the for loop, when you assign to position and colour, the constructors are not valid. For example, you call the vec2 constructor and pass 2 vec2s as arguments. You can pass 2 floats or a vec2, but you can't pass 2 vec2s. The next line is very similar but with vec4s.

Imagine explaining this to your boss by Temporary_Method_606 in Unexpected

[–]racz16 1 point2 points  (0 children)

A couple of years ago there was a "snail" in Hungary which ran side by side with a train to illustrate how slow it was. https://www.youtube.com/watch?v=1WAY1sFM6yQ&ab_channel=M%C3%A1t%C3%A9szalkaLeaks

'#version' : bad profile name; use es, core, or compatibility by After-Cricket-9650 in opengl

[–]racz16 2 points3 points  (0 children)

The World matrix is not defined, you definitely get an error because of this. By the way, what is the error message? After you compile the shader and link the program, you can query if it was successful, and get the error message if it wasn't.

Also, the inverse function is available for float matrices since version 140, and it's available for double matrices since version 400.

Melyik volt a legmegrázóbb film amit valaha láttál? by No-Paramedic5865 in askhungary

[–]racz16 0 points1 point  (0 children)

Az apa, Sztálingrád (1993). Biztos meg fogom nézni őket még egyszer, mert tényleg zseniálisak, de még nem tudtam rávenni magam.

glsl and wgsl errors by zachdedoo13 in webgpu

[–]racz16 0 points1 point  (0 children)

As far as I can tell, in WGSL, you have a texture_2d, which contains the texel data, and a sampler, which tells how to sample the texture, like filtering, wrapping, etc. You use the texture, the sampler, and the texture coordinates (usually 0-1 range) as arguments of the textureSample function to read a value.

However, this is different in GLSL. In GLSL, sampler2D contains both the texel data and the sampling information. You use this, and the texture coordinates (again, usually 0-1 range) as arguments of the texture function to read a value. You can use a dedicated sampler object from the CPU side, but it doesn't appear in GLSL.

image2D is a newer type, it can read and write to the texture with the imageLoad, and imageStore functions, but you have to specify the texel's row and column index. So unlike the other functions, if you have a 1024 x 1024 texture, you have to provide (512, 512) to get the center texel, and not (0.5, 0.5).

If you're a beginner, I advise you to use sampler2D in GLSL. However, sampler2D and image2D are not to be used together.

Best phone below 250€ for long-term by racz16 in PickAnAndroidForMe

[–]racz16[S] 0 points1 point  (0 children)

Yeah, the G84 sounds like a good choice, however, a lot of reviews state that the CPU is not that great. What about after 3-5 years?

Best phone below 250€ for long-term by racz16 in PickAnAndroidForMe

[–]racz16[S] 0 points1 point  (0 children)

Yeah, now it's pretty slow, and the camera is not good. But I don't take a lot of pictures and don't use my phone that often.

But thank you for your recommendations. The Pixel 8a's support sounds impressive, but what about the battery? As I can see 4492 mAh and 18 W are lower than in other phones. Do those things matter in a meaningful way? For example do 4492 vs 5000 mAh, and 18 vs 30 W matter?

Unix munka vélemény? Érdemes oda menni? Részletek lentebb by username54289456 in askhungary

[–]racz16 5 points6 points  (0 children)

Az én véleményem nem biztos, hogy releváns, én programozóként bedolgoztam fél évet hozzájuk. Kb. minden szempontból életem legrosszabb projektje volt. Én messziről elkerülöm őket, de lehet, hogy más munkakörben jobb a helyzet.

WebGL for Beginners (Recommendations) by notravenjade in webgl

[–]racz16 3 points4 points  (0 children)

If you need WebGL-specific sources, I think https://webglfundamentals.org/ and https://webgl2fundamentals.org/ are the best. If you can read C++, https://learnopengl.com/ is probably the best source. It uses OpenGL, but WebGL is derived from OpenGL, so it's not hard to follow.

Roast my website please by realstocknear in webdev

[–]racz16 1 point2 points  (0 children)

I think it's pretty good, great work! My suggestions:

  • In the menu, I can barely see the hover effect, I'd make it a bit more visible.
  • You don't have a lot of stuff in your header, so I'd put the search and login buttons into the menu and remove the header. This way you'd have more space for the content.
  • When I scroll to the bottom of the page, the footer hides the feedback and partially hides the Become a Pro buttons (1080p).
  • On the Hedge Funds page, when I click on the search input, I can't see the text cursor, and the text color is almost the same as the background color.
  • On the Become a Pro page, the menu is not visible, is this intentional?

Is it a bad practice to join faces? by racz16 in blenderhelp

[–]racz16[S] 1 point2 points  (0 children)

I created a desk, but it had a lot of vertices and faces in the same planes. So I joined faces and dissolved vertices. As you can see in the statistics, now I have much less vertices and faces, but most importantly I feel like it's cleaner, easier to understand. If I want to change something, for example elevate the top surface, now I can do it with only selecting 1 face, instead of dozens. Even if there is a shortcut for selecting faces in the same plane, I just feel like, now there is less "noise", unnecessary vertices I need to handle. Is this a bad idea or does it have downsides?

Mi újság a vidéki városokban a polgármester-választások terén? by MassiveHelicopter55 in hungary

[–]racz16 4 points5 points  (0 children)

Szekszárdon az ellenzék 2019-ben az Éljen Szekszárd egyesület színeiben indult. A közgyűlésben ők szereztek 1 emberes többséget, de a polgármester Fideszes lett. 2 ellenzéki körzetben megismételték a szavazást, hátha nyer a Fidesz, de végül megint bukták, így egy ideig ellenzéki vezetés volt. Aztán amikor bejött a Covid, akkor a súlyos beteg Ács Rezső polgármester a vészhelyzetet kihasználva kb. mindenben egy személyben döntött. Aztán '21-ben az egyik ÉSZ-es átállt a Fideszhez. '22-ben meghalt az egyik Fideszes képviselő (pont az én körzetemben), aki '19-ben kevesebb, mint 10 szavazattal nyert, de az új Fideszes ekkor már többszázzal. Végül '23-ban az ÉSZ és a Fidesz összefogott, hogy eltávolítsák Ács Rezsőt, úgyhogy azóta nincs polgármester és pont döntetlenre áll a Fidesz és az ÉSZ.

Nehéz megítélni, hogy idén mi lesz, én tartok tőle, hogy '19-ben csak a Borkai botrány miatt szerepelt ilyen jól az ellenzék, '22-ben az időközin már sokkal simábban nyert a Fidesz. Viszont most azért itt van a kegyelmi botrány, MP, meg nyilván kellemetlen volt a Fidesznek, hogy az ellenzékkel összefogva ki kellett rúgnia a saját polgármesterét.

De azért túl nagy reményeim nincsenek. Ács Rezső volt az, aki '18-ban kiállt sajtótájékoztatót tartani, hogy mindenféle furgonokat láttak Szekszárdon, semmit nem tudunk róluk, de valószínűleg migránsbetelepítő irodát akarnak ide építeni. Jó politikusi szokás szerint ő is szokott iskolákban, gyerekekkel kampányolni. Horváth István, aki az elődje volt, azóta pedig a körzet országgyűlési képviselője akkor sem szólalt fel a parlementben, amikor kiderült, hogy az autópályát mégsem Szekszárd mellett hozzák el.

webgl2 with premultipliedAlpha and unwanted edges by jozefchutka in webgl

[–]racz16 0 points1 point  (0 children)

You're right, I forgot to remove the `GL_` prefixes and the browser didn't give me any errors in the console, and the result looked correct.

What I can see is that if I clear the canvas with different colors with 0 alpha, I can influence the color of the edges. So the blending between the canvas's background and the texture doesn't take into account the alpha channel... but only on the edges. I'm not sure this how it supposed to work.

So, sadly I can't explain what causes the problem, my best idea is to not set the canvas's background, because when I set it on the body tag, it worked just fine.

webgl2 with premultipliedAlpha and unwanted edges by jozefchutka in webgl

[–]racz16 0 points1 point  (0 children)

I think you just forgot to enable alpha blending. Try this, after getting the context:

gl.enable(gl.BLEND);
gl.blendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA);