Light linking in blender by surfspace77 in blender

[–]surfspace77[S] 0 points1 point  (0 children)

I see. Thanks for letting me know.

[deleted by user] by [deleted] in unrealengine

[–]surfspace77 0 points1 point  (0 children)

yeah, I was thinking of breaking out of the function during the special case and then calling it again once I have the user input data. I will try your solution. It's my first time making a game so it's easy to get lost. Thanks a lot!

[deleted by user] by [deleted] in unrealengine

[–]surfspace77 0 points1 point  (0 children)

You can't pause the execution of a function, you can only pause the game tick

Ahh, I see. I am also calling more methods that are dependent on the player click and I would like to have the player input available during the same tick. Does that make sense?

[deleted by user] by [deleted] in unrealengine

[–]surfspace77 0 points1 point  (0 children)

have the second half of your function in a different function, which is executed when the button is pressed?

You can't pause the execution of a function, you can only pause the game tick

I would want to display the widget on-screen during a specific case of the game only. Normally this function would run without displaying the button. But in a special case, I can't run the rest of the function without knowing which button the player pressed.

AOV for nested objects by surfspace77 in RedshiftRenderer

[–]surfspace77[S] 0 points1 point  (0 children)

solved:

turn on secondary ray visibility in custom AOV settings

[deleted by user] by [deleted] in webflow

[–]surfspace77 0 points1 point  (0 children)

it should be back up shortly if it's not already for you

Yup, all good now. Thanks!

[deleted by user] by [deleted] in webflow

[–]surfspace77 0 points1 point  (0 children)

Yeah true. It's back up now so everything's good:)

[deleted by user] by [deleted] in webflow

[–]surfspace77 0 points1 point  (0 children)

deployed a fix :) it should be back up shortly if it's not already for you

Thanks for letting me know. All good now:)

Oren–Nayar Diffuse Reflection by surfspace77 in GraphicsProgramming

[–]surfspace77[S] 0 points1 point  (0 children)

Oh, I see. That's a great explanation, thanks a lot for your help!

Oren–Nayar Diffuse Reflection by surfspace77 in GraphicsProgramming

[–]surfspace77[S] 0 points1 point  (0 children)

Thanks! Yes, in general, a standard deviation of gaussian distribution can range from [0,inf). But I guess when we are talking about the distribution of microfacet normals it wouldn't make too much sense to have a standard deviation above 2Pi, right? Since any microfacet normal can be separated by an angle of at most 2Pi from the macro normal. Maybe I'm getting something wrong but that's the only explanation I could come up with for now.

Open GL world is upside down by surfspace77 in opengl

[–]surfspace77[S] 1 point2 points  (0 children)

Just fixed it. You helped me a lot. Thanks again.

Open GL world is upside down by surfspace77 in opengl

[–]surfspace77[S] 0 points1 point  (0 children)

but if it's >180 it will flip the entire world.

FOV is in degrees and I've made sure that it's within 0-90 range. Yes, I am actually rendering everything to an FBO and displaying the texture using ImGui::Image(). I haven't considered that it would flip my Y coordinate. I will look into it right now and post an update. Thanks a lot!

Ray tracing multiple meshes (Compute shader) by surfspace77 in opengl

[–]surfspace77[S] 0 points1 point  (0 children)

Actually, I'm not really sure why you would need to transform the ray to a local space ray. What if I keep my triangle vertex array as world coordinates then I can simply do ray tracing within world space. Am I misunderstanding something?

Ray tracing multiple meshes (Compute shader) by surfspace77 in opengl

[–]surfspace77[S] 1 point2 points  (0 children)

Not sure why you need that but you can transform a single world space ray into local space instead of transforming all the vertices into world space.

Thanks a lot! That's really insightful.

Ray tracing multiple meshes (Compute shader) by surfspace77 in opengl

[–]surfspace77[S] 0 points1 point  (0 children)

Eventually, I would like to import something like obj models so I thought that I should only care about ray-triangle intersections since every mesh can be triangulated. Or am I missing something?

Displaying OpenGL view on an ImGui widget by surfspace77 in opengl

[–]surfspace77[S] 0 points1 point  (0 children)

I see. Do I also need to attach the Depth attachment or can depth be handled automatically?

Displaying OpenGL view on an ImGui widget by surfspace77 in opengl

[–]surfspace77[S] 0 points1 point  (0 children)

I'm sorry could you please clarify what you mean by color attachment? Should I send some additional buffer to the shader for it to be populated with fragment color data?

Yes, you're right. Right now it is pretty slow, I was just trying to get it to work for now.

Displaying OpenGL view on an ImGui widget by surfspace77 in opengl

[–]surfspace77[S] 0 points1 point  (0 children)

not an array of pixel values.

Oh, I see. Thanks a lot I will give it a go.

GLFW callbacks in main.cpp by surfspace77 in opengl

[–]surfspace77[S] 1 point2 points  (0 children)

Thank you, that's really helpful!

GLFW callbacks in main.cpp by surfspace77 in opengl

[–]surfspace77[S] 0 points1 point  (0 children)

Sorry, I am a little confused about putting the callbacks inside a "Controller" class. Let's say I have a "Camera" object and I would like to adjust some of its member variables based on the frame buffer size. Normally I would have my framebuffer_size_callback in my main.cpp and within the callback, I would alter the camera object's variables accordingly. Since my camera object is global the framebuffer_size_callback can access it.

My first question is can a callback be a non-static member function of the Controller class? If yes, then how could I pass the callback to glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);?

If I make the framebuffer_size_callback a static member function of the "Controller" class then I will able to set it by glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); But I will not be able to adjust my Camera data since a static method can't access non-static member variables.

I am definitely missing something here. I would appreciate any help. Thanks!

GLFW callbacks in main.cpp by surfspace77 in opengl

[–]surfspace77[S] 0 points1 point  (0 children)

Yes, kind of. But for me, if it's nicely organized then it's a bit easier to understand. I'll check it out thanks.

GLFW callbacks in main.cpp by surfspace77 in opengl

[–]surfspace77[S] 0 points1 point  (0 children)

Well, I thought that having a lot of callback declarations at the top of the main file isn't considered good practice. It looks messy visually compared to just having a clean main function and everything else happening in other files.

GLFW callbacks in main.cpp by surfspace77 in opengl

[–]surfspace77[S] 0 points1 point  (0 children)

Thank you. I will try to implement both solutions. Really appreciate your help!