Finally

The Partridge Family were neither partridges nor a family. Discuss.
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MrGodin
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Finally

Post by MrGodin » February 25th, 2017, 5:51 pm

Well after a day and i half, i managed to implement a normal map shader. Shaders are such a pain when you can't debug them.. ugg
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albinopapa
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Re: Finally

Post by albinopapa » February 25th, 2017, 8:57 pm

Have you tried using the Graphics debugger?
If you think paging some data from disk into RAM is slow, try paging it into a simian cerebrum over a pair of optical nerves. - gameprogrammingpatterns.com

MrGodin
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Re: Finally

Post by MrGodin » February 25th, 2017, 10:14 pm

No, no i haven't .. will have to look into that
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albinopapa
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Re: Finally

Post by albinopapa » February 25th, 2017, 11:41 pm

Just a heads up, when you do the pixel shader, I think it only tests pixel (0,0) so I had to move the camera so that the object I wanted to test would be in that top left corner.
If you think paging some data from disk into RAM is slow, try paging it into a simian cerebrum over a pair of optical nerves. - gameprogrammingpatterns.com

MrGodin
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Re: Finally

Post by MrGodin » February 26th, 2017, 12:48 am

Does it do glsl, this is a fragment shader with openGl in sfml, same as a pixel shader ? i suppose ?. I'll just poke around and have a look
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albinopapa
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Re: Finally

Post by albinopapa » February 26th, 2017, 5:13 am

Nah, I don't think so, I believe it's just a D3D thing.

You could probably find opengl debuggers online somewhere.
If you think paging some data from disk into RAM is slow, try paging it into a simian cerebrum over a pair of optical nerves. - gameprogrammingpatterns.com

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chili
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Re: Finally

Post by chili » February 26th, 2017, 5:16 am

Hmmm, yeah I don't know what tools you'd need to use to debug OpenGL shaders. I'd be interested to hear if you come up with something though :)
Chili

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