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#graphicsprogramming

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Hey #OpenGL and #graphics people, are there any graphics profiling/instrumentation/frame debugger solutions which work with OpenGL on modern non-Windows systems? Something à la #RenderDoc but that works on #Wayland or Apple Silicon Macs. To do frame debugging right now I have to log out of my Wayland session on my #Linux desktop and log in to #X11, which is uber-broken on my mixed DPI fractional scaling multi monitor setup... #programming #graphicsprogramming #macdev

Jet lag! Not so great for sleep. But certainly great for getting a few last-minute features into my vacation software rasterizer project. Now it has (hacky) specular lighting and voxel shadows.

It was refreshing to have some time and energy for hobby coding. It is pretty much complete I guess. Back my normal busy schedule starting today.

Had the itch to get back to basics with graphics this week so I wrote a software rasterizer in Rust. The rasterizer SIMD approach is based on @rygorous 's excellent tutorial series here: fgiesen.wordpress.com/2013/02/

Plenty of work to do like some kind of multithreading scheme and perhaps even textures. But it's always satisfying to see shaded triangles. I'll share the code at some point if I clean it up 🧹

Currently working on a little #rasterizer after watching the fantastic video from Sebastian Lague on yt.

Decided to write mine in #rust with some other techniques than the ones in the video, like using Barycentric Coordinates and calculating an AABB of an tri before iterating over the pixels. The video below showcases the rasterizer trying to process 250 random triangles. (Windowing and the FPS counter are done with #raylib)

Some artifacts here and there due to Z-ordering issues, but I hope to fix this soon.

End goal is to write it in such a way that I even might someday can use the rasterizer inside an custom rust #kernel / #os for basic 3d graphics, ofc to run
#doom on it!!

So I'm rendering stuff in the following order:

1. Background image
2. Background fluid color, opaque
3. Sprites etc
4. Foreground fluid color, transparent

So where there's fluid, you should not see the background image, right

SO WHY DO I SEE A BACKGROUND IMAGE

Worse, if I remove the call to draw the foreground fluid, OR make the foreground fluid transparent, IT BEHAVES AS I EXPECT AND THE BACKGROUND IMAGE GOES AWAY

What the actual fuck