Glitch pictures thread!
Re: Glitch pictures thread!
Ha! once again, reviving a thread before a full year goes by
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Re: Glitch pictures thread!
Trying to make marks for crater positions, but ran straight out of math
Re: Glitch pictures thread!
Yay! gotta love Moire patters!
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
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Re: Glitch pictures thread!
... I'll just revive this thread now, I feel it should remain alive.
Here are some moire patterns and general oddities, still not sure WHY this happens but I'll find that out eventually, do note the tiny chunks next to the normal sized ones.
now to figure out what causes these bizarre results... if only my gpu could handle these polycounts, then debugging it would be a bit easier.
EDIT:
seems to relate to volume sizes where after a certain amount of blocks it just keels over and makes the rest smaller, probably relates to my scaling function or maybe my mesh generation function. either way I'm not fixing it (priority: irrelevant, the volume sizes we're talking about are far too slow to build for real time application, they'd have some usefulness for testing but not enough to fix the bug that won't affect the game itself.
Here are some moire patterns and general oddities, still not sure WHY this happens but I'll find that out eventually, do note the tiny chunks next to the normal sized ones.
now to figure out what causes these bizarre results... if only my gpu could handle these polycounts, then debugging it would be a bit easier.
EDIT:
seems to relate to volume sizes where after a certain amount of blocks it just keels over and makes the rest smaller, probably relates to my scaling function or maybe my mesh generation function. either way I'm not fixing it (priority: irrelevant, the volume sizes we're talking about are far too slow to build for real time application, they'd have some usefulness for testing but not enough to fix the bug that won't affect the game itself.
"this is not the bottleneck you are looking for"
Re: Glitch pictures thread!
Rendering a skydome out of a cubemap... Still not there, but getting close...
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Re: Glitch pictures thread!
My first attempt in creating my own custom 3d format..... It's supposed to be a spongebob model.
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
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- Posts: 1010
- Joined: Mon Oct 24, 2011 10:03 pm
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Re: Glitch pictures thread!
if you squint really hard it sorta looks like... no wait, still doesn't look like spongebob.
also @ Mel, I sorta like that output - looks neat.
also @ Mel, I sorta like that output - looks neat.
"this is not the bottleneck you are looking for"
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- Posts: 1010
- Joined: Mon Oct 24, 2011 10:03 pm
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Re: Glitch pictures thread!
... well then, apparently the docu is more important than I thought becuase I got a glitch with setFOV - I picked 90 by chance as a starting point, hey this looks pretty ok, it's a bit extreme... 75? welp I can't see anything now, it's way too zoomed in.
... 80? this is cool, the scene is rendered inverted.
... 100? can't see anything.
95? can't see anything.
91? err... this.
welp, it probably takes radians... I guess I should write a deg2rad function then (and a rad2deg because I clearly need to get the fov back to degrees to render in the ui)
EDIT: aaand after brushing up on my HS maths we get
deg*(pi/180) & rad*(180/pi)
'tis an easy glitch to solve but it had a neat result.
EDIT2: at least now we all know what an FOV of 5214 looks like.
... 80? this is cool, the scene is rendered inverted.
... 100? can't see anything.
95? can't see anything.
91? err... this.
welp, it probably takes radians... I guess I should write a deg2rad function then (and a rad2deg because I clearly need to get the fov back to degrees to render in the ui)
EDIT: aaand after brushing up on my HS maths we get
deg*(pi/180) & rad*(180/pi)
'tis an easy glitch to solve but it had a neat result.
EDIT2: at least now we all know what an FOV of 5214 looks like.
"this is not the bottleneck you are looking for"
Re: Glitch pictures thread!
The struggle is real! Z-FIGHTERS, the screenshot!
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Re: Glitch pictures thread!
Not always a extrusion works as one would wish for, and sometimes it is really catastrophic... XD
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt