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Notices by dave (dthompson@toot.cat), page 3

  1. dave (dthompson@toot.cat)'s status on Wednesday, 22-Sep-2021 15:07:11 CEST dave dave

    trying to get chickadee 0.8.0 out in time for the lisp game jam. really trying to make this version much easier for beginners to use.

    In conversation Wednesday, 22-Sep-2021 15:07:11 CEST from toot.cat permalink
  2. dave (dthompson@toot.cat)'s status on Wednesday, 22-Sep-2021 14:15:16 CEST dave dave
    in reply to

    and for fun, here's square-limit. this one really exposes some performance issues with the current vector graphics implementation. when I look at this picture, I see two draw calls needed: one to draw the filled circles, and one to draw the stroked circles. however, to make the computer recognize this truth is complicated! so right now it's 2 draw calls for every filled circle/stroked circle pair. I'm only getting about 45fps rendering this, as a result.

    In conversation Wednesday, 22-Sep-2021 14:15:16 CEST from toot.cat permalink

    Attachments


    1. https://pool.jortage.com/tootcat/media_attachments/files/106/975/233/428/199/548/original/014cd9437354afe9.png
  3. dave (dthompson@toot.cat)'s status on Tuesday, 21-Sep-2021 21:20:28 CEST dave dave

    corner-split a la SICP section 2.2.4 using chickadee's vector path rendering. using a gradient filled circle for simplicity here but it could be any arbitrarily complex vector graphic.

    In conversation Tuesday, 21-Sep-2021 21:20:28 CEST from toot.cat permalink

    Attachments


    1. https://pool.jortage.com/tootcat/media_attachments/files/106/971/258/212/523/039/original/5acfb8001b9feb37.png
  4. dave (dthompson@toot.cat)'s status on Tuesday, 14-Sep-2021 17:07:25 CEST dave dave
    • Ekaitz Zárraga 👹

    @ekaitz_zarraga BLOCKED

    In conversation Tuesday, 14-Sep-2021 17:07:25 CEST from toot.cat permalink
  5. dave (dthompson@toot.cat)'s status on Tuesday, 14-Sep-2021 17:06:38 CEST dave dave

    never pay full price for a sirius subscription. just open up the chat and tell them you want to cancel and they will cut the cost by over 50%.

    In conversation Tuesday, 14-Sep-2021 17:06:38 CEST from toot.cat permalink
  6. dave (dthompson@toot.cat)'s status on Friday, 10-Sep-2021 22:16:01 CEST dave dave
    • Ekaitz Zárraga 👹

    @ekaitz_zarraga the standard guile repl does not support being used in combination with an event loop at all. when you run that repl, it has complete control over the thread it is running in until the user quits the repl.

    In conversation Friday, 10-Sep-2021 22:16:01 CEST from toot.cat permalink
  7. dave (dthompson@toot.cat)'s status on Friday, 10-Sep-2021 21:28:28 CEST dave dave
    in reply to

    I've worked around it with a big gross hack that prevents multi-line expressions but prevents hanging the repl. an okay trade-off for now until guile replaces the c reader with a scheme one, which could happen as soon as the next release because I know it has been worked on.

    In conversation Friday, 10-Sep-2021 21:28:28 CEST from toot.cat permalink
  8. dave (dthompson@toot.cat)'s status on Friday, 10-Sep-2021 21:26:16 CEST dave dave

    there's one big issue remaining with my non-blocking guile repl: if you press enter without having typed in a full s-expression, it hangs. this is because guile's 'read' procedure will block until a full expression has been input. guile has a buffered input port type that could address this, but I rely upon delimited continuations to suspend the repl while waiting for user input. delimited continuations do not work if the call stack has anything from guile's c api in it. the 'read' procedure is implemented in c, so I'm stuck.

    In conversation Friday, 10-Sep-2021 21:26:16 CEST from toot.cat permalink
  9. dave (dthompson@toot.cat)'s status on Thursday, 09-Sep-2021 09:52:29 CEST dave dave

    the next release of chickadee is going to come with an executable like the "love" executable from love2d. will make it very easy to get started with the library by eliminating a bunch of boilerplate and providing repl integration.

    In conversation Thursday, 09-Sep-2021 09:52:29 CEST from toot.cat permalink
  10. dave (dthompson@toot.cat)'s status on Thursday, 02-Sep-2021 20:02:06 CEST dave dave
    • Ekaitz Zárraga 👹

    @ekaitz_zarraga thanks for trying! hope you get to relax a bit, too.

    In conversation Thursday, 02-Sep-2021 20:02:06 CEST from toot.cat permalink
  11. dave (dthompson@toot.cat)'s status on Thursday, 02-Sep-2021 18:11:23 CEST dave dave
    • Ekaitz Zárraga 👹

    @ekaitz_zarraga I like to code to relax sometimes but it's been hard to get in that state. I don't feel any pressure to work on something that no one uses. ;)

    In conversation Thursday, 02-Sep-2021 18:11:23 CEST from toot.cat permalink
  12. dave (dthompson@toot.cat)'s status on Thursday, 02-Sep-2021 17:46:12 CEST dave dave

    if I wasn't so dang stressed out I'd like to take another pass over my vector path (SVG-like) rendering module for chickadee. it currently has support for solid color fills using the non-zero rule and solid color strokes with a few styles of end caps. I'd like to add support for linear gradient, radial gradient, and texture pattern fills, even-odd rule fills, dashed strokes, raster images, and text. if I could get all of that in there it would be a solid realtime vector graphics package.

    In conversation Thursday, 02-Sep-2021 17:46:12 CEST from toot.cat permalink
  13. dave (dthompson@toot.cat)'s status on Saturday, 21-Aug-2021 07:56:52 CEST dave dave

    I learned the math for computing the vertices of an icosahedron but I couldn't think of a way to easily generate the mesh, so I wrapped tape around a d20 I had from back when I played mtg, labeled all the vertices, and used that as reference to build the 20 triangles in the mesh.

    In conversation Saturday, 21-Aug-2021 07:56:52 CEST from toot.cat permalink

    Attachments


    1. https://pool.jortage.com/tootcat/media_attachments/files/106/773/471/603/701/228/original/0d35c59197a03a66.png
  14. dave (dthompson@toot.cat)'s status on Saturday, 21-Aug-2021 07:56:51 CEST dave dave
    in reply to

    you can say this is a really low resolution sphere. for my next trick, I will subdivide each of the 20 triangles several times and transform each vertex so that it is the same distance from the origin. this will create a nice approximation of a sphere.

    In conversation Saturday, 21-Aug-2021 07:56:51 CEST from toot.cat permalink
  15. dave (dthompson@toot.cat)'s status on Saturday, 21-Aug-2021 07:56:50 CEST dave dave
    in reply to

    now it's spherical. the trick is that once you subdivide the triangles of the icosahedron, you take the normal of each vertex and scale it by the sphere's radius to get the final position. this sphere is made of 1280 triangles and looks pretty good at this scale.

    In conversation Saturday, 21-Aug-2021 07:56:50 CEST from toot.cat permalink

    Attachments


    1. https://pool.jortage.com/tootcat/media_attachments/files/106/773/989/085/605/930/original/3fe946306d93dd7d.png
  16. dave (dthompson@toot.cat)'s status on Saturday, 21-Aug-2021 07:56:50 CEST dave dave
    in reply to

    wireframe of 2 recursive subdivisions, not yet made spherical.

    In conversation Saturday, 21-Aug-2021 07:56:50 CEST from toot.cat permalink

    Attachments


    1. https://pool.jortage.com/tootcat/media_attachments/files/106/773/600/152/910/404/original/28961327998bb775.png
  17. dave (dthompson@toot.cat)'s status on Saturday, 21-Aug-2021 07:56:49 CEST dave dave
    in reply to

    the sphere now has texture coordinates, but there is a very obvious issue. I used the formula here https://en.wikipedia.org/wiki/UV_mapping#Finding_UV_on_a_sphere but it creates a seam where u coordinate does a hard jump from 0 to 1 and creates that gross looking result. I don't know if I'm just missing something. trying to tweak the formula has just introduced new distortions so far.

    In conversation Saturday, 21-Aug-2021 07:56:49 CEST from toot.cat permalink

    Attachments


    1. https://pool.jortage.com/tootcat/media_attachments/files/106/777/148/122/610/352/original/6453357b3ac95b41.png
  18. dave (dthompson@toot.cat)'s status on Saturday, 21-Aug-2021 07:56:48 CEST dave dave
    in reply to

    I believe the issue here is that the vertices along this seam need to be duplicated but with different u coordinates, one where u=0 and another where u=1. same position and normals, though. it's tricky to solve because my algorithm has no knowledge of where this seam even is.

    In conversation Saturday, 21-Aug-2021 07:56:48 CEST from toot.cat permalink
  19. dave (dthompson@toot.cat)'s status on Saturday, 21-Aug-2021 07:56:47 CEST dave dave
    in reply to

    I found a solution that wasn't too gross, but not too great either. added about 27 lines of new code. maybe I can improve upon it, but not now. onto the next and hopefully final problem: bad texture coordinates at the poles.

    In conversation Saturday, 21-Aug-2021 07:56:47 CEST from toot.cat permalink

    Attachments


    1. https://pool.jortage.com/tootcat/media_attachments/files/106/779/249/269/861/209/original/b1124da98281ef00.png
  20. dave (dthompson@toot.cat)'s status on Saturday, 21-Aug-2021 07:56:47 CEST dave dave
    in reply to

    turns out lots of people go down this road and run into the same problem. the solution seems to be to detect the problem by examining the uvs of entire triangles and generating new, fixed vertices. I'll see if I can do that without making my code disgusting.

    In conversation Saturday, 21-Aug-2021 07:56:47 CEST from toot.cat permalink
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    dave

    dave

    Massachusetts trash. I mostly post about gardening, permaculture, music, and free software development (not a techbro I swear please you gotta believe me)he/him

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