@aeva I believe it's a straight read? The shader in question is: https://gitlab.com/amini-allight/lambdamod/-/blob/master/src/shaders/lit_textured_fragment.glsl
Amini Allight
Posts
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Does anyone recognize this artifact? -
Does anyone recognize this artifact?Does anyone recognize this artifact? I'm storing the texture in multiple images to avoid exceeding max image dimensions and I'm getting this weird glitch at the tile boundaries
Even stranger, it isn't reflected in the UVs (second picture) or when reading the same image for both regions (third picture) and the sampler is set to nearest + clamp-to-edge
Boosts appreciated
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It worksIt works!
This is user-supplied control points converted to an SDF then the SDF converted to a mesh, allowing you to define terrain that mixes a heightmap with floating additive features and subterranean subtractive featuresStill blocky for now and there are issues with features on the heightmap being erased but it's a relief to know the approach is sound
#gamedev #indiedev #opensource #freesoftware #vr #virtualreality
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what's a good virtual machine to use with linux as a host os these days@aeva It's always been qemu for me
I used to use virt-manager to configure it but nowadays I just have shell scripts -
Linux people,Is there some way to tint my screen/a specific window a custom color on Wayland?@aeva I considered reshade but thought it would be a pain to set up
Wayland absolutely makes this kind of thing harder than it was under X11. I have found some limited color control via wlr_gamma_control_unstable_v1 (this seems to be how things like redshift are meant to work on Wayland) but I have no idea what the support picture looks like
If somebody doesn't come along with my dream fix I'll probably write a utility that uses it and find out for myself
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Linux people,Is there some way to tint my screen/a specific window a custom color on Wayland?