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# lime
  • t

    tall-solstice-92437

    05/09/2023, 10:21 PM
    Here's the one I use: https://github.com/GoldenThumbs/skfmath/blob/main/src/skfmath.c#L426-L440
  • f

    fast-xylophone-49098

    05/10/2023, 12:04 AM
    Does anyone have a clue as to why I may be getting "SSL connect error" after upgrading from 8.0.0 to 8.0.1? I've went through the changelog and am not sure why this may be happening all of a sudden. Reverting back to 8.0.0 fixes the problem. I'm on macOS and using URLLoader to connect. The problem occurs on macOS and Neko builds, but does not occur when targeting HTML5.
  • h

    hallowed-ocean-84954

    05/10/2023, 1:10 AM
    OK. I think there are 3 problems. 1. The rotation should be in degrees according to the doc so change L292 to:
    Copy code
    model.appendRotation(-55.0 , new Vector4(1.0, 0.0, 0.0, 1.0));
    2. Your perspective matrices look like the values are off by some indices in several places and I think not updating all the cells they need to. It was a little tricky to convert your function the way I did mine because I have one that works by defining the planes of the frustum and one that takes an FOV. So I combined them and converted them to your style.
    Copy code
    hx
        function createPerspectiveZO(mat:Matrix4, fovy:Float, aspect:Float, zNear:Float, zFar:Float):Void {
            if (Math.abs(aspect - (Math.pow(2, -23))) > 0.0) {
                var top = fovy * zNear;
                var bottom = -top;
                var right = top * aspect;
                var left = -right;
    
                mat[0] = 2.0 * zNear / (right - left);
                mat[5] = 2.0 * zNear / (top - bottom);
                mat[8] = (right + left) / (right - left);
                mat[9]= (top + bottom) / (top - bottom);
                mat[10] = -(zFar + zNear) / (zFar - zNear);
                mat[11] = -1.0;
                mat[14]= -2 * zFar * zNear / (zFar - zNear);
            }
        }
    3. Your input FOV angle is converted to radians incorrectly at L310 -
    45.0 * js.lib.Math.PI * 180
    should be
    / 180
    . With these changes then I see the plane correctly laid back at an angle.
  • t

    tall-teacher-57409

    05/10/2023, 5:32 AM
    omg you're a life saver, TYSM

    https://cdn.discordapp.com/attachments/769686258049351722/1105729028847042633/image.png▾

  • t

    tall-teacher-57409

    05/10/2023, 6:16 AM
    LOL

    https://cdn.discordapp.com/attachments/769686258049351722/1105740187427934259/Peek_2023-05-10_08-13.gif▾

  • t

    tall-teacher-57409

    05/10/2023, 1:07 PM
    hmm

    https://cdn.discordapp.com/attachments/769686258049351722/1105843607119859782/image.png▾

    https://cdn.discordapp.com/attachments/769686258049351722/1105843607493148682/image.png▾

  • t

    tall-teacher-57409

    05/10/2023, 1:11 PM
    hm weird, I "zoomed out" and that's how they look, I wonder why

    https://cdn.discordapp.com/attachments/769686258049351722/1105844623533940798/image.png▾

  • t

    tall-teacher-57409

    05/10/2023, 1:15 PM
    I converted from radians to degrees

    https://cdn.discordapp.com/attachments/769686258049351722/1105845472389759096/image.png▾

  • t

    tall-teacher-57409

    05/10/2023, 1:16 PM
    now smth's not right with the rotation
  • r

    rhythmic-wolf-50922

    05/10/2023, 1:58 PM
    yeah, I can reproduce this issue. it happens when the ndll file for mac is built on certain macs, but not others. on my personal machine, I can't build a ndll with working SSL (unless I use the 8.2.0-Dev branch, which has a bunch of upgraded dependencies). previously, our CI server could build a ndll with working SSL, but something changed between 8.0.0 and 8.0.1. I'm guessing because we upgraded it from macOS 10.15 to 11. I'll see what I can do to get this fixed for the next update.
  • f

    fast-xylophone-49098

    05/10/2023, 1:58 PM
    Thank you!!
  • t

    tall-teacher-57409

    05/10/2023, 3:39 PM
    okay so I'm pretty sure nothing was wrong with my code since the beginning, I believe it's not identical to the image because the author most likely chose these coordinates based on a 800x600 screen and he assumed everyone else used the same dimensions, so yeah I'm finished with this one

    https://cdn.discordapp.com/attachments/769686258049351722/1105881763567386825/image.png▾

  • r

    rich-horse-51130

    05/10/2023, 5:20 PM
    ACTUALLY
  • r

    rich-horse-51130

    05/10/2023, 5:20 PM
    im doing that right now
  • r

    rich-horse-51130

    05/10/2023, 5:20 PM
    only problem i got the same problem as you with ALFilter stuff 💀
  • r

    rich-horse-51130

    05/10/2023, 5:20 PM
    since it only takes an int as the last argument
  • r

    rich-horse-51130

    05/10/2023, 5:21 PM
    all i did was try follow this silly OpenAL way of doing it but because of how its set up it wont work https://openal-soft.org/misc-downloads/Effects%20Extension%20Guide.pdf (page 33 for reference)
  • r

    rich-horse-51130

    05/10/2023, 5:36 PM
    darn, didnt know there were any fnf programmers (aside from a few im good friends with) that actually take time to learn things,, (i literally learnt the openal stuff the same way)
  • t

    tall-teacher-57409

    05/10/2023, 6:07 PM
    does a vector with coords (0, 0, -3) look like that (in gl)?

    https://cdn.discordapp.com/attachments/769686258049351722/1105918964082671636/image.png▾

  • h

    hallowed-ocean-84954

    05/10/2023, 6:19 PM
    Negative z should go into the screen. A positive z would come out of the screen toward you.
  • t

    tall-teacher-57409

    05/10/2023, 6:21 PM
    o alr, and how does a 0,0,0 one look like?
  • t

    tall-teacher-57409

    05/10/2023, 6:22 PM
    is it just a point?
  • t

    tall-teacher-57409

    05/10/2023, 6:22 PM
    (sorry me no good at linear algebra)
  • h

    hallowed-ocean-84954

    05/10/2023, 6:22 PM
    Yep
  • r

    rich-horse-51130

    05/10/2023, 6:24 PM
    would be really curious on how to use ALFilter though if its not useable as a param when setting the source thing
  • t

    tall-teacher-57409

    05/10/2023, 6:25 PM
    hmm so subtracting the origin and the other vector would get us the direction vector? if im understanding correcty? (most likely not)

    https://cdn.discordapp.com/attachments/769686258049351722/1105923460573691966/image.png▾

  • t

    tall-teacher-57409

    05/10/2023, 6:25 PM
    that

    https://cdn.discordapp.com/attachments/769686258049351722/1105923516014018610/image.png▾

  • h

    hallowed-ocean-84954

    05/10/2023, 6:27 PM
    No that's correct. Subtract the two position vectors and you'll get the vector between them. It won't be a pure direction vector because the length isn't going to be 1 but you can normalize it.
  • t

    tall-teacher-57409

    05/10/2023, 6:29 PM
    ah okay, but one thing confusing me, how is it in between? I hope that makes sense 😅
  • h

    hallowed-ocean-84954

    05/10/2023, 6:31 PM
    Well it's probably confusing because one is at 0,0,0 which makes it look like a point rather than a zero length vector. Try with points not at zero, like 1,1 1 and 1,0,1 or something
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