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# lime
  • t

    tall-solstice-92437

    05/10/2023, 7:47 PM
    Ah, surface normals
  • h

    hallowed-ocean-84954

    05/10/2023, 7:48 PM
    But yes in context that was not DeVries concern here
  • t

    tall-solstice-92437

    05/10/2023, 7:48 PM
    did we figure out all the 3d projection stuff?
  • t

    tall-solstice-92437

    05/10/2023, 7:49 PM
    If not, I'll take a stab at it
  • h

    hallowed-ocean-84954

    05/10/2023, 7:51 PM
    Yeah - I posted something earlier
  • b

    bulky-insurance-39338

    05/10/2023, 7:51 PM
    for me its normalized if the length of the vector is
    1.0
    😂
  • b

    bulky-insurance-39338

    05/10/2023, 7:51 PM
    ( so good for the direction what a
    "normale"
    of e.g. a planar surface can point into .)
  • t

    tall-solstice-92437

    05/10/2023, 7:54 PM
    Really it's a semantics thing. You wouldn't have to normalize a normal vector, as it is already a unit vector. normalized insinuates that you had to make it normalized, which usually means a call of some function
    normalized
  • t

    tall-solstice-92437

    05/10/2023, 7:56 PM
    where's the lime examples? Are they in the wiki? A separate repo?
  • t

    tall-solstice-92437

    05/10/2023, 7:56 PM
    NM, found them
  • t

    tall-solstice-92437

    05/10/2023, 7:56 PM
    Missed them initially
  • t

    tall-solstice-92437

    05/10/2023, 7:58 PM
    Any particular reason there's no vector 3 class?
  • h

    hallowed-ocean-84954

    05/10/2023, 7:59 PM
    I don't know, but I thought that odd too
  • b

    bulky-insurance-39338

    05/10/2023, 7:59 PM
    do you mean the new ones from rynite (for merge i am think good would be a git rebase;) ->
  • t

    tall-solstice-92437

    05/10/2023, 8:00 PM
    No I meant the base lime ones, which I did find
  • b

    bulky-insurance-39338

    05/10/2023, 8:01 PM
    oh, its the "SimpleImage" by lime create or ...
  • t

    tall-solstice-92437

    05/10/2023, 8:01 PM
    I'm pretty comfortable writing opengl code, and if I need I can read the source
  • b

    bulky-insurance-39338

    05/10/2023, 8:01 PM
    here:
  • t

    tall-solstice-92437

    05/10/2023, 8:04 PM
    Dang, this really is just like good ol' standard opengl.
  • b

    bulky-insurance-39338

    05/10/2023, 8:04 PM
    jup
  • r

    rich-horse-51130

    05/10/2023, 8:05 PM
    well you should be able to.
  • r

    rich-horse-51130

    05/10/2023, 8:05 PM
    but as i said, since the param for source3i is an int that doesnt work
  • r

    rich-horse-51130

    05/10/2023, 8:05 PM
    so we can only filter an OpenAL Source directly
  • b

    bulky-insurance-39338

    05/10/2023, 8:05 PM
    you can write also OpenGL inside a "CustomDisplay" for peote-view lib (using also only lime as base!) -> Or custom glsl-code:
  • t

    tall-solstice-92437

    05/10/2023, 8:06 PM
    I've written simple opengl apps in C so this should be no issue for me, except I shouldn't have to worry about memory management
  • b

    bulky-insurance-39338

    05/10/2023, 8:07 PM
    started also into C at that time ( gle and glew and sucha fun at that time .)
  • b

    bulky-insurance-39338

    05/10/2023, 8:08 PM
    but nowadays only pure haxelime and for
    2d
    only (its fully enough for me ;)
  • t

    tall-solstice-92437

    05/10/2023, 8:09 PM
    I like doing 3D stuff, and lime seems like it might be lacking a bit there (which is fine, I don't plan on pushing it very hard, quake-like graphics is basically all I intend on doing)
  • t

    tall-solstice-92437

    05/10/2023, 8:10 PM
    Kha also exists so I really should evaluate my options there a bit more
  • a

    able-action-74275

    05/10/2023, 8:10 PM
    I can filter the source and hear the filtered source through an effect
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