Jump to content

  • Log In with Google      Sign In   
  • Create Account

Jossos

Member Since 19 Dec 2012
Offline Last Active Feb 15 2016 02:03 AM

Posts I've Made

In Topic: Issues with comparing depth textures

20 January 2016 - 04:12 PM

Could you describe your pipeline? I can only gather so much from what you have but it seems like this is what you are doing.

1. Render underwater geometry at a lower resolution off screen
2. Render world geometry at full resolution
3. Render water at full resolution using off screen data from stage 1

Is this correct?

 

I think so. I have refraction/reflection textures rendered at 1/4 of the screen resolution, as well as the depth. I then render full screen at full resolution, comparing gl_fragcoords.z with the depth texture (which is at 1/4 resolution)


In Topic: why does visual studio do this?

09 January 2016 - 03:53 AM

 


That isn't the issue. It won't recompile that cpp for some reason. it's using the old code.

What makes you think that? Debugging is impossible in Release build, so anything it tells you is false.

 

I've changed the pulse.expand amount in the left window. Debug mode it is the correct size, in release it is acting as it was before. I'm not using debug-anything, I can literally see it with my eyes.


In Topic: why does visual studio do this?

09 January 2016 - 03:33 AM

Release builds are not meant for debugging on any compiler. Debug information gets stripped and several optimizations make stepping through a program difficult or impossible (sequence might change, function calls do not even exist anymore, ...). Even if you can step through the program the values you see when inspecting the contents of variables are often unreliable.
CMake will by default generate a RelWithDbg configuration for you (basically settings normally used in Release builds but with debug information added back in) for example, but even that is not pleasant debug experience.

That isn't the issue. It won't recompile that cpp for some reason. it's using the old code.


In Topic: "error LNK2001: unresolved external symbol" for static methods

07 January 2016 - 06:33 AM

 


so I'm guessing structs or static methods don't work how I think they do.

There is one struct, but there's no static methods.

There's function declared static. It's not static method, and its body will be duplicated/inlined in every compilation unit.

 

As for linker error - you've declared map[][] array, but you didn't define it.

One of .cpp files must have PFNode map[LARGEST_MAP_SIZE][LARGEST_MAP_SIZE]; line, without "extern" keyword.

Having "extern" means "there's array, defined in one of object files. Use it from there, do not create instantiate of it".

 

 

 


so I'm guessing structs or static methods don't work how I think they do.

There is one struct, but there's no static methods.

There's function declared static. It's not static method, and its body will be duplicated/inlined in every compilation unit.

 

As for linker error - you've declared map[][] array, but you didn't define it.

One of .cpp files must have PFNode map[LARGEST_MAP_SIZE][LARGEST_MAP_SIZE]; line, without "extern" keyword.

Having "extern" means "there's array, defined in one of object files. Use it from there, do not create instantiate of it".

 

 

map array is in cpp, and thats not the error im getting. "static PFNode map[LARGEST_MAP_SIZE][LARGEST_MAP_SIZE];"


In Topic: Visual studio cannot compile 32bit or Release Mode

02 January 2016 - 11:21 PM

Ok so the Issue was with Assimp 3.1. I downgraded to 3.0 and now it works fine. 


PARTNERS