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[15:17:47] <s0laster> Humm, is it possible for an interpolated value to "overflow" in a fragment shader (in a 3D world)? Let's say vertex A have a UV value of 0.0, and vertex B a UV value of 512.0, could the fragment shader see values like 512.8 or -1.2 for instance?
[15:19:24] <s0laster> I've got such overflow and it mess up texture repetition in my texture atlas. I'm doing a mod(uv, 512.0), but UV values looks like to somehow get past 512.0 even though the vertex has a UV value of 512.0...
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[15:22:34] <s0laster> I guess the answer is yes but I couldn't figure out why GPU would allow such overflows/underflows to exist
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[15:27:38] <ratchetfreak> rounding errors on the edge of the triangle and most of the time that edge is adjacent to another triangle that just continues the mesh and the values
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[15:44:43] <s0laster> Well, I think it's not just rounding error, because for far away triangles, I have values like 520.0 instead of 512.0, and if I add code to deal withrounding errors, it almost makes the problem less apparent for triangles close to the camera, but artifacts are still there for triangles far enough...
[15:46:36] <s0laster> My atlas uses GL_NEAREST, so I don't think it's a texture bleeding issue
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[15:50:23] <s0laster> Oh okay, you are not talking about floating point math rounding error
[15:52:30] <s0laster> Well, it makes sens, I guess I'll have to change how texture repetition is handled on the atlas
[15:53:15] <s0laster> Thanks
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[19:57:13] <TakWah> Rephrased, is the formula within realtime capabilities or is it better solved somewhat else?
[19:57:24] <TakWah> I just wonder.
[19:57:36] <derhass> that formula is really simple
[19:59:02] <derhass> that's a almost-standard dot product, after all. just the arcsin is very weird there
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[20:00:56] <TakWah> thank you, thats good to know, the formula according to the website, determines the incidence angle between a vector and a plane. My idea was to transform uv coords in accordance to its angle from the 'default pane' like ground.
[20:01:28] <TakWah> I'd just test it to know, but at the moment I lack the setup to do so in quick manner.
[20:04:02] <derhass> not sure if you really need the real angle
[20:05:08] <TakWah> What do you suggest?
[20:05:36] <derhass> well, I don't know what exactly you're trying to do
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[20:06:07] <derhass> but usually, trig functions are not really needed. the cos or sin of the angle is more usable directly in linear algebra
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[20:09:24] <TakWah> not sure I can follow? The idea I had was rounding edges of objects where the texture was a 3D texture as opposed to a 2d texture. So my idea was that if the angle was above or below 45 degrees the texture coords would provide the same transition as for unwrounded corners, dunno if I can make sense?
[20:10:14] <derhass> well, I still don't know what exactly you want to do
[20:10:34] <derhass> but if all you need is a threshold for the angle, the inverse trig is total waste
[20:10:55] <TakWah> @waste: ok
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[20:12:38] <TakWah> @do: imagine a checker board but with cubes, uv coordinates are just x,y,z of the vertex you want to display. As long as your objects align to the checkerboards all looks pleasing, but as soon as you are going to star rounding off corners of your geometry, you will get i nverse colors for the rounded geometry parts.
[20:13:20] <TakWah> To avoid this the distinctions between lower 45 and above 45 degrees angles would be useful i guess.
[20:14:00] <derhass> I have no idea why I would get inverse colors
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[20:17:18] <TakWah> imageine an a checker cube sitting on a checker plane. As long as the edges are sharp, its all fine. But rounding off the transition from the extruding cube into the plane, the rounding will be inside the next adjacent 'invisible' cube. Which has an alternating color thus the color between the ground square and cube will be the inverse color of what the original geometry is.
[20:18:34] <derhass> well, I seem to be lacking some crucial parts of what exactly you're doing there. but whatever. it is not that important
[20:20:03] <TakWah> well, I ascribe that to my lack of being able to express it properly. I am sorry for that.
[20:20:35] <TakWah> But nontheless you have already answered my question.
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[20:41:16] <englosh> Basically a texture is a surface of pixels, right?
[20:42:31] <englosh> and images are rendered using textures
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[20:43:14] <derhass> hmmm
[20:43:18] <Yaniel> do you mean the result of rendering or input of rendering
[20:43:35] <englosh> hmmmm probably input
[20:44:12] <Yaniel> if you want to render stuff that contains an existing raster image, yes, that is what textures are
[20:44:36] <Yaniel> but the output frame from your rendering is not always a texture
[20:45:32] <TakWah> englosh: a texture is just a 2d expanse of color information.
[20:46:03] <derhass> 2D? or 1D, or 3D
[20:46:19] <derhass> (+plus some variants of that, like array textures or cube maps)
[20:46:37] <englosh> 2d
[20:46:40] <TakWah> amd images are displayed through whatever means your engine implements. And yes derhass is right, 1d, 2d, 3d, nd.
[20:46:55] <englosh> ah ok
[20:47:10] <derhass> well, GPUs usually supoort up to 3d textures, not n-d in general
[20:47:10] <TakWah> derhass: a cube mapping is a mapping though?
[20:47:26] <derhass> yes, but GPUs have special texture types for that
[20:47:37] <derhass> which basically are 6 2D textures
[20:47:44] <TakWah> derhass: @gpus who would submit themselves unto such constraints though ;)
[20:47:51] <Yaniel> there are 1d, 2d, 3 and cube textures
[20:48:09] <Yaniel> and texture arrays, which are a bit like 3d textures but no interpolation happens between layers
[20:48:09] <TakWah> @derhass, cubemaps: didn't know
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