




eb108e5 R 808, A run_FinalFifty, A run_lila_jungle_trouble - ddnet-maps


















1




IGameController::GetMaskForPlayerWorldEvent it will crash:
#0 0x00007ffff72ac83c in ?? () from /usr/lib/libc.so.6
#1 0x00007ffff725c668 in raise () from /usr/lib/libc.so.6
#2 0x00007ffff72444b8 in abort () from /usr/lib/libc.so.6
#3 0x00007ffff749ca6f in gnu_cxx::verbose_terminate_handler () at /usr/src/debug/gcc/gcc/libstdc++-v3/libsupc++/vterminate.cc:95
#4 0x00007ffff74b011c in cxxabiv1::terminate (handler=) at /u...





C++
for(const CPlayer *pPlayer : GameServer()->m_apPlayers)
{
if(!pPlayer)
continue;
if(!pPlayer->GetCharacter())
continue;
// your code that does not chance the character state
}
Device and Queue in an Arc?

Device and Queue in an Arc? 
Arc<Queue> and never have to ask for it again.
so far, I haven't used Arcs, but am starting to think that using them would reduce the amount of function parameters everywhere and improve my sanity a little
now in my texture storage, I find that I'll need to create many bind groups (I think descriptor sets in vulkan) for each new texture. either when the texture is newly added or live during rendering.
however, each bind group will also need to contain an entry for both the sampler and the gpu camera buffer. both of those would also just work fine in an Arc, since pretty much everything gpu-related only need immutable references. so basically I'm currently thinking about throwing around Arcs and wondering if that is commonly done ^^Arcs a lot, maybe it is simply a good idea to do so




Arc<Queue> and never have to ask for it again.
so far, I haven't used Arcs, but am starting to think that using them would reduce the amount of function parameters everywhere and improve my sanity a little
now in my texture storage, I find that I'll need to create many bind groups (I think descriptor sets in vulkan) for each new texture. either when the texture is newly added or live during rendering.
however, each bind group will also need to contain an entry for both the sampler and the gpu camera buffer. both of those would also just work fine in an Arc, since pretty much everything gpu-related only need immutable references. so basically I'm currently thinking about throwing around Arcs and wondering if that is commonly done ^^ 






Arc<Queue> and never have to ask for it again.
so far, I haven't used Arcs, but am starting to think that using them would reduce the amount of function parameters everywhere and improve my sanity a little
now in my texture storage, I find that I'll need to create many bind groups (I think descriptor sets in vulkan) for each new texture. either when the texture is newly added or live during rendering.
however, each bind group will also need to contain an entry for both the sampler and the gpu camera buffer. both of those would also just work fine in an Arc, since pretty much everything gpu-related only need immutable references. so basically I'm currently thinking about throwing around Arcs and wondering if that is commonly done ^^ 









Arcs internally xd

Arc-ception





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if ((!loadimage(&textures[0], "data/textures/clown.png"))) {
fprintf(stderr, "hello I am under the texture return 0\n");
return;
}
if ((!loadimage(&textures[1], "data/textures/mrgh0s7.png"))) {
fprintf(stderr, "hello I am under the texture return 1\n");
return;
}
glUniform1i(glGetUniformLocation(prog, "texture0"), 0);
glUniform1i(glGetUniformLocation(prog, "texture1"), 1); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textures[1]);














void main()
{
FragColor = mix(texture(texture0, TexCoord), texture(texture1, TexCoord), 0.2);
// FragColor = texture(texture1, TexCoord);
}

glBindSampler it uses glUniform1i


glBindSampler it uses glUniform1i 

glBindSampler it uses glUniform1i glBindSampler binds sampler to the texture unit at index unit. sampler must be zero or the name of a sampler object previously returned from a call to glGenSamplers. unit must be less than the value of GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS.
i assume you can use 0, do have some default sampler bound to it

































?


? 


? 
































macro_rules! dict_builder {
( $($key:expr $(=>)+ $value:expr),* $(,)? ) => {
let mut map = std::collections::HashMap::new();
$(map.insert($key, $value);)*
map
};
}
let map = dict_builder!(
1 => "a",
2 => "b"
);


























glGetUniformLocation(prog, "texture1") returns something that makes sense








void main()
{
FragColor = mix(texture(texture0, TexCoord), texture(texture1, TexCoord), 0.2);
// FragColor = texture(texture1, TexCoord);
} 



#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
uniform sampler2D texture0;
uniform sampler2D texture1;
void main()
{
FragColor = mix(texture(texture0, TexCoord), texture(texture1, TexCoord), 0.2);
// FragColor = texture(texture1, TexCoord);
} it's my shader! :)



10 glBindSampler(1, No Resource)

10 glBindSampler(1, No Resource) 


































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./build.sh 4 2 or ./build.sh 4 2 run























6fde4ee Version 17.4 - def-
f87284d Switch to a fragment shader solution for border tile rendering - Jupeyy
7f4fa67 Update Swedish translations for 17.4 - furo321
9d58575 Add new contributors to credits - Robyt3
97f2dd1 Update russian.txt - lolipodass
a8ad40b Update ukrainian.txt - JuraIBOZO
be93009 Save entire character with /lasttp. - furo321
14b530c Update russian.txt - ByFox213
f0e9b79 Update Belarusian translation for 17.4 - AlehKushniarou
683ef0b Correct usage of demo_extract_chat tool. - furo321
d1310c2 Update spanish.txt - n0Ketchp









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&mut 3 and similar to functions









&mut 3 and similar to functions 
const items by references could have been forbidden (edited)





fs_listdir(_fileinfo), fs_storage_path will fail if the storage location is not valid UTF-8 and fs_getcwd will fail if the current working direct...
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