eb108e5
R 808, A run_FinalFifty, A run_lila_jungle_trouble - ddnet-mapsIGameController::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 Arc
s, 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 Arc
s and wondering if that is commonly done ^^Arc
s a lot, maybe it is simply a good idea to do soArc<Queue>
and never have to ask for it again.
so far, I haven't used Arc
s, 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 Arc
s and wondering if that is commonly done ^^ Arc<Queue>
and never have to ask for it again.
so far, I haven't used Arc
s, 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 Arc
s and wondering if that is commonly done ^^ Arc
s internally xdArc
-ception 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 sensevoid 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)
./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&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...