Michael Heasell

Results 21 comments of Michael Heasell

I'm reluctant to do anything too smart in code to solve, as the poor performance is only observed in MSVC debug builds, and MSVC checked iterator debug features are well...

Most of these should be straightforward once the relevant concepts are in the engine. > ``` > // indicates if the 1st parameter(a unit ID) is local to this computer...

Started work on this in 422afd0f696cf50714311219756a71218cde6150 on branch 'getters', not tested an awful lot yet. At the very least, RWE can load the commander from ESC now (after renaming all...

I spent some time playing with the Zarganeth (one of Zodius' units with a fancy ground-tracking walk script) and got things working to the point where this is useful enough...

Maybe `badslope` in movement classes has something to do with it?

Maybe wait for #4 to give us more flexibility.

#4 has made enough progress that it no longer blocks this. We can do this in shaders with appropriate inputs from the outside. Some useful reading: http://web.cs.ucdavis.edu/~amenta/s12/perspectiveCorrect.pdf http://www.reedbeta.com/blog/quadrilateral-interpolation-part-1/ http://www.reedbeta.com/blog/quadrilateral-interpolation-part-2/ https://stackoverflow.com/questions/14971282/applying-color-to-single-vertices-in-a-quad-in-opengl...

I should note that implementation of the above is a bit more involved than I had hoped so this will likely be de-prioritised until the engine has more features.

The following article improves upon Nathan Reed's solution for bilinear interpolation by also considering perspective correction: http://www.unchainedgeometry.com/blog-1.html

We sort of have this now when game is built with MSVC as all the libraries we depend on are checked into the repo.