Catalin Moldovan

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Amazing resource for learning Zig. Thank you for this.

Old school plasma. ![ImDrawList_Party_Plasma](https://user-images.githubusercontent.com/139596/99800877-bd11ec80-2b3d-11eb-86c9-aaa625fee82f.gif) ``` #define V2 ImVec2 #define S sinf #define C cosf #define I int #define F float #define CL(x,l,h) (((x)>(h))?(h):(((x)

A Breakout/Arkanoid type of game implementation in 1014 bytes. (Control paddle with mouse, use right-click to reset) ![ImDrawList_Party_Breakout](https://user-images.githubusercontent.com/139596/99878310-1f85ee00-2c0d-11eb-8b2b-e9d68b333efe.gif) ``` #define V2 ImVec2 #define I int #define F float #define B...

I'm having the same issue: ``` >dumpmem sample.raw mImageData mSize.X * mSize.Y * 4 Couldn`t dump memory to file! Error code:-1 - NtdbgFail. >dumpmem d:\sample.raw mImageData mSize.X * mSize.Y *...

Apparently restarting the computer after the plugin is installed does make the dump succeed. ``` >dumpmem -f d:\Temp\sample.raw mImageData mSize.X * mSize.Y * 4 Wrote: 2240000 bytes to: . >...

Nice, looking forward for v2 🚀 One other change I would like to suggest is the refactor of the `Texture` API. There's an issue discussing that #4290.

Yeah, with regards to mipmaps I played with texture destruction on the alternate branch. There I introduced the concept of texture operation with a new field `_operation` and these values...

A small update: I moved the texture data upload outside of `WebglGraphicsDevice.setTexture` to `WebglGraphicsDevice._uploadDirtyTextures` and it is now called inside `WebglGraphicsDevice.startRenderPass` taking a hint from how WebGPU does this. This...

@mvaligursky I'm having a hard time trying to figure out why lightmapping doesn't properly work after I moved the texture GPU uploads to `WebglGraphicsDevice._uploadDirtyTextures` inside `WebglGraphicsDevice.startRenderPass`, the lightmapper stops working...

I finally managed to figure out the light baking issue. It was fixed with commit [43b99d0](https://github.com/playcanvas/engine/pull/6693/commits/43b99d05c8d2dc6032ce813add098b149edb7371). Now the thing that remains is to implement a mipmap renderer like the one...