49fl

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Which leads me to a nicer high level function here: ```C libfive_vec3 libfive_tree_eval_d(libfive_tree t, libfive_vec3 p) { DerivArrayEvaluator e((Tree(t))); auto v = e.deriv({p.x, p.y, p.z}); return {v.x(), v.y(), v.z()}; }...

@doug-moen would you happen to know a quick fix for this? ``` error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 1.00 ES, and 3.00...

Nevermind, it's glsl-optimizer that's expecting a certain GLSL variant.

Agh, in the README: ``` GLSL versions 1.10 and 1.20 are supported. 1.10 is the default, use #version 120 to specify 1.20. Higher GLSL versions might work, but aren't tested...

I'm going to throw out the current code and rework it to use Khrono's SPIR-V optimizer stuff: https://stackoverflow.com/a/59770586

Bada-boom bada-bing. Optimizer is working. :) I went with https://github.com/google/shaderc which combines the things mentioned in that StackOverflow post. @doug-moen please run any heavy examples you may have privately. Everything...

My skull and phone controller things seem to run well; the skull is still noticeably a tad staggering but I dont think it was like before.

(I'll fix the CI after a few tests we do)

git://len.falken.directory/code/Scadvent.git clone this and try out Day4. Anything with repetitions like that should be noticeably better than curv without the optimizer. Edit: Day5 seems to be even more tasking

It looks like *into_preprocessed_text function doesn't do any size optimization (well it does but nothing actually noticeable) - I need to figure out how to load SPIR-V binary or assembly...