Matt Tytel

Results 64 comments of Matt Tytel

Sigh, I need to figure out a better way to ship builds. I'm already shipping over a dozen different installers and adding a bunch of zips the mix gets complicated....

I've thought about it. I have Launchpad building Linux packages for me but for Mac/Windows I can't because building AAX plugins requires a $&#!*% iLok dongle and I don't think...

Thanks for the report. Yeah there have been some weird reports about the VST3 crashing. Looking int this. As for the scrambling, I think this is related to screen resolution...

First thought is that you might not be on our latest tracking. What version are you running? You can update by going to http://developer.leapmotion.com Then you should make sure that...

Hmm, ok that example is correct. But if I change the RGBA32F frame buffers in the 38-bloom example to RGB10A2 format. R and B are flipped. RGBA32F: ![image](https://github.com/user-attachments/assets/0ba4f5fe-e2be-449b-ab55-9244bcf3b7d4) RGB10A2: ![image](https://github.com/user-attachments/assets/489a088e-b5fc-4c19-9877-eee277776c4b)

OK, now this change seems to make both work.

@bwrsandman Sorry for the ping but I saw you've touched this format/swizzle code before. You mind taking a look? It looks like the color was only flipped when creating a...

Thanks! The bug is when creating frame buffers with createFrameBuffer and 47-pixelformats uses createTexture2D so it works fine there. To reproduce the bug change this line https://github.com/bkaradzic/bgfx/blob/b92787168f845aa3c90002c8145521b5bf4a4fd0/examples/38-bloom/bloom.cpp#L398 to use RGB10A2...

I'm not saying there's something wrong with createFrameBuffer. I just mean currently the colors are flipped when using a frame buffer with that format and not when using a texture.

@bwrsandman yeah i think you're right and there's something going on with the swizzle. It's possible that it's getting swizzled twice but I haven't spent enough time with it. @bkaradzic...