Title: Fragmentarium 3DickUlus - Notes & Suggestions Post by: Patryk Kizny on May 31, 2015, 09:23:41 PM Hey,
A few suggestions on working with current build. The list will grow. Easy to do, add so much to the UX UI Tiny Things * Play button could play from start. At the moment when playhead is on the end you need to manually scrub back to start * [spacebar] shortcut to toggle playback * Loop play option * Saving window positions on quit * saving custom buffer size and setting on quit * centering the buffer image + black background * Save buffer + autoincrement filename Features - Linear camera interpolation would be handy. With simple camerawork current splines are headacke :) Title: Re: Notes and suggestions - V1.0.6 3dickulus build Post by: 3dickulus on May 31, 2015, 10:33:49 PM [spacebar] and loop options sound reasonable...
uhm... it does have a rewind button ;) under linux it remembers window size/position and many settings it does save buffer and autoincrement filenames when creating images, when adding keyframes, when saving frags (check "High Resolution Render" dialog) etc. camera stepping can be adjusted larger or smaller with the mouse wheel and shift key (click in render window), it's manual for now ;) PS tnx for the input :beer: Title: Re: Notes and suggestions - V1.0.6 3dickulus build Post by: 3dickulus on June 05, 2015, 03:24:47 AM Now the exe on my website (http://www.digilanti.org/fragmentarium/) has [spacebar] enabled for animation play/pause and I added a preferences switch for endless looping ;)
thanks again for the suggestion :beer: Title: Re: Notes and suggestions - V1.0.6 3dickulus build Post by: Patryk Kizny on June 07, 2015, 11:39:14 AM Thanks for incorporating my suggestions.
With the buffer I meant being able to export the temporary buffer automatically (autosave or just a plain save button) without need for hitting hires rendering. That helps you browse the history easily while you're searching for the holy grail. If it saved settings along, would be lovely. Ideally that would look like an interactive history of looks/presets. I worked with other softwares that have it and find it extremely useful. Title: Re: Notes and suggestions - V1.0.6 3dickulus build Post by: 3dickulus on June 07, 2015, 12:53:36 PM Thumbnails in the presets list? can also save params in image comment/description if the format supports it.
I have thought of moving the "Preview" feature from the HiRes dialog to the main window just to the right of the "SubframeMax" spinbox and adding a save button to the preview window, selecting this Preview button will render an image say 4x the current buffer dim, unless in full screen mode then just save the current buffer. right now my interest is in making the path points selectable and then movable with the mouse and getting network distributed rendering working. Title: Re: Notes and suggestions - V1.0.6 3dickulus build Post by: Patryk Kizny on June 09, 2015, 04:52:58 PM Sure, makes sense.
As I pointed earlier - can you somehow add linear keyframes interpolation for the camera? Very often I want to render simple moves from point A to point B. In such case the catmull algorithms are not perfect as it adds overshoot and making a plain simple camera move is just not possible. Also, if you're into messing with the controlpoints in the viewer window, that would be very desireable to add click on fractal to focus option. Title: Re: Notes and suggestions - V1.0.6 3dickulus build Post by: 3dickulus on June 10, 2015, 03:36:57 AM two points = not good spline
move the camera press F8 then <enter>, repeat as necessary, the trick is to use at least 3. no moving controlpoints with the mouse, too hard to patch in, for now, when you select a keyframe from the pulldown list it will automatically block-mark the text in the editor, you can then move the camera to a new location and hit F8, it will sense the name and replace the marked keyframe with a new one, that's it because that's all I need to get what I want out of it. still bugs to fix before I look at anything else, but do feel free to look at the source and offer a patch. Title: Re: Notes and suggestions - V1.0.6 3dickulus build Post by: Patryk Kizny on June 14, 2015, 04:20:26 PM Here's one more UI suggestion. Would make UI wy more user friendly and workflow smoother.
I started adding presets manually and then deleting everything say except for light or camera. In the parameters tab there's a few buttons to reset group / lock / unlock It would be fantastic to have 'Add Preset' button here that would add preset including only parameters from the tab. The global add preset from current settings could display a modal window with a set of checkboxes to include or exclude selected parameters groups. Title: Re: Notes and suggestions - V1.0.6 3dickulus build Post by: Patryk Kizny on June 17, 2015, 04:08:22 PM 1/
An improvement suggestion on the parameters window - I discovered that very often the controls are being laid out in a random and unpredictable order. It does not follow declaration nor alphabetical order. Would be cool to add some sort of sorting to it, so that at least the sliders and other controls would appear in the same arrangements every time. Grouping or labeling within tabs would be good too. 2/ If certain uniform+controls declarations are commented in the GLSL code they're still being included in the UI. Same happens for #ifdef statements followed by the UI controls for parameters Title: Re: Notes and suggestions - V1.0.6 3dickulus build Post by: Patryk Kizny on June 28, 2015, 09:55:57 PM Would be very handy to include aspect ratio and/or custom viewport settings in presets.
That way we coyuld preserve the intanded framing when sharing frags. Title: Re: Notes and suggestions - V1.0.6 3dickulus build Post by: 3dickulus on July 08, 2015, 08:23:17 AM I do like all of these ideas and I have seen/used these things in other softwares.
if the thumbnail image can have a comment embedded with the fragfilename and settings, it would be a great way keep presets organized ;) Title: Re: Notes and suggestions - V1.0.6 3dickulus build Post by: Patryk Kizny on July 14, 2015, 12:38:22 PM I can confirm saving window positions on exit does NOT work neither on a MAC OSX nor Win 7.
Title: Re: Notes and suggestions - V1.0.6 3dickulus build Post by: 3dickulus on July 14, 2015, 03:26:31 PM oh well :-\ it works perfectly on linux ;)
Title: Re: Notes and suggestions - V1.0.6 3dickulus build Post by: Patryk Kizny on July 24, 2015, 05:57:26 PM Few more bugs noticed:
1) I can never animate an int slider 2) I can't create an ivec3 slider. 3) Really annoying, but I guess it is something coming from QT - when I want to type in an value into textfield next to slider it after each keystroke it parses the value and pads it automatically so it is not possible anymore to enter next digit. You have to select next digit manually, delete it and then type again. 4) It looks like #Ifdef statements are not honored at all when within #vertex segment Title: Re: Notes and suggestions - V1.0.6 3dickulus build Post by: 3dickulus on July 25, 2015, 05:17:18 AM 1> so far I don't know of any int slider that I need to animate, give me the name and I will look at it.
2> int vec3 (see 1^) do you have an example? 3> not from Qt!!! this is also the case in the original version, I usually copy and paste the whole value or the modifications I am making only require small one time changes. part of this is the way the variable editor and main event loops work together to keep the screen in sync with changes. This bugs me too and should be higher on the priority list of things todo. edit:looking at this right now... a vec3 should be cast to ivec3 by the compiler when assigned in shader Code: uniform vec3 Offset; slider[(0,0,0),(1,1,1),(500,500,500)] this should be able to animate. Title: Re: Notes and suggestions - V1.0.6 3dickulus build Post by: 3dickulus on July 25, 2015, 06:06:01 AM FIXED:
3) Really annoying, but I guess it is something coming from QT - when I want to type in an value into textfield next to slider it after each keystroke it parses the value and pads it automatically so it is not possible anymore to enter next digit. You have to select next digit manually, delete it and then type again. in file VariableWidget.h line 56 connect(spinner, SIGNAL(editingFinished()), this, SLOT(spinnerChanged())); line 92 void spinnerChanged() { line 172 connect(spinner, SIGNAL(editingFinished()), this, SLOT(spinnerChanged())); line 183 void spinnerChanged() { these lines are all that is needed to make ALL float/int input boxes trigger update only when <ENTER> is pressed or the widget looses focus :D will be in the next posting of source and exe files at digilanti.org/fragmentarium/ ... comming soon ;) @PK tnx for pushing the issue :beer: edit:ok it's a tad more complicated than that but I do have it working nice ;) Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: Patryk Kizny on July 25, 2015, 04:29:50 PM For example I wanted to animate int frame slider (since time wasn't reliable).
Another case - I needed a few params to tweak the matrix transformations on a vector. Just to dynamically multiply by -1/0/1. Ivec3 would be handy but did not work. Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: 3dickulus on July 26, 2015, 04:09:01 AM When adding things to Fragmentarium source I try to consider "How does this help me explore fractals?" the weight of the answer determines how much the idea will dominate my tinkering with the code.
Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: Patryk Kizny on August 02, 2015, 07:36:56 PM I think there's a few bugs probably introduced when the spacebar toggle feature was added.
Step by step: 1. Start fragmentarium, defaults to progressive mode, select a preset. --> At this step [stop] button won't stop the subframes increments 2. Switch to animation mode and apply an animated preset --> [stop] button does not stop animation. You need to hit spacebar to stop toggle. --> [play] button does not start animation either. --> [<<] button wont rewind to first frame. 3. Switch back to progressive Now it is not possible to have subframe buffer increment at all. Play button won't work. Sometimes it works if you click on buffer image and drag Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: 3dickulus on August 02, 2015, 08:36:10 PM check the date of the most recent package v1.0.9 on my website, yours must be pre Aug 01
has nothing to do with the spacebar play/stop toggle, this happened while getting some things straightened out with scripting and I forgot to put it back Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: Patryk Kizny on August 02, 2015, 09:01:01 PM I must have missed the minor change. The latest build fixed that, thanks.
Another handy UI suggestion - doublclicking the slider's handle could reset UI widget to default. Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: 3dickulus on August 02, 2015, 09:10:53 PM no
Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: Patryk Kizny on August 05, 2015, 09:50:03 PM I noticed Frag does not behave as expected regarding one aspect - properly interpreting #ifdefs.
It looks like it ignores them for clreaing UI widgets. Say: Code: #ifdef USE_BACKGROUND Regardless of whether I use the #define USDE_BACKGROUND or not, it always adds the sliders on build. Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: Syntopia on August 06, 2015, 12:29:26 AM The way I originally implemented the GLSL -> widget thing, was to scan the script for these special uniform lines. This scanning process does not respect #ifdef's. That is probably still the same.
Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: 3dickulus on August 06, 2015, 04:48:25 AM yes, the magic of converting to shader program is not something I messed with.
Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: Patryk Kizny on August 06, 2015, 11:37:47 AM Ok, would be handy to add it if its not a problem.
As the code grows and one focuses on efficiency and optimization it looks like a good idea to use IFDEFS rather than if statements and it would be good if UI responded to it. In my version of the raytracer it's already pretty crowded there so hiding unused tabs would be of value. Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: 3dickulus on August 06, 2015, 03:25:45 PM you could just comment them out :-\
Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: Patryk Kizny on August 20, 2015, 02:56:03 AM Here's one more thought.
Currently I think it is not possible to add include paths to network drives. I guess this is because Frag seems to be taking all strings as relative to Frag folder. Would be nice if it was possible. Please consider this (and all the stuff above) a suggestion for consideration, not a 'want it now' feature request. Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: 3dickulus on August 20, 2015, 03:24:28 AM here I use full path and it seems to load files from anywhere but I don't have network drives,
for included files it searches first in the folder you loaded the frag from then looks for includes folder relative to the executable, if you can load a frag from network drive it should look there first for included files. PS: you can set the default search path by selecting the menu item Edit->Preferences Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: Patryk Kizny on August 24, 2015, 02:26:05 PM Quote I have just updated the files on my website, all you need is the exe-only zip file, preserve your current exe's by renaming or moving before putting the new ones in their place just in case. this update should run smoother on both nV and AMD, post a note in the threads if you have any problems or successes. On NV this works, but I don't see a significant boost. On the wicked machine with R9280 it works as expected. What's weirdest is that now 1.09 and earlier versions work too! And I did not touch windows or drivers. Pretty weird. However, I am not sure if it is this version on matter of moving to NV, the compiler sees to behave unpredictably, sometimes boasting 2 minutes compile time and sometimes falling out of memory errors. My frags have grown a bit, but not enormously and this is a 32GB Ram and 12GB VRam machine. And it's sort of random - same frag sometimes would compile in 500ms and sometimes it gets stuck. Is there any way of troubleshooting that? i.e. some sort of insight into what tasks take that much time and what are the parts where the compiler gets stuck? Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: 3dickulus on August 24, 2015, 03:37:24 PM the compiler is on the gfx card, no matter how much ram the host machine has the gfx card only has a finite space for native code and variables,
for instance the _Dirt_01 frag generates 3099 lines of assembler with 138 variables compiles in 235ms on my machine but I don't see textures :( Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: Patryk Kizny on August 24, 2015, 04:32:05 PM The screen you posted shows the limits of GPU? Where can this be found?
Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: 3dickulus on August 25, 2015, 02:49:04 AM that data is for my nVidia card, you should be able to find the specs for any card on the nvidia website or just google <card name> specifications
this is included as part of the linux KDE desktop under System Programs menu, it's called KInfoCenter, look it's menu Graphical Information -> OpenGL Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: Patryk Kizny on October 15, 2015, 09:52:24 PM There's one more feature that I beg for, at last until we have a nice set of graph keyframes editing.
I Would love to learn about some sort of tweak or update that would allow me to trigger multiple uniform parameters animations with F7. I can understand handling overlaps could be tough (although maybe not? Just sotre a bunch of meta-variables, animate and sum on output?), but at least if I could do it sequentially add animation one after another (so no overlaps, say 1st one goes from frame 1 to 25, next 26 to 50 etc). Priceless. Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: 3dickulus on October 16, 2015, 04:15:07 AM not quite sure what you mean :hmh:
currently you can animate almost every parameter in the variable editor (tabs with sliders) all at once if you really want to, the "easing curves" get saved when you create a keyframe (F8) named "Range-nnn-nnn", it can be just the word "Range" too, the "nnn-nnn" is just for reference and has no relevance in the program. So, using F7 and F8 you can create as many as you want covering any number of ranges within the total length, to make them all active at once you need to apply them all or cut/paste them all into one master "Range" preset. I also added applyPresetByName(String) to the fqScript commands for v1.0.13 :D Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: 3dickulus on October 16, 2015, 06:07:01 AM maybe this will help...
we have a 200 second animation @ 25fps and want to use easing curves for fade in and fade out for the first and last 25 frames using F7 with Brightness slider selected we apply a 25 frame transition from 0 to 1 then using F8 we create a preset named "Range-fade-in" Code: #preset Range-fade-in Code: #preset Range-fade-out keeping them separate helps when tuning in the settings or getting used to the interface, to apply them both when the animation runs create a Range preset with both easing settings lines and name it "Range-fade-in-out" Code: #preset Range-fade-in-out apply this preset before rendering files or add these easing curve settings lines to the Default preset to enable them when the fragment is loaded currently you can't apply easing to the same variable more than once ie:using Brightness for both fade in and fade out, unless they are in separate Range presets, and the same variable can't overlap ranges, these can be setup in Fragmentarium and later applied in the right sequence and at the right time via fqscript. When applying separate Range presets via fqscript you can use the same variable for fade in and fade out. I think what you are asking for is already there ;) Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: Patryk Kizny on October 16, 2015, 02:02:49 PM Thanks,
What I figured out for myself: - take a uniform you want to animate, replace it with a non-uniform variable - create say a vec4 slider plus some expression to put all the components back into the variable above (sum or multiply or anything more sophisticated) - voila, you have 4 uniforms to animate controlling the same thing. Works, but as the animation grows this is becoming really hard to manage. Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: 3dickulus on October 17, 2015, 01:50:21 AM so 4 values attenuated/merged via specialized function that outputs a single value... interesting, can you show us a working example/mini-tutorial?
Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: Patryk Kizny on November 01, 2015, 01:23:10 PM Here are 2 latest bug reports (1.0.13, but present also earlier)
1) When there are a few texture uniforms present and at least two of them point to the same source file, strange things happen and it does not seem to work properly. Cleaning texture cache sometimes helps, but still it does not work as expected. 2) in the file map browser there's an UI bug on windows. There's a bunch of acceptable file extensions including .jpg and .hdr. The problem is that on the list instead of .hdr there's hdr (no dot) shich causes the filetr to fail. So to pick an HDR file you need to filter to *.* and pick and HDR file. Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: 3dickulus on November 01, 2015, 07:04:14 PM v1.0.13 is not supported
As of this writing v1.0.14 is available as source code only, I will not be making windows binaries until I am confident my w!ndoz machine is virus free :rotfl: Hopefully someone from the community will provide one. 1) will look into it 2) typo Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: 3dickulus on November 05, 2015, 03:21:01 AM 1) my tests with v1.0.14 seems to be fine with using the same source file for different uniforms
2) fixed ty PK Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: Patryk Kizny on November 08, 2015, 03:22:01 PM Often it happens that even though I clear tex cache, it says on the next compile that it found some textures in cache.
No maps larger than ~4K across load. (and my GPU is not a factor here - I got 12GB Vram). That causes then problems with maps and caches. Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: 3dickulus on November 08, 2015, 08:07:39 PM in my case with GTX760...
Code: Max Texture Dimension Sizes 1D=(65536) 2D=(65536,65536) 3D=(4096,4096,4096) if 4096 is your upper limit then it may be getting mapped as a 3D texture or stored in const mem? for a definitive answer add these lines to the initializeGL() function in DisplayWidget.cpp , recompile and run from a terminal... Code: int s; Code: GL_MAX_TEXTURE_SIZE = 16384 I don't think it matters how much ram, these limits are processor limits, more ram just means you can have more textures not bigger textures. You must also account for pixel size ie:RGB RGBA, 8 or 16, F or I etc... I don't think this is a Fragmentarium problem, I will look into the cache clearing issue though. Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: 3dickulus on November 10, 2015, 05:10:51 AM @Patryk: I found a bug with something I added, as per your request for a "Copy Group" button in the uniform tabs :embarrass:
when using "Copy Group" to clipboard and then "Paste Settings" the FloatColorWidget values get mixed up, oops, for now don't copy and paste FloatColorWidgets, that's the slider+spinbox+colorchooser combo widgets in the variable editor tabs :angry: really sorry if this bug has caused any problems, fortunately it doesn't seem to have affected creating presets or saving settings. Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: Patryk Kizny on November 10, 2015, 01:20:27 PM Wow! That's cool, cause yesterday I was thinking about reminding you of it. Really need it, especially I am putting together a 'project framework' to share with the community including some building blocks and includable fractal formulas plus a mixer for them. Not all people using frag are comfortable coding so I am trying to make a flexible fractal mixer that will make it easy to create simple hybrids.
Priceless! Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: Crist-JRoger on November 10, 2015, 04:20:29 PM Wow! That's cool, cause yesterday I was thinking about reminding you of it. Really need it, especially I am putting together a 'project framework' to share with the community including some building blocks and includable fractal formulas plus a mixer for them. Not all people using frag are comfortable coding so I am trying to make a flexible fractal mixer that will make it easy to create simple hybrids. For the umpteenth time I've noticed that you're reading my mind. Good luck! I am looking forward to what will happen :dink:Priceless! Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: Patryk Kizny on November 14, 2015, 02:27:04 PM Since there's already a 'copy group' option, I would suggest can we add subpresets - i.e. presets only for the groups?
Would be very handy. Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: 3dickulus on November 14, 2015, 07:15:55 PM A preset can contain a subset only and is still valid
you can delete the ones you don't want try "Copy Group" and paste in the text editor as the body of a preset, "build" and apply new preset With two or more tabs/frags open you can "Copy Group" in one and "Paste Settings" in another the "Paste Settings" function will paste text from any where does not have to be a complete set what ever is currently in the clipboard buffer and will try to interpret the lines as settings. but I have a feeling you are after something like this... Code: #preset breakupandisolate I may add "Group to preset" button ;) I have seen some people's fragments with NO Default preset, although this works it is NOT recommended, the Default preset should contain ALL uniforms used in a fragment that are intended to be available in the user interface, this includes uniforms from all other #include-d fragments. Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: Patryk Kizny on November 14, 2015, 07:25:02 PM I know I can do presets only for subsets in the main presets selector.
I was thinking about a separate drop-down UI widget in the group to call presets only for that group. Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: 3dickulus on November 14, 2015, 07:39:18 PM hmmm... that functionality exists as described above, I do not want to write "preset tracking" on a group by group basis, the code base is already very complex and I think that would just amount to too much clutter for my little brain to manage, I am just barely managing as it is, bugs, typos, flakes (bad coding practices) still get through because I just don't have the time and resources to exhaustively test everything against everything to make sure all is playing nicely together, so far so good, v1.0.15 will fix a few of these that I have found but probably have not even been noticed by users that just want to explore.
Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: Patryk Kizny on November 17, 2015, 06:44:59 PM Just a question - I think I could have reported that earlier.
Is there any particular reason I can't use bitmaps wider than 2K pixels? Can you fix it in the upcoming releases? I'd love to use really large maps for backgrounds. Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: Patryk Kizny on November 17, 2015, 07:34:06 PM I can also confirm that there is some mess with the maps. Please see attached the tracer I am using.
The map for background seems to be working randomly. Most of the time Frag does confuse file references and as a result, the texture being used for BgMap comes from EnvMapDiffuse or EnvMapSpecular. Sometimes if I want to display a map for background, the only way is to assign it to all 3 file slots I have in my raytracer. I don't think it's related to the code I am using, looks like there's something messed internally. What also happens is that a correct map for background seem to be assigned only right after clearing texture cache, but even without any changes, the next compile messes maps. BgMap references are in lines 483 - 540, particularly 510 in the DE-PK-1.3.frag. Other maps used are referenced in 925 onwards. Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: 3dickulus on November 18, 2015, 03:37:12 AM again I stress that all required files should be included...
try putting your maps in Test-2_Files folder and make sure the sampler widget only has the filename without the full path (yes this could use some work so users don't have to worry about it, like stripping path from name and gathering all maps together automatically when saving frags, I'm sure it finds the maps when running on your system) when I load Test-2 after fixing the filenames in the preset... Code: Added texture: BgMap -> /home/uname/Fragmentarium/Examples/Include/Ditch-River_2k.hdr and Help->Clear Texture Cache... Code: Removing texture from cache: /home/toonfish/Fragmentarium/Examples/Include/Ditch-River_2k.hdr after clearing textures and building script I get segfault :hmh: yes needs some work :angry: but I have to figure out if it is internal (C++ side) or due to the errors that show up at frag compile time. so... when I remove #include "Presets-Camera-Z-Up.frag" and set the filenames in the Default preset to files that actually exist Fragmentarium-1.0.15 behaves the same as Fragmentarium-master (original version) no segfault and clear cache seems to work. From this I deduce that the problem is with "Presets-Camera-Z-Up.frag" and maybe the "might be used before being initialized" and all the "implicit cast from..." warnings. if you can correct these warnings and put the maps in the Test-2_Files folder I will be able to test... edit: include the Milkyway_preview.jpg file too please. tip: setting eye or target 0,0,0 is not a good idea. afaik 0 axis has always been problematic with DEs Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: 3dickulus on November 19, 2015, 06:45:04 AM Just a question - I think I could have reported that earlier. Is there any particular reason I can't use bitmaps wider than 2K pixels? Can you fix it in the upcoming releases? I'd love to use really large maps for backgrounds. the limit was imposed only on EXR images due to gfx card limits, I can remove the test, I understand that with GL 4.4+ sparse textures makes the limit meaningless ??? but for compatibility with older cards I would like to leave it. have you tried other format images as textures larger than 2048? I imposed no limit for jpg png tga bmp etc... if you find they have the same problem then I don't think there is anything I can do about it as it's imposed in areas of code I don't have control over like Qt, GL, System libs, etc... Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: Patryk Kizny on November 19, 2015, 01:17:27 PM It's same for JPGs and other formats.
Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: 3dickulus on November 19, 2015, 03:24:53 PM very odd, I just tested a 3840x2160 jpg texture and it seems fine :hmh: v1.0.15
Title: Re: Fragmentarium 3DickUlus - Notes & Suggestions Post by: Tim Emit on January 06, 2016, 07:32:40 PM Really interesting thread, thanks and thanks 3d for all the hard work. I will work my way through it and try to get to grips. : ) |