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Messages
Comments by Chillzy (Top 14 by date)
Chillzy
24-Jul-23 12:31pm
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Deleted
Thanks for the help, but I'm now currently experiencing a weird bug with the code. When I compile and run it on my IDE (CodeBlocks), the program ends in a seg fault, while when I compile and run it on onlinegdb (Online C Compiler), the program runs normally, and ends without any errors. As for the `subdivision_amount`, in the original article that was used to copy over the contents from the `vertices` and `indices` arrays over to the `tmp` arrays, and then clear what was in the original arrays, then in the subdivision loop it then fills the `tmp` arrays with the computed vertices and indices, and through the use of the `add_vertices` and `add_indices` functions, copies over the newly computed data from the `tmp` arrays, back into the origial `vertices` and `indices` arrays. I linked the original article in the post if you'd like to check it out to see what I'm talking about. Also the indices array is supposed to get filled with indexes of the computed vertices, in the original article the shape gets drawn with the indices, not the vertices (the article was for OpenGL usage).
Chillzy
9-May-23 13:48pm
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Ok, after going to a different forum, I got a correct answer, now everything's working👍
Chillzy
9-May-23 11:43am
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Just finished implementing in the noise functions, and now the problem of nothing else drawing but black is back, gonna keep on doing some research and trying different ways of implementing it.
Chillzy
9-May-23 11:07am
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Couldn't finish it yesterday because of errands but the source code from the blog just worked so I'm going to try to use it for the noise data, appreciate the help
Chillzy
8-May-23 15:48pm
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Deleted
Ok I'll look at the blog and get back to you after I finished testing it
Chillzy
8-May-23 15:18pm
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I did what you told me to, and now the image is just pure black, no variations. On the plus side though, the images are only around 8 kb now instead of 50 so that's a plus.
Chillzy
6-Apr-23 11:38am
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Deleted
I already tried changing the positions and that didn't work in my favor. Although, I would be interested to know which triangle you think is the only bugging out because it's not as straight forward as you may think it is. But drawing each of the triangles a different color is something that sounds interesting but I don't know how to do. As for forgetting to draw it, I doubt it because whenever I try to increase the draw amount, nothing more draws and sometimes, nothing draws. When I try to reduce it, some triangles don't draw. I probably should've mentioned this before, but it's not just when it is in sphere form that the tessellation works this way. When I don't normalize the coordinates and keep it an octahedron, the same triangle doesn't draw too, not just when it gets normalized into a sphere. If you want, I could share a download link to my code if you're confident you know what's wrong with it.
Chillzy
4-Apr-23 19:26pm
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I'll look into it
Chillzy
4-Apr-23 17:36pm
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Oh no I know about how the behavior is. I just used the wireframe to demonstrate where the error(s) is.
Chillzy
4-Apr-23 13:29pm
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Oh ok, forgot about that. What I want is for the ENTIRE sphere to be rendered. Right now, it's only about 80%. I want to have the section that's not being rendered to be drawn with the rest of the sphere, making it a proper sphere (in my case, an octasphere).
Chillzy
24-Jan-23 13:46pm
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Thanks for the help I'll get to researching. (Still not using C++ though but still thanks)
Chillzy
24-Jan-23 13:45pm
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Thanks for the help appreciate it!
Chillzy
24-Jan-23 12:30pm
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Currently using this website: https://learnopengl.com to get into graphics programming. I am currently on this article which uses the .push_back() function very often: https://learnopengl.com/Guest-Articles/2021/Tessellation/Height-map as you can see, all the code is in C++ and not C, which is a problem because I work in C, due to it being better than C++ (rather structs and unions than classes and templates and whatever bs C++ has to offer).
Chillzy
24-Jan-23 10:26am
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Thanks!
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