cinera_handmade.network/cmuratori/hero/code/code104.hmml

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[video output=day104 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Switching to Y-is-up Render Targets" vod_platform=youtube id=CfjMu8DwOnY annotator=Miblo annotator=dspecht]
[2:22][Z is kind of up in the air][quote 71]
[4:06][Recap where we left off last week]
[6:53][Take a look at handmade_render_group.h]
[7:54][Toggle off the normal mapping test code]
[8:40][Toggle on the bitmap rendering]
[10:48][Toggle off the yellow debug lines]
[12:53][Define a couple of things in handmade_render_group.h]
[17:38][Reach back into our memories to the time we were working on ResizeDIBSection]
[19:08][Flip the sign of Buffer->Height]
[20:19][Walk through the functions in handmade_render_group.cpp]
[23:57][Arrive at GetRenderEntityBasisP and change it to handle X and Y symmetrically]
[25:22][Introduce TODO(casey): ZHANDLING]
[26:10][Continue walking through the functions and remove any instances of Y negation]
[27:07][Take a look at how Align is computed at asset loading time and introduce SetTopDownAlign]
[29:58][Blackboard: Flipping the Bitmap alignment]
[31:15][Write SetTopDownAlign]
[33:02][Pop back over to handmade_render_group.cpp]
[33:46][Check it out in-game]
[34:16][Load the bitmaps bottom-up]
[36:18][Check it out in-game]
[37:13][Fix the jump direction]
[39:20][Fix the bitmap alignments (for now)]
[41:49][We are back to parity]
[43:06][Take a look at the GroundBuffer sorting]
[46:07][Flip the sign of ChunkOffsetY in FillGroundChunk]
[46:31][On the importance of focusing on whatever it is that you're focusing on, and to know when to stop and correct things]
[48:27][Casey thinks we're in good shape there]
[49:07][Q&A][:speech]
2017-12-24 00:16:27 +00:00
[50:51][@chronaldragon][Q: Has this work fixed the normal map issue or will we need to address that specifically?]
[51:46][@tloch14][Do you think that making the Y component to be bottom-up will also help make sense of game mechanics like gravity?]
[52:34][@glasses_boy][Will we be implementing a matrix/affine transform in order to handle changes to coordinate systems?]
[53:01][Blackboard: Multiplying an incoming vector by a matrix]
[58:25][Blackboard: The homogeneous matrix][quote 72]
[1:01:40][@pseudonym73][The mods had a lot of work to do today, just so you know]
[1:02:05][@stiegosaurus][Casey, maybe I missed it, but when will the Z ordering be done to visually correct sprites in front and behind the character?]
[1:02:41][@pseudonym73][It's more correct to call that the "translation part". The entire upper part is affine]
[1:05:17][@chochmah][When you exit the program, Visual Studio says that there are about 8 threads terminated. Is there more than one thread in Handmade Hero right now?]
[1:07:15][@cubercaleb][Would it be possible to have the renderer set up so the world curves back as you move along the Y-axis?]
[1:10:44][Go ahead and end][:speech]
[/video]