[2:03:09][@quikligames][There was a lot of chat about Wolfram expecting 1-letter variable names and interpreting rbx as r * b * x]
[2:03:23][@billdstrong][Didn't we do this math when doing the screen projection?]
[2:04:12][@Miblo][Do you think we needed an epilepsy warning there?]
[2:04:44][@pepevel][Hello, yesterday I was asking about shaders and the z-buffer. Could I rephrase the question? It will be the last time]
[2:05:00][@macielda][Maybe if you swap the order of the sum on 'tb = ...' you get an equation more similar to 'ta = ...'?]
[2:05:26][handmade_math.h: Try swapping the order of the sum in RayIntersect2()]
[2:06:03][@vaualbus][Can you show again the equation?]
[2:07:11][@zennmystic][Is the stream weekends only now or is it temp thing?]
[2:07:31][@insobot][1935 is Molly Rocket's upcoming volitional fiction game, set in the criminal underworld of New York City in the 1930s[ref
site="Molly Rocket"
page="Announcing 1935!"
url="http://mollyrocket.com/news_0023.html"]]
[2:07:37][@pepevel][As Handmade Hero is a 2D game, my idea would be to treat the z variable not as the z coordinate but as a variable that the pixel shader will use to kill hidden pixels and do alpha blending with the GPU power]
[2:10:28][@macielda][Are you doing this so you can mix perspective projection and orthographic projection for game objects?]
[2:11:31][@rooctag][Now we have the alpha issue with the 3D stuff, is this easier to fix than the 2D sort because you already know how to fix that?]
[2:13:32][@vaualbus][This could be the solutiun at least for Matlab: \[ta = -(Pax*rby - Pay*rbx - Pbx*rby + Pby*rbx)/(rax*rby - ray*rbx), tb = -(Pax*ray - Pay*rax - Pbx*ray + Pby*rax)/(rax*rby - ray*rbx)\]]
[2:17:57][handmade_render_group.cpp: Make PushBitmap() use CardRyz to set the YAxis]
[2:18:24][Run the game to see that we're surprisingly good]
[2:20:01][@macielda][It seems like @vaualbus' solution is negated in relation to yours]
[2:23:14][handmade_render_group.cpp: Enable PushBitmap() to produce a standard sprite card and run the game to see that]
[2:25:14][handmade_opengl.cpp: Temporarily make OpenGLRenderCommands() clip out all transparent pixels, and run the game]