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call "c:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\Common7\Tools\VsDevCmd.bat" -arch=x64 | |
cd aseprite | |
git reset --hard | |
git clean -xfd | |
git pull | |
git submodule update --init --recursive | |
mkdir build | |
cd build | |
set SKIA=d:\Projects\Tools\asesprite_deps\skia | |
set NINJA=d:\Projects\Tools\ninja\ninja.exe |
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Need this stuff lots of times, so here's a collection of line drawing algorithms. | |
http://www.flipcode.com/archives/Raytracing_Topics_Techniques-Part_4_Spatial_Subdivisions.shtml | |
http://archive.is/a7xIV#selection-1221.0-1371.47 | |
static void RasterizeHeightFieldLine(const TPoint& p0, const TPoint& p1, int thickness, const std::function<void(int, int)>& atPointCallback) | |
{ | |
int x1 = (int)p0.x; | |
int y1 = (int)p0.y; | |
int x2 = (int)p1.x; |
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/* | |
* Copyright 2011-2017 Branimir Karadzic. All rights reserved. | |
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause | |
*/ | |
#include "common.h" | |
#include "bgfx_utils.h" | |
#include "imgui/imgui.h" | |
namespace |
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#include "clang/AST/ASTConsumer.h" | |
#include "clang/AST/RecursiveASTVisitor.h" | |
#include "clang/Frontend/CompilerInstance.h" | |
#include "clang/Frontend/FrontendAction.h" | |
#include "clang/Tooling/Tooling.h" | |
#include "clang/Tooling/CommonOptionsParser.h" | |
#include "llvm/Support/CommandLine.h" | |
using namespace llvm; | |
using namespace clang; |
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Example visibility "job" for one camera: | |
- Double bufferred Vertex buffer - vertex declaration (ouput position xy, center, extents, rotation, color - object id) | |
- Double bufferred Render texture where each "vertex job" writes its result | |
- Vertex shader constants - view planes | |
- Vertex shader checks visibility based on view planes and outputs result color (object id) to pixel shader | |
- glReadPixels the result | |
Problems: | |
- Will it render and ouput correctly? | |
- CPU/GPU latency |