I haven't ever heard a specific name for that behavior in Swedish, but that's not saying it doesn't exist
Posts by grapefrukt
also, angine are playing 75 live shows in the coming 220 days. that's one every three days!
much appreciated! i think the last time I went to London to see a band was the Decemberists in like 2010!
it's important to send the office elevator back down once you get up so you don't have to wait for it the next day after respawning at home.
hadn't even occurred to me to look until you asked.
sadly no. closest i think is in hamburg, a mere 300 kilometers away.
aww yiss!
This sounds cool as shit. Don't think there's any way I can make it sadly.
i'm having the very same problem, the same shoes that used to last me years now barely make it 12 months.
it sucks!
a bus stop with a pattern of arrows tightly packed, so that the negative space between the left facing arrows forms right facing arrows
our local bus/train service doesn't use the double arrow in their logo, but they do use this amazing pattern with the negative space arrows that is just *chefs kiss*
just me and my 6500K skin
an incredibly over exposed man in front of a bookshelf
i got a led panel to use for video calls.
next, maybe i should get a tan?
i was idly browsing maps and found this rune stone nearby that's named in this extremely SCP way.
shame i left my mnestics at home!
Apex Legends will let you spectate the remainder of the match from the perspective of the team that killed you (or kills them), but you have to be in the match to begin with, no pure spectating
this has been doing the rounds now in the office.
what should i go put down there to maximize the freakout when someone inevitably goes to look in the hatch?
come look yourself, i have coffee
i guess it's nice to know where the murder clowns are, should you ever need to get in touch with them!
went exploring in my office buildings basement.
found this cosy little nook.
notice how there's a nice little light coming from the completely normal hatch in the floor. i did not investigate further.
An embossed faux leather wallet with an illustration of a koala with a smaller koala on its back. It looks like the big koala has a wheel?
my kids picked up this little mini wallet thing at some yard sale.
does the big koala have a wheel?
what is going on?
I've been thoroughly enjoying this here podcast the past two years.
It's very good!
it's all a bit technical, sorry
otoh i get just one color, so ๐คท
a screenshot of eight textures in the unity editor, they all look like amorphous white blobs on a black background
it's been like a week since i mentioned how much i love a signed distance field, so we're due a preach again.
here's the 84 kilobytes of textures i'll be using to fill the entire screen with graphics for a whole level.
those are 1:1 in the image, 64x64 or smaller. i love it!
that's what i used too, plus some extra trickery to figure out if it was being rendered to a texture or not, which means it needs to flip again (computers were a mistake)
have you seen what a single sheet of plywood costs?!
ah! you were right! it wasn't flipped (which it needed to be because it's rendering to a texture for some reason).
figured out how to check and correct for that, seems to work on my machine for now at least.
i am in sort of deep waters here with the SRP, but i think the problem was that i was setting the matrices too late (or too early?)
i just now figured out a way to mess with the UniversalCameraData struct before it gets passed to rendering and that seems to work!
reading matrices from camera
setting those same matrices to the render pass
it's done in a scriptable render pass, so the data takes a somewhat circuitous path there, but here's where the data leaves unity-land and then goes back in again.
i'm feeding the matrices directly to some Unity function as view and projection separately, but somehow the ones I get from the camera end up wrong.
i've tried inverting them, but that only made things worse.
i need to render a thing as if viewed from another camera, but doing an overlay is killing performance, so i'm messing with the camera matrix. but, as a first step i'm trying to replicate the normal matrix, so these values should be the same and they're not?
i'm doing camera matrix crimes in unity, but when i manually set the view and projection matrices for my render pass i get (very similar but) wrong values.
what's going wrong here?