Atomic Ivy MMO - GPU Texture Sampling Math Is Wrong

The tile shader in Atomic Ivy MMO has a bit of a bug in it....


One Of These Videos Is For Vertical Monitors ( or phones ).
The other is for Horizontal Monitors. If you are really clever, you can turn your
phone sideways to make it a horizontal monitor.



    Video Footage From :
    Atomic Ivy MMO Tutorial Series - Video #206

    After creating a set of debug functions in our
    KonamiC ( Konami Code ) system, I found that only
    the "7" key resulted in any visible feedback.

    The key that should have been filling EXACTLY ONE
    LEVEL PACK appeared to be filling ALL NINE LEVEL PACKS.

    Realizing that it was only the top corner level pack
    being edited that resulted in visual feedback from
    the shader, I decided to try to set tiles in the
    first level pack...

    Turns out...

    I can only see tiles if they are set in the FIRST LEVEL
    of the FIRST LEVEL PACK. We have a 3x3 grid of
    levelpacks loaded into the game. Debug functions
    bound to the numpad keys neatly map to those
    nine(9) level packs.

    I am very tired...

    I am certain the problem is on the GPU RENDERER side.

    The mirroring of all level data into every single
    level in "THE DUM" tells me so. Because there is
    no way in hell I screwed up my "put tile" function
    to such a magnitude.

    The shader must be forgetting to apply a translation
    when it samples from the texture, or the translation
    is the wrong magnitude.

    -KanjiCoder

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