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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