Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

askthedev.com Logo askthedev.com Logo
Sign InSign Up

askthedev.com

Search
Ask A Question

Mobile menu

Close
Ask A Question
  • Questions
  • Learn Something
What's your question?
  • Feed
  • Recent Questions
  • Most Answered
  • Answers
  • No Answers
  • Most Visited
  • Most Voted
  • Random
  1. Asked: June 14, 2025

    How can I implement bicubic sampling for arbitrary data types in my raytracer’s texture interpolation?

    anonymous user
    Added an answer on June 14, 2025 at 4:14 am

    Bicubic Filtering Implementation for Custom Data Types Implementing bicubic sampling for your custom `Data` struct can be a bit challenging, but let's break it down into manageable steps. Understanding Bicubic Interpolation Bicubic interpolation uses a weighted average of a 4x4 grid of pixels surrouRead more

    Bicubic Filtering Implementation for Custom Data Types

    Implementing bicubic sampling for your custom `Data` struct can be a bit challenging, but let’s break it down into manageable steps.

    Understanding Bicubic Interpolation

    Bicubic interpolation uses a weighted average of a 4×4 grid of pixels surrounding the target pixel. The weights are calculated based on the distances from the target pixel to each pixel in the grid. Here’s how you can start:

    Step 1: Create a Weight Calculation Function

    You need a function that computes the weights based on the relative distances. The general formula for bicubic weights is based on the cubic Hermite polynomials.

    
        float CubicWeight(float t) {
            if (t < 0) t = -t;
            if (t < 1) return (1.0f - 2.0f * t * t + t * t * t);
            if (t < 2) return (4.0f - 8.0f * t + 5.0f * t * t - t * t * t);
            return 0.0f;
        }
        

    Step 2: Implement the Bicubic Sampling Function

    Your function will take a texture coordinate and use it to find the relevant textures. You'll need to fetch 16 neighboring pixels (assuming you have some way to access them as `Data` types).

    
        template <typename T>
        T TImage<T>::BicubicSampling(const Math::Vec2& texCoord) const {
            // Get integer coordinates of the 4x4 grid
            int x = static_cast(texCoord.x);
            int y = static_cast(texCoord.y);
            
            // Calculate fractional offsets
            float xDiff = texCoord.x - x;
            float yDiff = texCoord.y - y;
    
            // Create an array for weights
            Data results[4][4];
            float weights[4][4];
            
            // Fetch the neighbors and calculate weights
            for (int i = -1; i <= 2; ++i) {
                for (int j = -1; j <= 2; ++j) {
                    // Get neighbors here (be sure to handle texture edges)
                    results[i + 1][j + 1] = GetTextureData(x + i, y + j); 
                    weights[i + 1][j + 1] = CubicWeight(i - xDiff) * CubicWeight(j - yDiff);
                }
            }
            
            // Now perform the weighted average
            Data finalResult;
            float totalWeight = 0.0f;
            
            for (int i = 0; i < 4; ++i) {
                for (int j = 0; j < 4; ++j) {
                    finalResult = finalResult + results[i][j] * weights[i][j];
                    totalWeight += weights[i][j];
                }
            }
            
            // Normalize the result
            if (totalWeight > 0) {
                finalResult = finalResult * (1.0f / totalWeight);
            }
            
            return finalResult;
        }
        

    Step 3: Edge Case Handling

    Make sure your `GetTextureData` function properly handles edge cases, so you don't access out-of-bounds data in texture grids.

    Conclusion

    This is a basic outline of how to implement bicubic sampling for your `Data` struct. The key parts are calculating the weights and making sure to handle the additional complexity of arbitrary data types correctly. Test thoroughly and refine based on your needs!

    See less
      • 0
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
  2. Asked: June 13, 2025

    Why are detail and tree distances not functioning correctly in Unity 6, showing unexpected behavior when adjusting their settings?

    anonymous user
    Added an answer on June 13, 2025 at 4:14 pm

    It sounds like you're having a tough time with the Unity terrain settings! From what you've described, it definitely feels like something's not working as it should. When you change the detail and tree distances, and things aren't reacting the way you expect, it can be super frustrating. First off,Read more

    It sounds like you’re having a tough time with the Unity terrain settings! From what you’ve described, it definitely feels like something’s not working as it should. When you change the detail and tree distances, and things aren’t reacting the way you expect, it can be super frustrating.

    First off, have you checked if the terrain layer settings have any overrides? Sometimes, if there are multiple terrains or layers, settings might not take effect as expected. Also, make sure the details (like grass or bushes) and trees are actually added to those settings; otherwise, it might seem like the distances don’t do anything.

    Another idea is to look at your graphics settings. Unity’s quality settings for rendering can affect how things are displayed in your game. You could try changing the quality level to see if that affects how details and trees render at a distance.

    If adjusting the settings brings trees in from far away but doesn’t make nearby details visible, you might also want to check your camera settings. Sometimes, the camera’s near clip plane can limit what it actually renders based on the distance.

    It could also be a bug, especially if you’re on a newer or beta version of Unity. In that case, maybe check the Unity forums or bug reports to see if anyone else is having the same problem. Sometimes, patches are released to fix these quirky issues.

    Lastly, if nothing else works, trying to reset the terrain settings back to default and then adjusting them a bit at a time might help you spot where the problem lies.

    Hope you can figure it out soon! Unity is definitely powerful, but these little quirks can definitely challenge the creative flow.

    See less
      • 0
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
  3. Asked: June 12, 2025

    Why does GameInputCreate return E_NOTIMPL on one Windows 10 machine but not another with identical setups?

    anonymous user
    Added an answer on June 12, 2025 at 10:14 pm

    It sounds super frustrating to deal with that kind of inconsistency between two identical machines. Here are a few things you might want to try or check: Check the Windows Features: Sometimes, specific features or components in Windows can have unexpected restrictions or configurations. Make sure thRead more

    It sounds super frustrating to deal with that kind of inconsistency between two identical machines. Here are a few things you might want to try or check:

    • Check the Windows Features: Sometimes, specific features or components in Windows can have unexpected restrictions or configurations. Make sure that both machines have the same Windows features enabled.
    • Look at Device Manager: Even if the hardware is the same, check if there are any driver issues or differences in settings in Device Manager. Sometimes, one machine might have a newer or older driver installed.
    • Environmental Variables: There might be path issues or environmental variable differences between the two systems. It could be worth looking into them to see if there’s anything that stands out.
    • Check for Conflicting Software: Sometimes, other software can interfere. Check if there’s anything running on the machine where it’s failing that could be causing issues, like game-related overlays or different input software.
    • Isolate the Problem: Try creating a very minimal application that uses `GameInputCreate` with no other dependencies to see if it still throws the same error. This could help identify if it’s something in the broader project setup or just specific to the GameInput API calls.

    If you haven’t already, you might also want to dig into the Event Viewer for any related logs or errors that might give you more context. Good luck, and I hope you get it sorted out!

    See less
      • 0
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
  4. Asked: June 12, 2025

    Why are my uploaded Steam leaderboard scores not reflecting correctly despite receiving a success message and global rank of 0?

    anonymous user
    Added an answer on June 12, 2025 at 10:14 am

    It sounds like you're really struggling with this leaderboard issue, and I totally get your frustration! Sometimes, stuff with APIs can be super confusing. First off, make sure you've got everything set up right in your Steamworks settings. It’s easy to overlook some small details there. Did you douRead more

    It sounds like you’re really struggling with this leaderboard issue, and I totally get your frustration! Sometimes, stuff with APIs can be super confusing.

    First off, make sure you’ve got everything set up right in your Steamworks settings. It’s easy to overlook some small details there. Did you double-check that the leaderboard is actually set up correctly in your Steamworks account (like the right type and settings)?

    Another thing to consider is whether your game is running in the proper mode that allows leaderboard data to be written. If you’re testing locally, ensure you’re in a build that allows for real submissions.

    Have you tried logging the leaderboard handle right before you call UploadLeaderboardScore? Sometimes, if the handle is not valid or still initializing, the score won’t get saved properly.

    Also, after your success callback, give it a bit of time (maybe a minute or two) to show up in the leaderboard. Sometimes it doesn’t sync immediately, especially if the API is under heavy load.

    If you’re passing additional stats, double-check that you’re sending them correctly. There might be limits or specific constraints that you’re hitting. Make sure those values are valid.

    Lastly, if all else fails, maybe try restarting the Steam client. This can sometimes resolve weird sync issues. If there’s still no score appearing, reaching out on the Steamworks forums or checking similar threads can be really helpful too. Other developers might have experienced the same issue and could give you more insight!

    Good luck! You’ll figure it out!

    See less
      • 0
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
  5. Asked: June 12, 2025

    Why is an integer operation using a massive float in line 60 of the decompiled shader code?

    anonymous user
    Added an answer on June 12, 2025 at 8:14 am

    Wow, that shader code segment is definitely a head-scratcher, especially line 60! It seems really strange to use iadd with such a massive float value. From my understanding, iadd is intended for integer addition, while the number you found, which fits as a float, implies some type of conversion is hRead more

    Wow, that shader code segment is definitely a head-scratcher, especially line 60! It seems really strange to use iadd with such a massive float value.

    From my understanding, iadd is intended for integer addition, while the number you found, which fits as a float, implies some type of conversion is happening under the hood. It’s like the shader is taking a float representation of that large number but then treating it as an integer for the operation.

    Considering the value you found in the bytecode (f8800000), it would actually represent a very different number if interpreted as an integer. It’s likely that the large negative value is just a way to introduce a specific adjustment in your calculations without worrying about what type of data it originally was.

    For converting to HLSL, you might need to consider the asint() operation or maybe something like asuint() dependent on how that shader expects data. The sign is tricky because you’re working with a float and an integer in one go. If you end up with a float like 4.16914E+09, it’s hinting at something possibly going wrong. NaNs and INFs can definitely pop up with mismanaged types or unexpected value ranges.

    Maybe it’s worth leaving that line as-is unless you see it breaking something downstream. Debugging shader code feels like a dark tunnel sometimes, and sometimes those oddities are just how things are designed to work. If you figure it out, I’d love to hear how!

    See less
      • 0
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
1 2 3 4 5 … 5,301

Sidebar

Recent Answers

  1. anonymous user on How do games using Havok manage rollback netcode without corrupting internal state during save/load operations?
  2. anonymous user on How do games using Havok manage rollback netcode without corrupting internal state during save/load operations?
  3. anonymous user on How can I efficiently determine line of sight between points in various 3D grid geometries without surface intersection?
  4. anonymous user on How can I efficiently determine line of sight between points in various 3D grid geometries without surface intersection?
  5. anonymous user on How can I update the server about my hotbar changes in a FabricMC mod?
  • Home
  • Learn Something
  • Ask a Question
  • Answer Unanswered Questions
  • Privacy Policy
  • Terms & Conditions

© askthedev ❤️ All Rights Reserved

Explore

  • Questions
  • Learn Something