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#0 0x0004a2c4 in OGLWindow::DrawVideoFrame() at /Users/ikrima/src/Mythly/Experiments/MarkerFreeAR/MarkerFreeAR/MiniPTAM/OGLWindow.cpp:65 | |
#1 0x00019980 in -[MSViewController glkView:drawInRect:] at /Users/ikrima/src/Mythly/Experiments/MarkerFreeAR/MarkerFreeAR/MSViewController.mm:351 | |
#2 0x33d7c132 in -[GLKView _display:] () | |
#3 0x33d7d24a in -[GLKViewController _updateAndDraw] () | |
#4 0x37aeb7d2 in -[NSObject performSelector:] () | |
#5 0x32fcf86e in CA::Display::DisplayLink::dispatch(unsigned long long, unsigned long long) () | |
#6 0x32fcf7c4 in CA::Display::IOMFBDisplayLink::callback(__IOMobileFramebuffer*, unsigned long long, unsigned long long, unsigned long long, void*) () | |
#7 0x35818000 in IOMobileFramebufferVsyncNotifyFunc () | |
#8 0x34dc860c in IODispatchCalloutFromCFMessage () | |
#9 0x37b55f12 in __CFMachPortPerform () |
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half3 fromRGBM(half4 c) { | |
#ifdef MARMO_LINEAR | |
//RGB is pulled to linear space by sRGB sampling, alpha must be in linear space also before use | |
//BUG?? Shouldn't this be toLinearFast1(c.a)*51.5 | |
return c.rgb * toLinearFast1(c.a); | |
#else | |
//leave RGB*A in gamma space, gamma correction is disabled | |
return c.rgb * c.a; | |
#endif | |
} |
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//Split Normals & UVs | |
//NOTE: ikrimae: THIS HAS TO HAPPEN AFTER UVS, NORMALS, POSITIONS ELSE HAS BEEN COMPUTED | |
//TODO: ikrimae: this is horrible; clean up into something not convoluted | |
{ | |
//For easy debugging | |
struct SplitVertex { | |
UINT32 vertIdx; | |
UINT32 vertFaceIdx; | |
V3f pos; |
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// Spherical Gaussian Power Function float pow(float x, float n) | |
{ | |
n = n * 1.4427f + 1.4427f; // 1.4427f --> 1/ln(2) | |
return exp2(x * n - n); | |
} |
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go to your UE4/Engine/Build/Binaries folder, and run the following: | |
RunUAT BuildCookRun -project="F:\UE4\MyHotProject\MyHotProject.uproject" -windows-noeditor -cook -stage -pak -package -clientconfig=Test |
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if (bUseVRPreviewForPlayWorld && GEngine->HMDDevice.IsValid()) | |
{ | |
GEngine->HMDDevice->EnableStereo(true); | |
// minimize the root window to provide max performance for the preview. | |
TSharedPtr<SWindow> RootWindow = FGlobalTabmanager::Get()->GetRootWindow(); | |
if (RootWindow.IsValid()) | |
{ | |
////////////////////////////// | |
//TODO: ikrimae: Pipe disabling this based on a config variable. So far hasn't crashed the editor but need stability testing & also it's a perf hit |
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Animation Subsystem | |
AnimInstance is the runtime animation class that maintains runtime data & plays shit | |
- This is the parent class of the animation blueprint | |
- Get Bone Transforms from a specific time t: | |
○ Sequence->GetAnimationPose(Output.Pose, Output.Curve, FAnimExtractContext(CurrentTime, Sequence->bEnableRootMotion)); | |
UAnimationAsset is the classes that contain the actual data and also calculates bones & curves | |
- UAnimSequence |
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//Color balls with spherical falloff | |
//Lerp between start to end colors | |
float distToSphere = distance(inPixelWpos, inSphereCenterWpos); | |
float alpha = saturate(distToSphere / sphereRadius); | |
float3 outColor = lerp(StartColor, EndColor, alpha); | |
//Determine falloff power to sphere radius | |
float falloff = saturate(falloffScale * (alpha - 0.5) + 0.5 - falloffBias); |
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Windows Registry Editor Version 5.00 | |
[HKEY_CURRENT_USER\Software\Microsoft\VisualStudio\14.0_Config\Languages\File Extensions\.usf] | |
"HLSLFile"=dword:00000001 | |
@="{B2F072B0-ABC1-11D0-9D62-00C04FD9DFD9}" |
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public BBR(TargetInfo Target) | |
{ | |
//Config | |
//BuildConfiguration.RelativeEnginePath = /* ...*/; | |
//Debug | |
//---BuildConfiguration.bOmitPCDebugInfoInDevelopment = true /* d=false */; | |
//BuildConfiguration.bSupportEditAndContinue = false /* d=false */; | |
//BuildConfiguration.bDisableDebugInfoForGeneratedCode = true /* d=true */; | |
//BuildConfiguration.bAllowLTCG = false /* d=false */; |
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