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@iUltimateLP
iUltimateLP / DynamicTexture.cpp
Last active November 10, 2024 02:24
Implements dynamic textures into Unreal Engine 4, which can be dynamically written at runtime using the fastest way possible: by directly manipulating the pixel buffer of the texture.
// DynamicTexture
#include "DynamicTexture.h"
// UTextures have a BPP of 4 (Red, Green, Blue, Alpha)
#define DYNAMIC_TEXTURE_BYTES_PER_PIXEL 4
void UDynamicTexture::Initialize(int32 InWidth, int32 InHeight, FLinearColor InClearColor, TextureFilter FilterMethod/* = TextureFilter::TF_Nearest*/)
{
// Store the parameters
@csherratt
csherratt / ui.md
Last active August 15, 2024 15:17
Flora's Rust UI ramblings

Rust UI Difficulties

I wanted to give a little bit of a discussion on all my thinking about why UI's are a tricky to get right in Rust. I want to try and differentiate this discussion because there are a number of decent UI frameworks that have been bound to Rust. This is great! I do not want to discourage any of their work, they are wonderful members of our community.

What this is about is how it would be possible to write a good UI framework

@sinbad
sinbad / spriterecolour.md
Last active November 9, 2016 13:58
Sprite recolouring approach

Approach

  1. Analyse the image and convert all colours to hue/saturation/value (HSV)
  2. Consolidate a list of all unique hue/saturation/value combinations
  3. Group HSV values with same H and similar SV; S & V ranges configurable
  4. Create a list of unique grouped reference colours, write this to a 1D texture and/or a list of shader constants
  5. Write another sprite texture the same size as the original, which we call the reference sprite. Set the colour components as follows:
    • R = index of reference colour
@TheRealMJP
TheRealMJP / Tex2DCatmullRom.hlsl
Last active October 26, 2024 14:55
An HLSL function for sampling a 2D texture with Catmull-Rom filtering, using 9 texture samples instead of 16
// The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae
// Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16.
// See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details
float4 SampleTextureCatmullRom(in Texture2D<float4> tex, in SamplerState linearSampler, in float2 uv, in float2 texSize)
{
// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
// location [1, 1] in the grid, where [0, 0] is the top left corner.
float2 samplePos = uv * texSize;
@piscisaureus
piscisaureus / pr.md
Created August 13, 2012 16:12
Checkout github pull requests locally

Locate the section for your github remote in the .git/config file. It looks like this:

[remote "origin"]
	fetch = +refs/heads/*:refs/remotes/origin/*
	url = [email protected]:joyent/node.git

Now add the line fetch = +refs/pull/*/head:refs/remotes/origin/pr/* to this section. Obviously, change the github url to match your project's URL. It ends up looking like this: