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Re: Glitch pictures thread!

Posted: Fri May 09, 2014 2:17 pm
by ent1ty
Ha! once again, reviving a thread before a full year goes by :D

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Re: Glitch pictures thread!

Posted: Wed Oct 15, 2014 11:51 am
by roelor
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Trying to make marks for crater positions, but ran straight out of math :P

Re: Glitch pictures thread!

Posted: Sun Jan 11, 2015 8:39 pm
by Mel
Yay! gotta love Moire patters! :D

Re: Glitch pictures thread!

Posted: Fri Jun 26, 2015 1:55 am
by Cube_
... I'll just revive this thread now, I feel it should remain alive.

Here are some moire patterns and general oddities, still not sure WHY this happens but I'll find that out eventually, do note the tiny chunks next to the normal sized ones.

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now to figure out what causes these bizarre results... if only my gpu could handle these polycounts, then debugging it would be a bit easier.

EDIT:

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seems to relate to volume sizes where after a certain amount of blocks it just keels over and makes the rest smaller, probably relates to my scaling function or maybe my mesh generation function. either way I'm not fixing it (priority: irrelevant, the volume sizes we're talking about are far too slow to build for real time application, they'd have some usefulness for testing but not enough to fix the bug that won't affect the game itself.

Re: Glitch pictures thread!

Posted: Sun Dec 20, 2015 8:28 pm
by Mel
Rendering a skydome out of a cubemap... Still not there, but getting close...

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Re: Glitch pictures thread!

Posted: Mon Dec 28, 2015 6:08 pm
by Virion
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My first attempt in creating my own custom 3d format..... :oops: It's supposed to be a spongebob model. :lol:

Re: Glitch pictures thread!

Posted: Wed Dec 30, 2015 3:42 am
by Cube_
if you squint really hard it sorta looks like... no wait, still doesn't look like spongebob.

also @ Mel, I sorta like that output - looks neat.

Re: Glitch pictures thread!

Posted: Sat Jan 02, 2016 3:53 am
by Cube_
... well then, apparently the docu is more important than I thought becuase I got a glitch with setFOV - I picked 90 by chance as a starting point, hey this looks pretty ok, it's a bit extreme... 75? welp I can't see anything now, it's way too zoomed in.
... 80? this is cool, the scene is rendered inverted.
... 100? can't see anything.
95? can't see anything.
91? err... this.
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welp, it probably takes radians... I guess I should write a deg2rad function then (and a rad2deg because I clearly need to get the fov back to degrees to render in the ui)

EDIT: aaand after brushing up on my HS maths we get
deg*(pi/180) & rad*(180/pi)
'tis an easy glitch to solve but it had a neat result.

EDIT2: at least now we all know what an FOV of 5214 looks like.

Re: Glitch pictures thread!

Posted: Fri Aug 19, 2016 11:42 am
by Mel
The struggle is real! Z-FIGHTERS, the screenshot! :)

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Re: Glitch pictures thread!

Posted: Mon Oct 03, 2016 10:21 am
by Mel
Not always a extrusion works as one would wish for, and sometimes it is really catastrophic... XD

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Re: Glitch pictures thread!

Posted: Sat Oct 22, 2016 10:19 pm
by Vectrotek
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Re: Glitch pictures thread!

Posted: Sun Nov 06, 2016 8:40 pm
by Vectrotek
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