{"id":2107,"date":"2015-02-17T21:44:00","date_gmt":"2015-02-17T21:44:00","guid":{"rendered":"http:\/\/www.spellcasterstudios.com\/?p=2107"},"modified":"2015-02-11T14:47:26","modified_gmt":"2015-02-11T14:47:26","slug":"decals-fully-working","status":"publish","type":"post","link":"https:\/\/www.spellcasterstudios.com\/?p=2107","title":{"rendered":"Decals fully working!"},"content":{"rendered":"<p align=\"justify\">After a long time (too long, really), finally got the OpenGL decals working\u2026<\/p>\n<p align=\"justify\">The problem ended up being something quite simple: in the Direct3D pipeline I was storing the W value for depth, while on OpenGL I was storing the Z value\u2026 Although the two values are quite similar in my test scenes, they\u2019re different enough that it would cause the system not to work properly\u2026<\/p>\n<p align=\"justify\"><a href=\"http:\/\/www.spellcasterstudios.com\/wp-content\/uploads\/2015\/02\/screen448.jpg\" class=\"thickbox\"><img loading=\"lazy\" decoding=\"async\" title=\"screen448\" style=\"border-top: 0px; border-right: 0px; background-image: none; border-bottom: 0px; padding-top: 0px; padding-left: 0px; border-left: 0px; display: inline; padding-right: 0px\" border=\"0\" alt=\"screen448\" src=\"http:\/\/www.spellcasterstudios.com\/wp-content\/uploads\/2015\/02\/screen448_thumb.jpg\" width=\"830\" height=\"482\" \/><\/a><\/p>\n<p>Up next: a bit of optimization and some bug fixing before going back to some more polish! <img decoding=\"async\" class=\"wlEmoticon wlEmoticon-smile\" style=\"border-top-style: none; border-bottom-style: none; border-right-style: none; border-left-style: none\" alt=\"Smile\" src=\"http:\/\/www.spellcasterstudios.com\/wp-content\/uploads\/2015\/02\/wlEmoticon-smile1.png\" \/><\/p>\n<p><em>Now listening to \u201cDamnation and a Day\u201d by \u201cCradle of Filth\u201d<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>After a long time (too long, really), finally got the OpenGL decals working\u2026 The problem ended up being something quite simple: in the Direct3D pipeline I was storing the W value for depth, while on OpenGL I was storing the Z value\u2026 Although the two values are quite similar in my test scenes, they\u2019re different [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3,147,8],"tags":[256,245],"class_list":["post-2107","post","type-post","status-publish","format-standard","hentry","category-development","category-chrome-hunter","category-technology","tag-decals","tag-opengl"],"_links":{"self":[{"href":"https:\/\/www.spellcasterstudios.com\/index.php?rest_route=\/wp\/v2\/posts\/2107","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.spellcasterstudios.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.spellcasterstudios.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.spellcasterstudios.com\/index.php?rest_route=\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.spellcasterstudios.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=2107"}],"version-history":[{"count":1,"href":"https:\/\/www.spellcasterstudios.com\/index.php?rest_route=\/wp\/v2\/posts\/2107\/revisions"}],"predecessor-version":[{"id":2108,"href":"https:\/\/www.spellcasterstudios.com\/index.php?rest_route=\/wp\/v2\/posts\/2107\/revisions\/2108"}],"wp:attachment":[{"href":"https:\/\/www.spellcasterstudios.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=2107"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.spellcasterstudios.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=2107"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.spellcasterstudios.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=2107"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}