ZILtoid1991

joined 7 months ago
[–] [email protected] 1 points 25 minutes ago

The con in conservatism is that it convinced billions of people all around the world, it stands for "respectful conversation of traditionalism", rather than "conversation of power".

Besides of the abandonment of the working class, white cishet men were steadily losing their power in society. They no longer can crack jokes at the expense of minorities. They're no longer guaranteed to get a loving wife that won't abandon them even if they're abusive as hell. So the social contract that only existed in their head was broken, and want to undo it all, ASAP, no matter the cost. It's just conservatives tried to not care about women gaining rights, especially up until women didn't live with them. Same with the rights of other marginalized folks.

[–] [email protected] 1 points 35 minutes ago

There's some weird "-philia" for those that is totally obsessed with the 18-21 age group, even if it's not illegal.

[–] [email protected] 2 points 18 hours ago

Except it will be X city by Elon Musk.

[–] [email protected] 1 points 18 hours ago

Not with an armed coup

[–] [email protected] 1 points 18 hours ago (1 children)

Then that will lead to a civil war. The GOP won't let that go easily.

[–] [email protected] 9 points 18 hours ago (3 children)

Bricks are harder to ban by the state.

[–] [email protected] 2 points 20 hours ago

Even then, it was better than nothing. "Theory" is very dry, and is menacing to those who have been taught by the current school systems, as they're being taught that socialism is an "extreme" ideology, and is "probably worse" than nazism, because it killed more people on paper. Also you can just make lower effort videos without the fanfare of Philosophy Tube, or the multi-month research HBomberguy or Shaun does.

[–] [email protected] 11 points 21 hours ago (3 children)

Also note that a lot of leftist YouTubers have either retired or moved to Nebula, a platform where their videos are harder to reach. Guess who didn't paywalled their videos! Your crappy gaming streamers creating reaction videos to crappy right-wing grifters whining about "masculinity in gaming" and how some video game women aren't fuckable enough for them.

[–] [email protected] 0 points 21 hours ago

They're only "legit" if the people are letting them to be.

[–] [email protected] 4 points 22 hours ago

I wonder what he thinks by ending the Gaza genocide. I have a feeling it'll mean an accelerated one.

[–] [email protected] 6 points 22 hours ago

There's a lot of christian fundamentalists among them too, and I think the "sitting out of it" could have affected that demographic too.

[–] [email protected] 0 points 22 hours ago

A lot of them thought it won't be that bad, or it's just a bluff.

 
 
 
 

I know stuff like SDL and RayLib exists, but I already have my own X11 and Windows API stuff working, and otherwise those libraries like to obscure things from the user in the name of "ease of use", sometimes even missing features (force feedback and proper XInput are the ones that are often skimped out on for whatever reasons, and only SDL has them to my knowledge). While I'll implement libevdev eventually, it has the issue of needing access to the devices.

While I found some reference to game inputs in X11's input extensions, I cannot find any user guide on them, since they're instead pointing me to SDL and co.

 
 

I not only have hard time finding tutorials, but even if I do, I have a hard time getting them to not crash, let alone working. I don't know what's the reason, but I have a suspicion that some of these are now AI generated, hence the issues of them not working or outright crashing.

I know newer APIs exist. They're way too complicated for my usecase.

I've heard about WebGPU, but I don't want to touch it with a 10 meter long pole, due to its name. I'll have a lot of time convincing people that WASM isn't a web-only thing, and me using it for scripting won't mean my game engine is either Web-based, nor that it has any Web-capability, and I only stayed with it due to my inability of finding a well-supported scripting VM without "Web" in its name.

If you ask: My game engine is currently using CPU rendering, and used to use SDL2 for displaying the output. I decided to move away from them. Managed to find some basic OpenGL tutorials when I first write my replacement for the SDL2 window handling. The Windows API is well documented on that regard, I even was able to find X11 documentations (this one even required me to find code already implementing such things, since documentation on some features was scarce). However, it somehow became increasingly difficult to find them.

 

Godot got a spite fork by the name "Redot" after their community managers quote-retweeted a chud calling the use of licensed game engines woke. Some people jumped onto the bandwagon, but it seems the engine is still too woke for some YouTube commentators.

6
submitted 3 weeks ago* (last edited 3 weeks ago) by [email protected] to c/learn_programming
 

Vertex:

#version 120

void main() {
	gl_TexCoord[0] = gl_MultiTexCoord0;
	gl_Position = ftransform();
}

Fragment:

#version 120

uniform sampler2D tex;

void main(){
    vec4 texSlmp = texture2D(tex, gl_TexCoord[0].st);
    gl_FragColor = vec4(texSlmp.r, texSlmp.g, texSlmp.b, 1.0);
}

All I get with this is a black screen.

I cannot seem to get tutorials for anything older than OpenGL 3.3, and for my usecase, I could go lower, except everyone tells me "OpenGL is obsolete, try Vulkan instead".

gl_TexCoord[0] seem to be all zeros if I modify the fragment shader to try to output gl_TexCoord[0].st, so its content would be displayed as color information, which I did for a different test. Also I can't find anything on how do I "pass" textures (or other values) to the shaders in the official docs, nor any of the tutorials I could find explains how that actually works.

EDIT: Target version is OpenGL 2.1/GLSL 1.20

EDIT2: I updated the shaders to GLSL 3.30, but then my DuckDuckGo search results suddenly turned bad about the subject, and in/out still doesn't work between vertex and fragment shaders (values taken from the vertex shader is all zero).

 

I've worked on multiple bitmap fonts, and would like to open source them in some way of form.

 
 
 
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