Debugging Tagged PNG Imports
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0:00Recap and set the stage for the day
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0:00Recap and set the stage for the day
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0:00Recap and set the stage for the day
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0:40Run the game to see our upside-down and blue-toned textures
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0:40Run the game to see our upside-down and blue-toned textures
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0:40Run the game to see our upside-down and blue-toned textures
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3:47The steps in the asset creation, packing, rendering process
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3:47The steps in the asset creation, packing, rendering process
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3:47The steps in the asset creation, packing, rendering process
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5:04Run hhaedit on our local.hha to see that we have some UNKNOWN tagging information, and consider adding dumpbmp functionality
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5:04Run hhaedit on our local.hha to see that we have some UNKNOWN tagging information, and consider adding dumpbmp functionality
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5:04Run hhaedit on our local.hha to see that we have some UNKNOWN tagging information, and consider adding dumpbmp functionality
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7:52Unify the NameTags and TagNameFromID tables in a newly created handmade_file_formats.cpp
7:52Unify the NameTags and TagNameFromID tables in a newly created handmade_file_formats.cpp
7:52Unify the NameTags and TagNameFromID tables in a newly created handmade_file_formats.cpp
17:06Introduce TagNameFromID() and TagIDFromName()
17:06Introduce TagNameFromID() and TagIDFromName()
17:06Introduce TagNameFromID() and TagIDFromName()
22:41Run hhaedit -dump on our local.hha to see all the tags filled in
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22:41Run hhaedit -dump on our local.hha to see all the tags filled in
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22:41Run hhaedit -dump on our local.hha to see all the tags filled in
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23:15Rename the block* asset files back into the system and run the game to see them in there
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23:15Rename the block* asset files back into the system and run the game to see them in there
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23:15Rename the block* asset files back into the system and run the game to see them in there
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25:43View our full local.hha in TabView, to see that these block* assets are not being fully tagged
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25:43View our full local.hha in TabView, to see that these block* assets are not being fully tagged
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25:43View our full local.hha in TabView, to see that these block* assets are not being fully tagged
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27:56Add asset_tag_id and NameTags for the blocks, and rename their files using these tags
27:56Add asset_tag_id and NameTags for the blocks, and rename their files using these tags
27:56Add asset_tag_id and NameTags for the blocks, and rename their files using these tags
36:03Regenerate the asset pack and check it out in TabView
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36:03Regenerate the asset pack and check it out in TabView
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36:03Regenerate the asset pack and check it out in TabView
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37:50Add asset_tag_id Tags to the entity struct for UpdateAndRenderEntities() to match on
37:50Add asset_tag_id Tags to the entity struct for UpdateAndRenderEntities() to match on
37:50Add asset_tag_id Tags to the entity struct for UpdateAndRenderEntities() to match on
45:46Run the game with no special tagging of entities
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45:46Run the game with no special tagging of entities
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45:46Run the game with no special tagging of entities
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45:57Enable GenerateRoom() to tag entities, introducing AddTag()
45:57Enable GenerateRoom() to tag entities, introducing AddTag()
45:57Enable GenerateRoom() to tag entities, introducing AddTag()
49:38Run the game to see that we're not picking the desired textures
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49:38Run the game to see that we're not picking the desired textures
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49:38Run the game to see that we're not picking the desired textures
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50:23Step in to UpdateAndRenderEntities() and inspect the asset matches
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50:23Step in to UpdateAndRenderEntities() and inspect the asset matches
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50:23Step in to UpdateAndRenderEntities() and inspect the asset matches
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54:29Switch GetBestMatchAssetFrom() to a positive-matching scheme
54:29Switch GetBestMatchAssetFrom() to a positive-matching scheme
54:29Switch GetBestMatchAssetFrom() to a positive-matching scheme
58:00Run the game to see exactly the textures we wanted to see
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58:00Run the game to see exactly the textures we wanted to see
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58:00Run the game to see exactly the textures we wanted to see
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58:44Dive into our investigation of the blue-shifted texture issue
58:44Dive into our investigation of the blue-shifted texture issue
58:44Dive into our investigation of the blue-shifted texture issue
1:05:14Capture a frame in Nsight and inspect the downloaded textures, to see that the R and B channels are swapped
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1:05:14Capture a frame in Nsight and inspect the downloaded textures, to see that the R and B channels are swapped
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1:05:14Capture a frame in Nsight and inspect the downloaded textures, to see that the R and B channels are swapped
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1:08:32Scrutinise the texture submission code to see what's happening with the colour channels1
1:08:32Scrutinise the texture submission code to see what's happening with the colour channels1
1:08:32Scrutinise the texture submission code to see what's happening with the colour channels1
1:14:11Regularise the texture row flipping and colour channel swapping in ExtractImage() for ProcessPlateImport(), ProcessSingleTileImport() and ProcessMultiTileImport() to call
1:14:11Regularise the texture row flipping and colour channel swapping in ExtractImage() for ProcessPlateImport(), ProcessSingleTileImport() and ProcessMultiTileImport() to call
1:14:11Regularise the texture row flipping and colour channel swapping in ExtractImage() for ProcessPlateImport(), ProcessSingleTileImport() and ProcessMultiTileImport() to call
1:25:09Run the game, importing assets afresh to see everything looking correct
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1:25:09Run the game, importing assets afresh to see everything looking correct
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1:25:09Run the game, importing assets afresh to see everything looking correct
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1:27:21Add StoneFloor boolean in gen_room_spec for CreateOrphanage() to set and test asset picking
1:27:21Add StoneFloor boolean in gen_room_spec for CreateOrphanage() to set and test asset picking
1:27:21Add StoneFloor boolean in gen_room_spec for CreateOrphanage() to set and test asset picking
1:29:47Run the game to see stone-floored bedrooms
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1:29:47Run the game to see stone-floored bedrooms
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1:29:47Run the game to see stone-floored bedrooms
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1:30:29Make GenerateRoom() randomise the texture UV layout
1:30:29Make GenerateRoom() randomise the texture UV layout
1:30:29Make GenerateRoom() randomise the texture UV layout
1:33:23Run the game to see variation on the walls
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1:33:23Run the game to see variation on the walls
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1:33:23Run the game to see variation on the walls
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1:33:50Change GenerateRoom() to randomise floor tiles
1:33:50Change GenerateRoom() to randomise floor tiles
1:33:50Change GenerateRoom() to randomise floor tiles
1:34:02Run the game to see randomised floor tile textures and colours
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1:34:02Run the game to see randomised floor tile textures and colours
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1:34:02Run the game to see randomised floor tile textures and colours
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1:35:14Temporarily make GenerateRoom() use the Color not of the textures but our cube geometry
1:35:14Temporarily make GenerateRoom() use the Color not of the textures but our cube geometry
1:35:14Temporarily make GenerateRoom() use the Color not of the textures but our cube geometry
1:35:28Run the game to see the red and green cube colours coming through
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1:35:28Run the game to see the red and green cube colours coming through
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1:35:28Run the game to see the red and green cube colours coming through
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1:35:43Make GenerateRoom() reduce the texture colour application
1:35:43Make GenerateRoom() reduce the texture colour application
1:35:43Make GenerateRoom() reduce the texture colour application
1:36:26Run the game to see that we're looking pretty respectable
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1:36:26Run the game to see that we're looking pretty respectable
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1:36:26Run the game to see that we're looking pretty respectable
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1:37:29Q&A
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1:37:29Q&A
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1:37:29Q&A
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1:38:10kim_jorgensen Q: Will you update the test_asset_builder to version 1?
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1:38:10kim_jorgensen Q: Will you update the test_asset_builder to version 1?
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1:38:10kim_jorgensen Q: Will you update the test_asset_builder to version 1?
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1:38:43Brian Q: So was the reason for the blue that the PNG parser was swapping B and R when we did not need to?
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1:38:43Brian Q: So was the reason for the blue that the PNG parser was swapping B and R when we did not need to?
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1:38:43Brian Q: So was the reason for the blue that the PNG parser was swapping B and R when we did not need to?
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1:39:38tethyss_ Q: Will you write any unit tests to QA yourself?
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1:39:38tethyss_ Q: Will you write any unit tests to QA yourself?
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1:39:38tethyss_ Q: Will you write any unit tests to QA yourself?
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1:42:40rationalcoder Q: I've never streamed, so I'm not sure what's going on, but why are Jon's streams left in the videos tab, and yours aren't? I ask because I wanted to see yesterday's stream, but it isn't on YouTube yet
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1:42:40rationalcoder Q: I've never streamed, so I'm not sure what's going on, but why are Jon's streams left in the videos tab, and yours aren't? I ask because I wanted to see yesterday's stream, but it isn't on YouTube yet
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1:42:40rationalcoder Q: I've never streamed, so I'm not sure what's going on, but why are Jon's streams left in the videos tab, and yours aren't? I ask because I wanted to see yesterday's stream, but it isn't on YouTube yet
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1:42:55rooctag Q: Will you tile the fonts as well then?
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1:42:55rooctag Q: Will you tile the fonts as well then?
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1:42:55rooctag Q: Will you tile the fonts as well then?
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1:43:56Wrap it up with a glimpse into the future of game design
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1:43:56Wrap it up with a glimpse into the future of game design
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1:43:56Wrap it up with a glimpse into the future of game design
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