โฒ 766 โผ Pixelfed user count has gone vertical. (lemmy.world) submitted 2 years ago* (last edited 2 years ago) by korendian@lemmy.world to c/fediverse@lemmy.world 184 comments fedilink hide all child comments Editing to let people know that I will be blocking anyone who feels the need to tell me why this graph is inaccurate. I truly don't care, but feel free to chime in with your useless take and land a spot on my block list! ๐
[โ] barsoap@lemm.ee 10 points 2 years ago (2 children) I'm still waiting for someone to do an x-up coordinate system just to mess with people. permalink fedilink source parent hideshow 2 child comments replies: [โ] Pornacount128@lemmynsfw.com 2 points 2 years ago (1 child) I know this might not have been the intent of the post, but this is super fucking helpful. I've been using blender and Unity and didn't understand why I was getting confused around grid cords, it's cuz I didn't realize the orientation changed (I just move the arrows around mostly, just a noob). By any chance is there anyway to change the orientation? Hopefully? permalink fedilink source parent hideshow 1 child comment replies: [โ] barsoap@lemm.ee 2 points 2 years ago Even if you can (e.g. change your projection matrix in a custom shader) you don't want to mess with it because a lot of things assume the standard is used. The proper, unconfusing, way to deal with it is to import/export to a format that itself has a defined coordinate system, like gltf. permalink fedilink source parent
[โ] Pornacount128@lemmynsfw.com 2 points 2 years ago (1 child) I know this might not have been the intent of the post, but this is super fucking helpful. I've been using blender and Unity and didn't understand why I was getting confused around grid cords, it's cuz I didn't realize the orientation changed (I just move the arrows around mostly, just a noob). By any chance is there anyway to change the orientation? Hopefully? permalink fedilink source parent hideshow 1 child comment replies: [โ] barsoap@lemm.ee 2 points 2 years ago Even if you can (e.g. change your projection matrix in a custom shader) you don't want to mess with it because a lot of things assume the standard is used. The proper, unconfusing, way to deal with it is to import/export to a format that itself has a defined coordinate system, like gltf. permalink fedilink source parent
[โ] barsoap@lemm.ee 2 points 2 years ago Even if you can (e.g. change your projection matrix in a custom shader) you don't want to mess with it because a lot of things assume the standard is used. The proper, unconfusing, way to deal with it is to import/export to a format that itself has a defined coordinate system, like gltf. permalink fedilink source parent