Luna 🦊🇩🇰
@lunafoxgirlvt.foxgirls.gay
1.6K followers 150 following 2.2K posts
Your local soft and fluffy software engineer foxgirl! 🦊 @inochi2d.com lead developer, low level software engineer, graphics programmer, game engine developer and retro homebrew tinkerer.
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lunafoxgirlvt.foxgirls.gay
BEHOLD, MY NEW LOOK!!!

(new model artist is @duckmastah.bsky.social, she made me so cute!!)
lunafoxgirlvt.foxgirls.gay
I’ve joked before about it slowly destroying me but I guess I jinxed myself there. Let’s hope I finish reducing the bus factor **before** I keel over.
lunafoxgirlvt.foxgirls.gay
Got some bad news from my doctor today; my heart rate has basically been constantly elevated for like a year. If the stress that I’m constantly being put under continues like this I might need to put basically everything on hiatus for my health sake
lunafoxgirlvt.foxgirls.gay
It should be illegal to eat chicken around a foxgirl and not giving her any
lunafoxgirlvt.foxgirls.gay
Vampire doctor sampling my blood like a fine wine: “mmmm yes vitamin d deficient”
lunafoxgirlvt.foxgirls.gay
If creator can break even then I’m happy. If it earns me a little profit I invest it back into Inochi2D.
lunafoxgirlvt.foxgirls.gay
The more of this gets done the easier it’ll become to build and work on Inochi Session and Inochi Creator for people. I didn’t start selling creator with the plan to make it impossible to compile; the price tag is purely there to make further development financially possible.
lunafoxgirlvt.foxgirls.gay
I went against the recommendations of multiple people to just focus on adding new features; not to put Inochi2D in limbo, but to solve the fundamental issues that was plaguing it since creator came out.
lunafoxgirlvt.foxgirls.gay
Right now im at least set to be able to work on Inochi2D for the rest of the year; but I’m still a bit worried about after that. I have 4K euro in savings now thanks to finishing off my commitments to NLNet.

I hope all my hard work to fix up the foundations of creator and session will be worth it
lunafoxgirlvt.foxgirls.gay
Also, if you have discord you could DM me your username and I’ll add you and we can take a look from there, we should probably not over dump debugging stuff here =w=

Though responses might be slow, currently cooking dinner
lunafoxgirlvt.foxgirls.gay
First off, which gl and GLSL version are you using here? To me it looks like you’re mixing legacy and modern gl which adds extra variables from the driver
lunafoxgirlvt.foxgirls.gay
Happy you found the core issue there, do feel free to poke me in the future with more rendering stuff, always happy to help fellow vtuber software devs.
lunafoxgirlvt.foxgirls.gay
Same artist that drew my profile picture, they’re a friend of mine
lunafoxgirlvt.foxgirls.gay
Also you’re welcome, I’m sorry if I came across as rude. My intent is not to be, just want to help you provide a better experience to your users
lunafoxgirlvt.foxgirls.gay
Yeah, I’d suggest:
1. transforming textures to linear RGB from sRGB
2. Ensure you don’t have any state changes that may nullify the set blend op and factor
3. Double check the entire pass with render doc to see if any step causes a mismatch.
lunafoxgirlvt.foxgirls.gay
Artist got back today to me with this new chibi Ada asset; going to make her cling to drag-and-drop UI elements in Inochi Creator.
lunafoxgirlvt.foxgirls.gay
So yeah, the fringes are coming from the GL_LINEAR sampling sampling the transparent area of the textures, and that sampled area in one way or another (sRGB, premultiplication) not matching up with the color math needed for correct porter and duff alpha blending.
lunafoxgirlvt.foxgirls.gay
Texture bleeding; which is the solution you say game developers use; is only relevant when the color space and premultiplication of a texture is not handled correctly.

I had to patch around Unity handling sRGB wrong recently too, granted there the fix wasn't nearly as convenient as with OpenGL
lunafoxgirlvt.foxgirls.gay
There is an extension to OpenGL that allows OpenGL to do that for you via a seperate texture format for SRGB textures

registry.khronos.org/OpenGL/exten...
registry.khronos.org
lunafoxgirlvt.foxgirls.gay
GL_LINEAR it self should not be an issue if you sample premultipled textures correctly, if the color math is right then no matter what is in the transparent area of a texture, it would not matter, even with GL_LINEAR.
lunafoxgirlvt.foxgirls.gay
Additionally, depending on whether you are using OpenGL directly, or something else, you may need to also convert the textures to linear RGB to make the color math be correct.
lunafoxgirlvt.foxgirls.gay
Then there's likely somewhere else in the pipeline that's messing up the premultiplication, for ref I was dealing with this issue for Inochi2D as well, but it's more or less eliminated by now through my work debugging it.
RenderDoc can be a great help there tracking down where a alpha desync happens