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[00:16:37] <void256> anyone ever seen a java.lang.IllegalArgumentException at java.nio.Buffer.position ?
[00:17:15] <void256> I'm somewhat certain it happens in a vertexBuffer.position(0); call
[00:17:21] <void256> which doesn't make sense at all
[00:17:35] <void256> (and its not happening for me but for someone else)
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[00:47:17] <void256> I think I might have found the issue
[00:47:43] <void256> it was eventually already fixed by someone else :)
[00:47:54] <void256> open source is pretty cool sometime
[00:47:56] <void256> :D
[00:48:05] <void256> now I wait for the confirmation of the tester
[00:48:07] <void256> thanks ^^
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[01:54:21] <nbf> wow GM is killing off holden!?!
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[03:37:11] <monty_hall> I <3 weak references
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[04:09:16] <ra4king> monty_hall: fuck you
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[04:13:41] <monty_hall> stfu
[04:14:27] * monty_hall shoves a large flaccid penis into ra4king's mouth
[04:14:38] <monty_hall> you know, it's not gay when you receive
[04:14:57] <monty_hall> a bj that is :P
[04:24:49] <nbf> lol
[04:28:53] <ra4king> monty_hall: ew
[04:29:15] <ra4king> you guys are hilarious :D
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[14:15:54] <mr_monty> hello
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[14:53:52] <l3dx> good day sir
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[17:00:28] <nbf> anyone know of something like a java2d replacement library?
[17:00:49] <nbf> I'm thinking about writing one with skia
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[17:08:25] <MatthiasM2> build system generator?
[17:08:51] <MatthiasM2> what's next - a system generator to create a build system generator?
[17:08:57] <nbf> yeah it's awful
[17:09:06] <nbf> I really like the cmake approach because it's simple
[17:09:09] <nbf> not this stupid bullshit
[17:10:05] <nbf> heh
[17:11:46] <mr_monty> oh ninja please
[17:11:53] <mr_monty> interesting tool name
[17:12:08] <nbf> I actually like ninja
[17:12:15] <nbf> it's just a really fast version of make
[17:12:22] <mr_monty> stealthy
[17:12:26] <mr_monty> but deadly
[17:12:36] <nbf> for a full engine build + various services modules it cuts out build time in half
[17:12:44] <nbf> *our
[17:13:04] <nbf> gyp: third_party/externals/angle/src/build_angle.gypi not found (cwd: /home/tmccrary/skia/skia-read-only) while reading includes of gyp/angle.gyp while loading dependencies of gyp/gpu.gyp while loading dependencies of gyp/skia_lib.gyp while loading dependencies of gyp/most.gyp while loading dependencies of gyp/everything.gyp while loading dependencies of skia.gyp while trying to load skia.gyp
[17:13:22] <nbf> oops
[17:16:03] <MatthiasM2> ehh
[17:22:39] <nbf> and of course it only builds static libraries
[17:27:06] <mr_monty> written in may
[17:27:26] <mr_monty> the article that is..
[17:27:56] <mr_monty> one thing I don't mind is eliminating inheritance.
[17:28:21] <mr_monty> anymore it's been composition and interfaces
[17:28:33] <mr_monty> I've been stung by tight couple one too many times.
[17:29:01] <mr_monty> I extend when it's obvious and tight coupling isn't going to be a problem.
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[17:37:00] <mr_monty> MatthiasM2: did you say that weak references won't be reclaimed under a debugger?
[17:37:37] <MatthiasM2> mr_monty: no, just that attaching a debugger means you will be able to look at all local variables
[17:37:50] <MatthiasM2> so the hotspot can't optimize locale variables away
[17:38:05] <mr_monty> okay
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[17:56:32] <nbf> oh snap skia can render svg directly
[17:56:34] <nbf> YES
[17:57:04] <nbf> I bet that's going to destroy svgsalamander/batik with their java2d rendering
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[18:32:41] <nbf> looks cool
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[18:52:22] <ra4king> aha!
[18:52:34] <ra4king> I've finally reached the point where I need a vertex-batching class
[18:52:39] <ra4king> something like SpriteBatch
[18:52:45] * ra4king creates his own SpriteBatch
[18:53:36] <ra4king> to minimize the number of draw calls, group together objects of similar shaders + similar attributes + similar uniforms
[18:54:26] <mr_monty> quiet you
[18:54:31] <mr_monty> or you will be punished
[18:54:32] <ra4king> mr_monty: calm your tits
[18:54:37] * ra4king lactates mr_monty
[18:54:38] <mr_monty> no
[18:54:41] <mr_monty> you're the one w/ the tits
[18:54:47] <mr_monty> mr moob :P
[18:54:53] <ra4king> mr_monty: haha! not anymore I do not!
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[19:00:09] <nbf> mmm pepper jack cheese egg sandwich
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[19:02:05] <mr_monty> you mean sammich
[19:07:14] <mr_monty> beotch
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[20:31:26] <patchwork> Hello #lwjgl. I see some reference in the wiki to some native approach to having a resizable awt frame (available in nightly builds?), but the wiki shows only the workaround
[20:31:34] <patchwork> Any updates on that?
[20:31:54] <MatthiasM> Display.setResizable(true)
[20:32:03] <MatthiasM> and Display.wasResized()
[20:32:28] <patchwork> MatthiasM: Ah, so it is released?
[20:32:37] <MatthiasM> since ages :)
[20:32:58] <patchwork> Awesome news
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[20:55:13] <patchwork> Alright, my window is resizable! Thanks
[20:55:28] <patchwork> Now how do I receive an event about it?
[20:55:38] <patchwork> Is there a "resized" event of some kind?
[20:56:12] <patchwork> Kind of like Keyboard.next() maybe
[20:56:59] <MatthiasM> see above!
[20:57:18] <patchwork> Aha! got it
[21:00:11] <nbf> I really hate the skia maintainers
[21:00:12] <nbf> what assholes
[21:00:19] <MatthiasM> ?
[21:00:42] <nbf> they assume you're using their build system in your project
[21:02:10] <MatthiasM> sounds like Maven
[21:02:24] <nbf> yeah maven is a legitmate standard
[21:02:29] <MatthiasM> no
[21:03:12] <nbf> but even then, libraries built with maven don't require you to use maven after they're build
[21:03:16] <nbf> *built
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[21:10:53] <ra4king> oh patchwork
[21:14:13] <patchwork> ra4king: Yeah?
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[21:14:53] * ra4king patches patchwork
[21:15:14] <MatthiasM> patchwork: /ignore ra4king :P
[21:15:28] <ra4king> MatthiasM: aw you're not fun
[21:15:32] <ra4king> no*
[21:16:06] <MatthiasM> *muahahahaha*
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[21:25:15] <ra4king> MatthiasM: hey I want to talk OpenGL stuff
[21:25:36] <MatthiasM> glStuff(GL_JUST_DO_IT);
[21:25:43] <ra4king> now that I have finally been able to render 1.6 million cubes at 60 fps, I want to do more advanced stuff
[21:26:02] <MatthiasM> 1.61 million cubes :P
[21:26:03] <ra4king> I'm thinking of making a small networked multiplayer 3D game
[21:26:46] <ra4king> thinking about draw calls: the best way to reduce draw calls is to batch triangles of similar shaders, similar attributes, and similar uniforms
[21:27:00] <MatthiasM> yes
[21:27:21] <MatthiasM> but draw calls in GL are not as expensive as in D3D
[21:27:28] <ra4king> considering each "sprite" (thinking of SpriteBatch) needs different attributes and uniforms, I don't see how I would do this
[21:27:41] <ra4king> they're not?
[21:28:04] <MatthiasM> put the per sprite data in an separate attribute stream and reduce it's frequency
[21:28:15] <ra4king> actually I've got the perfect test to see how draw calls affect performance
[21:28:18] <MatthiasM> OpenGL has a lower call overhead
[21:28:46] <ra4king> 1.6 million cubes is done using 20x20x20 chunks of cubes
[21:28:59] <ra4king> each chunk can potentially have 16x16x16 cubes
[21:29:13] <ra4king> either way, 1.6 million cubes using 20x20x20 draw calls
[21:29:23] <ra4king> let's reduce the number of draw calls and keep the same number of cubes
[21:29:24] <MatthiasM> also you can use the current attribute value as kind of uniforms too - eg glMultiTexcoord or similar
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[21:30:33] <ra4king> oh hey check this out: 10x10x10 chunks of 32x32x32 cubes
[21:30:38] <ra4king> it's now faster :D
[21:31:25] <ra4king> MatthiasM: faster by 2 FPS :S
[21:31:28] <ra4king> you're right
[21:31:34] <lrh9> You working on a voxel project?
[21:31:42] <Jeanne-Kamikaze> you should store several chunks in a single vbo
[21:31:44] <ra4king> lrh9: yeh, just having fun with 3D
[21:31:51] <Jeanne-Kamikaze> like they do in game engine gems vol 1
[21:32:04] <MatthiasM> Jeanne-Kamikaze: unless you want to update chunks
[21:32:05] <Jeanne-Kamikaze> like a superblock kind of thing
[21:32:13] <MatthiasM> as that can stall the rendering
[21:32:18] <Jeanne-Kamikaze> well you can still manage to do that
[21:32:32] <MatthiasM> better to just make a new VBO, and use that once it's complete
[21:32:40] <MatthiasM> and recycle the old one a few frames later
[21:32:45] <ra4king> the way I have things done is all cube data is in a UNIFORM_BUFFER, as I do not pass any attributes to the shaders
[21:32:48] <Jeanne-Kamikaze> yeah
[21:32:54] <Jeanne-Kamikaze> the point is that 20^3 draw calls are still a lot
[21:33:01] <ra4king> each chunk just does glBindBufferBase with its own VBO
[21:33:03] <MatthiasM> ra4king: why?!?
[21:33:05] <ra4king> right before the glDrawArrays call
[21:33:28] <MatthiasM> attribute fetches are highly optimized
[21:33:42] <ra4king> right, but using attributes here without geom shaders are a waste of memory
[21:34:05] <ra4king> I have to pass in 36 vertices and their data per cube or 1 vec4 per cube?
[21:34:23] <MatthiasM> ra4king: well - initially it might seem so - but later you want to get non square elements - like fences or stairs etc
[21:34:42] <ra4king> MatthiasM: ah of course, I'm just talking about uniform evenly placed cubes
[21:34:58] <ra4king> for more specialized less-mass-drawn objects I'll use attributes :D
[21:35:04] <ra4king> I just want to draw as many cubes as possible right now
[21:35:53] <ra4king> only thing that might make you cringe is the use of modulo :(
[21:35:57] <ra4king> unavoidable
[21:36:52] <MatthiasM> you can do that with attribute streams
[21:37:04] <ra4king> attribute streams?
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[21:37:26] <MatthiasM> glVertexAttribDivisor
[21:37:42] <ra4king> oooohhhhh
[21:37:50] <ra4king> MatthiasM: this is why I wanted to talk to you
[21:37:51] <lrh9> You're doing chunking? That's what I'm planning on doing. I was thinking about just having 1 VAO per chunk, where a chunk would be geometry data representing x * y * z blocks.
[21:37:52] <ra4king> new info!
[21:38:17] <ra4king> MatthiasM: I fucking love you
[21:38:21] <ra4king> I needed something like this
[21:38:23] <MatthiasM> ehh
[21:39:00] <ra4king> MatthiasM: oh shit, it's only in 3.3+
[21:39:03] <ra4king> :(
[21:39:27] <MatthiasM> ra4king: it's really simple: you read everything, listen to every conversation and then you remember it all - until someone asks something :)
[21:39:28] <ra4king> I can only use that if I were building a personal test, but I also want this stuff to run on my friend's GL 2.1 computer
[21:39:44] <MatthiasM> lol
[21:40:00] <ra4king> lrh9: yup that's how I have it done
[21:40:04] <ra4king> 1 vao per chunk
[21:40:09] <MatthiasM> ra4king: you have been advertising 3.x+for so long and now you do 2.x :P
[21:40:26] <ra4king> MatthiasM: well it's a multiplayer game for a reason! :D
[21:40:38] <ra4king> make my own LAN game :D
[21:41:25] <MatthiasM> well - doesn't really matter anymore anyway - the new PCs all have Intel graphic shit inside and Winblöd 8.x - so nothing will work at all
[21:41:37] <ra4king> MatthiasM: but seriously that function is perfect: glVertexAttribDivisor(0, 36)
[21:42:09] <ra4king> now I have 1 vec4 per cube :D
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[21:44:22] <ra4king> shit, accidentally closed the SSH tunnel terminal
[21:44:31] <lrh9> Oops.
[21:44:38] <nbf> screen brah
[21:44:40] <ra4king> I don't trust my university so I tunnel all traffic through my web server back home
[21:44:59] <ra4king> good old ssh -D
[21:45:14] <ra4king> and -C of course to
[21:45:51] <lrh9> Only thing I'm not really sure about is rebuilding the chunk data when a cube changes. I'm thinking I could use glBufferSubData to avoid having to rebuild the whole VBO...
[21:46:47] <ra4king> yup
[21:47:02] <ra4king> use GL_DYNAMIC_DRAW when creating the VBO, and update using glBufferSubData
[21:47:19] <nbf> YES finally!
[21:47:44] <nbf> after 5 hours or modifying and tweaking googles fucktarded skia build system I have a static lib that can be linked into a shared library
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[21:50:11] <ra4king> nbf: skia?
[21:50:30] <nbf> it's a really optimized 2d graphics lib that google built for chrome
[21:50:39] <ra4king> ooohhh
[21:50:43] <nbf> I've replacing java2d with it for SVG rendering
[21:50:49] <nbf> because java2d is horribly slow
[21:50:55] <ra4king> of course
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[21:51:11] <ra4king> nbf: holy shit the "trunk" folder for skia is huge
[21:51:23] <nbf> its a huge library for a fairly simple api
[21:51:38] <nbf> but i guess there's a lot of stuff under the covers, gpu backend, etc
[21:52:21] <ra4king> C++ code looks neat though
[21:52:26] <nbf> its not
[21:52:28] <nbf> it's really really not
[21:52:34] <ra4king> oh, I clicked on a couple files
[21:52:45] <nbf> but if you want a job at DICE, you better get really good at C++
[21:53:18] <nbf> or really just the game industry in general
[21:53:54] <ra4king> yeah I know the basics and I've got pointers down
[21:54:02] <nbf> never ever say that
[21:54:21] <ra4king> hehe was expecting that. I know how pointers work....that's it
[21:54:30] <ra4king> I'm expecting lots of tiny mistakes in the future :D
[21:54:42] <ra4king> lots of things that will destroy my soul
[21:54:46] <nbf> C++ has so many features I don't think anyone truly masters it
[21:54:59] <nbf> maybe scott meyer
[21:55:04] <nbf> but even then I doubt it
[21:55:19] <ra4king> yup, I still don't know many of the syntax
[21:55:27] <ra4king> and the way things work in some places
[21:55:46] <ra4king> it's all a big complicated mess as I see it, especially since almost all behavior seems to be modifiable
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[21:57:21] <MatthiasM> C is much nicer than C++
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[22:10:57] <patchwork> I am using an lwjgl Display over three monitors. When I resize the window it spans them fine, but if I go fullscreen, it only finds the first one
[22:11:01] <patchwork> Any way around that?
[22:12:06] <patchwork> Maybe it is that there is no display mode that spans all the screens
[22:15:26] <patchwork> Hmm… where does lwjgl get its display modes from?
[22:15:36] <patchwork> Looks like I need to add one to the list
[22:16:08] <MatthiasM> from the system
[22:16:33] <patchwork> So, I need to register a new display mode with the OS? Interesting
[22:19:16] <kappaOne> don't think lwjgl 2 has multimonitor support
[22:19:21] <kappaOne> although lwjgl 3 does
[22:20:27] <patchwork> kappaOne: Hmm… latest release I see is 2.9.0
[22:25:16] <kappaOne> yeh, no release of lwjgl 3 yet
[22:25:45] <nbf> how far along is lwjgl 3?
[22:26:32] <kappaOne> still a bit of work left
[22:26:55] <kappaOne> but can be compiled from github
[22:33:45] <ra4king> monday is last day of finals for me
[22:33:48] <ra4king> then I'm freeeeeeeeee
[22:34:15] <nbf> I have PTO for the rest of the year :)
[22:34:21] <ra4king> nbf: PTO?
[22:34:31] * ra4king guess Paid Time Off?
[22:34:33] <ra4king> oh
[22:34:33] <ra4king> :D
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[22:57:39] <nbf> lol
[22:57:40] <nbf> @BiIIMurray: What if soy milk is just regular milk introducing itself in Spanish?
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[23:37:29] <ra4king> nbf: oh shit that's brilliant
[23:37:31] <ra4king> nbf: hahahaha
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