[00:06:43] <Simn_> cobolfoo Yes, because it's dynamic in terms of size, style and font type.
[00:06:52] <Simn_> And text color.
[00:07:32] <cobolfoo> Why you would want to change the size,type and font size in runtime? I understand for text color/tint but not for the other things
[00:08:22] <Simn_> Well, it's a priority; the game maker could generate bitmaps for every font (s)he wants to use or use true type.
[00:10:09] <Simn_> It's not my problem though. :P
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[00:32:29] <nardev> hey guys! got a question on Slick2d - i'm trying to convert Slick Image into a BufferedImage, found a method online - great - but the weirdest thing happens - as soon as i call image.GetColor(x,y) another 10MBs of RAM is taken and never returned
[00:33:18] <nbf> it may be doing some kind of copy internally
[00:33:23] <nardev> and this is the line eating up the c = image.getColor(x, y)
[00:34:03] <nardev> nbf: that would make sense
[00:34:27] <nardev> i wonder if this is sort of a memory leak/bug?
[00:34:38] <nardev> maybe i am not working with the latest slick.jar library?
[00:35:02] <nardev> also when i tried getting into the source, i seem to have diff source from jar
[00:35:06] <nardev> hmm
[00:35:15] <nardev> what version of slick should i work off of?
[00:35:19] <nardev> i think i have
[00:35:43] <nbf> does it allocate 10MB every getColor call or once?
[00:36:00] <nbf> it looks like it grabs texture data in the source
[00:36:04] <nbf> which is the place I'd start looking
[00:36:06] <nardev> #Sat Jun 26 18:22:25 UTC 2010 build=274
[00:36:14] <nardev> once!
[00:36:29] <nbf> yeah I'll bet some kind of buffer get allocates in that getTextureData call
[00:36:30] <nardev> nbf - that makes sense, thanks
[00:36:35] <nbf> *allocated
[00:37:01] <nbf> yep
[00:37:13] <nardev> what version are you working with?
[00:37:23] <nbf> the latest I just grabbed off the ninjacave
[00:37:33] <nardev> ok, thanks
[00:37:42] <nbf> is the 10MB on the java heap?
[00:37:49] <nbf> i.e. you're seeing it in a java profiler
[00:38:29] <nardev> nah, just in task manager
[00:38:38] <nardev> haven't looked at the profiler yet
[00:38:53] <nbf> oh okay, so it could be allocated as a direct buffer
[00:38:59] <nbf> not sure, I don't use slick2d
[00:39:10] <nardev> ah, ok
[00:39:15] <nbf> but it looks like very getTextureData call allocates a buffer and then attempts to free it
[00:39:29] <nbf> well it empties the data
[00:39:51] <nbf> IIRC ByteBuffers as still deallocated by the gc but there are hacks to force an earlier freeing
[00:40:02] <nbf> direct ByteBuffers that is
[00:40:33] <nardev> i was looking into the ByteBuffer code at the top of that method and that one was my first suspect, and
[00:40:45] <nardev> it turned out it was the image.GetColor(x,y) for a pixel
[00:40:53] <nardev> so yeah something internally like you said
[00:41:02] <nardev> so internally it's using ByteBuffers as well?
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[00:41:23] <nardev> i need to get my hands on the latest jar with source
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[00:41:52] <nardev> casue mine seem out of synch - in debugger it goes to some other place
[00:41:53] <nbf> yeah lwjgl uses direct ByteBuffers exclusively and that's what slick is using to draw stuff
[00:42:00] <nardev> i see
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[00:53:22] <nbf> ^ awesome!
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[05:03:47] <djdduty> seems right, has no effect...
[05:05:26] <ra4king> djdduty: is it [column][row]
[05:06:09] <djdduty> ra4king: erm... I don't transpose it when passing it to openGL
[05:06:21] <ra4king> well then :)
[05:06:24] <djdduty> ra4king: but it is literally not doing anything... like the values are completely unchanged
[05:06:28] <ra4king> you're multiplying the vector wrong :)
[05:06:32] <ra4king> wat?
[05:06:53] <ra4king> djdduty: how? what does "Ret" contain?
[05:07:24] <djdduty> ra4king: Ret contains the original value of the vec argument
[05:07:35] <djdduty> that's why I am confused
[05:07:44] <ra4king> then your matrix is an identity
[05:07:54] <djdduty> I know there is at least one value in the matrix that isn't same as identity
[05:08:05] <ra4king> plus either you are multiplying wrong or your matrix is [column][row]
[05:08:14] <ra4king> which means it's in row major.....baaad
[05:08:36] <djdduty> ra4king: no okay I fixed it
[05:08:45] <ra4king> send new code
[05:08:50] <djdduty> ra4king: reversed row and column, now it is changing, and proper direction but...
[05:08:59] <djdduty> ra4king: the change isn't anything NEAR what it should be
[05:09:03] <djdduty> like 1/10th D:
[05:09:07] <ra4king> sounds like a problem with your matrix then
[05:09:20] <ra4king> multiply the values by hand to see if you're getting the right values here
[05:09:34] <djdduty> ra4king: I am multiplying this vector by the ModelView matrix to get a transformation relative to camera forward, I know the matrix is right.
[05:12:23] <djdduty> ra4king: I added the + m[x][3] at the end to compensate for the missing component, iirc it is 1 row/column for each component of the vector
[05:12:39] <djdduty> so I am just imagining a w component of 1.0 for here
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[05:13:36] <djdduty> ra4king: still, it is only ~half of the change that it should be
[05:16:11] <djdduty> oh wait no... I only want to multiply the 3x3 header, never mind
[05:16:15] <djdduty> will get rid of that.
[05:16:32] <djdduty> I don't think that does anything anyway :D
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[05:19:37] <djdduty> ra4king: okay... weird.
[05:19:51] <djdduty> ra4king: just rotating on x axis and moving forward/back works
[05:20:15] <djdduty> but the x component doesn't seem to be changing at all
[05:20:24] <djdduty> and y has undescribable behavior
[05:20:40] <djdduty> indescribable*
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[05:24:31] <ra4king> djdduty: that's really weird
[05:24:44] <ra4king> djdduty: why do you only want to multiply the top 3x3?
[05:24:55] <djdduty> ra4king: for just rotation
[05:24:59] <ra4king> ah
[05:25:15] <djdduty> ra4king: and this is acting really weird.....
[05:25:29] <ra4king> well, don't know what to tell you. matrix * vector is a really simple function
[05:25:33] <ra4king> your bug is somewhere else
[05:25:44] <ra4king> in the rotation/translation code most likely
[05:25:59] <djdduty> ra4king: so if I translate up, then rotation down(on x axis) then rotate on y axis then try to translate forward(effectively going down and to either side) it just goes down/in on z
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[05:26:19] <djdduty> ra4king: but the ModelView is being applied fine... afaik
[05:26:52] <ra4king> djdduty: let me see it
[05:27:17] <djdduty> ra4king: also, I am looking right at the values of x and y after multiplication, x is never changing when I strafe
[05:28:09] <ra4king> hahaha BearClaw
[05:28:37] <ra4king> djdduty: I mean your rotation/translation code based on input
[05:28:39] <ra4king> how do you do that?
[05:31:45] <djdduty> ra4king: and yes the syntax is Matrix * Vector, sorry, I cannot include Mat4 into the Vector and I didn't feel like having Vector take in the array
[05:32:53] <ra4king> yeah....your rotation/translation code looks wrong :)
[05:33:19] <djdduty> ra4king: how so?
[05:33:23] <ra4king> djdduty: how does this work? Mat4 RotateTransform(Vec3 Rot);
[05:33:32] <djdduty> ra4king: oh :D
[05:33:46] <djdduty> I found I rotate a matrix by vec3 a lot
[05:34:14] <djdduty> so instead of rotate(amount, Vec3 axis) I just do rotate(Vec3) and it rotates by the x/y/z on the x/y/z axis.
[05:34:32] <djdduty> ra4king: but you don't understand, the view is rotation normally.
[05:34:38] <djdduty> rotating*
[05:34:51] <djdduty> and that is the matrix that I am multiplying by.
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[05:35:09] <ra4king> wat?
[05:35:16] <ra4king> how does that work?
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[05:36:32] <djdduty> ra4king: dude, the view matrix of the fuggin camera, I want to multiply my translation vector by it so that I get translation relative to the camera's rotation, right? So I multiply the translation value by the camera's view matrix, the view matrix works just fine as I can clearly see, it just isn't translating properly.
[05:36:52] <djdduty> because something bout the process of mutliplying that vector by the camera's view matrix is off.
[05:37:21] <ra4king> djdduty: no, you multiply by the inverse of the view matrix :)
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[05:38:32] <ra4king> djdduty: well in my code I used quaternions
[05:38:45] <djdduty> I have quats
[05:38:56] <djdduty> never used them
[05:39:01] <ra4king> but it still applies for matrices. multiply the inverse of your orientation matrix with the change in position relative to the current camera
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[05:39:12] <ra4king> and add that to the position
[05:39:20] <djdduty> ra4king: and also that translation vector is already reversed
[05:39:21] <ra4king> so GetTransform().Inverse() * Trans
[05:39:42] <ra4king> actually, not GetTransform(), don't include the position, *just* the rotation
[05:39:48] <djdduty> actually Inverse(GetTransform()) * Trans
[05:39:53] <djdduty> I like to do my weird syntax :)
[05:40:29] <djdduty> ra4king: dude, my multiplication function doesn't even use the translation values, so that doesn't matter :D
[05:40:39] <djdduty> You saw it yourself :D
[05:41:11] <djdduty> ra4king: I don't even know how to use quats :) I just stole the class from somewhere probably
[05:41:13] <djdduty> too long ago.
[05:53:45] <ra4king> djdduty: well, don't know :D
[05:53:48] <ra4king> I'm gonna go play BF4
[05:54:30] <djdduty> ra4king: to use Quats to I multiply my current Rotation Quat by another Quat with the rotation values?
[05:54:36] <djdduty> do*
[05:54:44] <ra4king> yup
[05:54:46] <djdduty> because if I do that now shit goes black xD
[05:55:02] <djdduty> oh fuck it might be rads
[05:55:04] <djdduty> nevermind
[05:55:39] <ra4king> djdduty: for a free camera, then CreateQuatAngleAxis(angle, axis) * CurrentQuat
[05:55:56] <ra4king> with angle axis being the change from the current rotation
[05:56:34] <djdduty> ra4king: so I cannot just do CurrentQuat * RotationQuat?
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[05:57:03] <ra4king> djdduty: you can, but that leads to different behavior
[05:57:13] <ra4king> basically think about what space you are multiply with
[05:57:46] <djdduty> will try what I said first
[05:59:05] <djdduty> and see for myself :)
[05:59:06] <ra4king> alrighty, but think about it :)
[05:59:33] <djdduty> a wild unresolved external appears
[05:59:37] <ra4king> lol
[05:59:38] <djdduty> but I didn't change anything...
[05:59:42] <ra4king> I'm off, cya
[05:59:46] <djdduty> Bye
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[06:23:22] <djdduty> ra4king: so what is this CreateQuatAngleAxis? With the way I am doing it things are all wonky, rotating makes objects rotate around the origin... which is odd, I can move the camera back and watch things rotate around origin in circles when they should be rotating around me...
[06:23:28] <djdduty> for when you get back ^
[06:28:25] <ra4king> djdduty: angle axis?
[06:28:29] <ra4king> look up angle axis for quaternions :)
[06:33:44] <djdduty> ra4king: actually it is more like the translation simply isn't getting applied... and yet it is because the camera is moving back
[06:34:00] <djdduty> So confuse
[06:35:07] <djdduty> ra4king: how should I be applying this quaternion to my view matrix?
[06:35:21] <djdduty> right now my view matrix is simply
[06:35:22] <djdduty> Mat4 Ret = Inverse(m_Rotation.ToMatrix());
[06:35:22] <djdduty> Ret.Translate(m_Position);
[06:35:22] <djdduty> return Ret;
[06:38:12] * ra4king looks
[06:40:02] <djdduty> I took out the inverse() bit there
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[06:44:57] <djdduty> ra4king: ?
[06:50:42] <ra4king> one sec
[06:50:47] <ra4king> something came up
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[08:14:44] <ra4king> djdduty: EWWWW
[08:14:47] <ra4king> euler angles?!?
[08:15:23] <ra4king> djdduty: why not just use the rotate(angle, axis) code?!
[08:15:33] <djdduty> because
[08:15:40] <ra4king> also what if you want to the Y to be processed first?
[08:15:46] <djdduty> ra4king: my quats have other retarded issues.
[08:16:00] <djdduty> ra4king: I have it exactly how I want it, easy to change if needed
[08:16:07] <djdduty> ra4king: so, none of this makes sense, btw...
[08:16:08] <ra4king> alright, but it's ugly :D
[08:16:10] <ra4king> and bad
[08:16:12] <ra4king> baaaaad
[08:16:45] <djdduty> ra4king: when the sin(angle) is 1.0 z should be come x*1 but instead it is 0
[08:17:23] <djdduty> and I have tested that m[2][0] IS 1.0 when rotated 90 degrees to the right
[08:17:28] <djdduty> however x is still zero...
[08:17:35] <djdduty> I mean z is
[08:17:44] <djdduty> yet the code is Ret.z = m[2][0] * vec.x + m[2][1] * vec.y + m[2][2] * vec.z; ...
[08:18:08] <djdduty> so why is z zero?
[08:18:20] <djdduty> it should be 2 if x is 2 and [2][0] is 1.0...
[08:22:06] <ra4king> O_o
[08:22:30] <ra4king> djdduty: angle around what axis?
[08:23:02] <djdduty> ra4king: y
[08:23:25] <djdduty> ra4king: upon y rotation m[2][0] = sin(Angle)
[08:24:02] <ra4king> dude you're having really weird issues :D
[08:24:36] <djdduty> ra4king: no, that is the proper way to rotate around y...
[08:24:44] <djdduty> and I have found my issue now.
[08:24:54] <djdduty> I think...
[08:25:59] <djdduty> Yup, fixed.
[08:27:40] <djdduty> still not sure what the PROBLEM was... but I fixed it anyway
[08:28:17] <djdduty> for some reason that SPECIFIC value([2][0]) was 0.0 in the operator.... so I just made a function in Vector3 called multiply that did it instead, all the values were proper when passed the matrix.
[08:28:35] <djdduty> I should figure out why it was doing that, though.
[08:28:36] <ra4king> wat
[08:28:39] <ra4king> I blame C++ then
[08:28:45] <djdduty> yeah, no clue...
[08:28:56] <ra4king> again: weird issues
[08:29:03] <djdduty> heh
[08:29:16] <djdduty> ra4king: cool.
[08:29:24] <djdduty> I don't marijuana
[08:29:27] <djdduty> never have ;)
[08:30:08] <ra4king> you should, it's a great experience
[08:37:13] <ra4king> djdduty: so you got the thing working? :D
[08:37:32] <djdduty> ra4king: Indeed
[08:37:38] <djdduty> ra4king: also just switched to using Vaos
[08:37:39] <ra4king> djdduty: I wanna see screenshots of cool projects
[08:37:47] <djdduty> now I am going to add some gui stuff
[08:38:02] <djdduty> ra4king: right now it's just a uv sphere xD but... here
[08:38:28] <djdduty> there are CoolMat CoolMat2 water1 water3 test
[08:38:30] <djdduty> and....
[08:38:41] <djdduty> hit tilde to open shader editor
[08:38:50] <ra4king> ooooh! test looks cool
[08:38:52] <djdduty> not sure if I showed you already
[08:38:56] <djdduty> ra4king: normal mapping
[08:39:12] <ra4king> when is the shader eloaded?
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[08:40:37] <ra4king> well that was cool
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[08:42:43] <djdduty> ra4king: it is reloaded when you close the console, or 1 second after you type
[08:42:52] <djdduty> ra4king: or, if you click away (onChange)
[08:42:54] <ra4king> ah yeah saw that
[08:43:00] <ra4king> I also had to check "custom shader"
[08:43:08] <djdduty> shouldn't have to
[08:43:11] <djdduty> that is only for saving
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[22:31:52] <Oebele> jezek2: thanks for the tutorial - on a second look it was really nice with the lwjgl port :)
[22:32:20] <Oebele> one question though, in example1 he has this line: glBindVertexArray(glGenVertexArrays());
[22:32:36] <Oebele> I have no clue why that is there - why bind an array you're never going to use?
[22:47:50] <ra4king> Oebele: hey Oebele, those ports are mine, I can explain. In core OpenGL, it is now required to have a Vertex Array Object bound before rendering using glDrawArrays and similar functions.
[22:48:25] <ra4king> since Example1 is so simple and our VAO doesn't need to be modified, it was useless to store the "name" returned by glGenVertexArrays()
[22:48:44] <ra4king> as such, it is just bound forever as it will never need to be unbound
[22:48:46] <Oebele> oh, hi ra4king - hadn't noticed you were on here yourself, should've checked - first of all thanks for the ports!
[22:49:08] <ra4king> yeah, my pleasure
[22:49:11] <Oebele> ok, so it is just to be "compatible" with core
[22:49:40] <Oebele> it's not in the tutorials, so that line confused me
[22:50:20] <Oebele> I'll leave it in then ;-)
[22:51:15] <ra4king> it was in the original C++ code (albeit in 2 lines instead of 1)
[22:52:19] <ra4king> Oebele: you'll learn about VAO's in a bit. they're important after all, as they're required all the time :D
[22:52:51] <Oebele> okay ^^
[22:53:14] <Oebele> it was not in the code excerpts in the tutorial
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[22:53:50] <Oebele> so that was kind of a 'mistake' of the writer. Although he will probably explain it in the chapters about VAO's
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[22:54:43] <Oebele> hadn't worked with buffers before, and as lwjgl seems to be flooded with them, I'm making sure I understand them very well first :)
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[23:23:38] <ra4king> Oebele: ah yeah
[23:23:49] <ra4king> LWJGL uses Java's NIO Buffers to upload data to the GPU
[23:24:07] <Oebele> ra4king: I am actually running into trouble with those now... I can't get reset to work
[23:24:09] <ra4king> Oebele: it is extremely important to know how the NIO Buffer API works
[23:24:18] <ra4king> Oebele: reset?
[23:24:39] <Oebele> Buffer.reset()
[23:24:46] <Oebele> my mark is not good or something
[23:25:05] <ra4king> O_o
[23:25:09] <ra4king> Oebele: why are you using mark/reset?
[23:25:52] <Oebele> ra4king: because I want to change what I am drawing and don't want to allocate new buffers all the time - I thought that was the idea of buffers?
[23:26:43] <ra4king> Oebele: right but are you modifying only a specific section of the Buffer?
[23:27:11] <Oebele> ra4king: yeah - what I want is that the point I click with my mouse is added as a vertex
[23:27:42] <Oebele> ra4king: don't you need to reset when you entirely rewrite the buffer?
[23:27:50] <ra4king> nope
[23:27:55] <ra4king> Oebele: again, learn the API. read the Javadocs :)
[23:28:17] <Oebele> ra4king: yeah, doing that atm, but apparently I am misunderstanding something
[23:28:30] <Oebele> (understanding buffers is the entire goal of this thing)
[23:28:42] <ra4king> I'm trying to understand what you're trying to do with the buffer
[23:29:20] <Oebele> I'll send you a pastebin in a minute
[23:29:38] <ra4king> also btw, mark/reset are rarely used with LWJGL usually
[23:30:03] <ra4king> the NIO Buffer's are only used to fill data and upload to the GPU, that is all
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[23:38:17] <ra4king> Oebele: ah, Buffer's can't be resized
[23:38:47] <ra4king> oh wait I see you made it 8
[23:38:50] <Oebele> ra4king: I know, but I don't need to resize it, as I created it with a size 8
[23:38:53] <Oebele> ra4king: yeah that :)
[23:39:07] <Oebele> ra4king: I just want to have access to the full length again
[23:39:08] <ra4king> Oebele: you can either clear() it, which 0's out everything and removes the limit
[23:39:44] <Oebele> whoops... I think I meant to use clear, and for some reason never mentioned I read clear and wrote reset...
[23:39:47] <Oebele> \me facepalms
[23:39:52] * Oebele facepalms
[23:39:56] <Oebele> damn wrong slash
[23:40:06] <ra4king> or artificially set the limit to the capacity
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[23:41:29] <Oebele> ra4king: is that possible?
[23:41:38] <Oebele> ra4king: only with subclassing I suppose
[23:41:57] <Oebele> oh, you can, neat
[23:42:01] <ra4king> Oebele: or limit(capacity())
[23:42:03] <ra4king> :D
[23:42:28] <Oebele> I just noticed :) then I don't have to write the first part anymore :)
[23:43:04] <Oebele> really stupid that this whole problem only occurred because I refused to notice that I read clear and wrote reset...
[23:43:06] <ra4king> yeah, just make sure you do position(limit())
[23:43:12] <ra4king> then limit(capacity())
[23:43:21] <Oebele> ah, yeah, good pointm
[23:43:36] <Oebele> thanks a lot :)
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