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   December 29, 2013  
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[00:00:31] <Clome> So, in all those tutorials where they clean up stuff(liek shaders, buffers, ...) after being done, it is just a matter of good practice?
[00:01:49] <MatthiasM> no, it will just take longer for your program to close
[00:03:56] <Clome> It will take longer if I let OS cleaning it up or if I manually do it.
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[00:05:12] <MatthiasM> the driver/OS has to manage per app resources anyway - and when the app terminates it can do a batch cleanup without checking if anything is still in use
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[00:05:50] <MatthiasM> http://www.youtube.com/watch?v=TxLMIEZzAnE
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[00:39:34] <jezek2> Clome: it's good habit to do the destroying because you never know when you need to reinitialize stuff and adding it afterwards is more painful
[00:40:28] <jezek2> in the same way don't give up on OOP because of "performance" or other stupid reasons :P
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[00:48:53] <Clome> jezek2: to be honest I gave up on Java, not cuz of OOP but cuz of its verbosity. I am currently fidling with lwjgl in clojure.
[00:49:36] <ra4king> if anybody wants to waste a little time: https://www.ra4king.com/wp-content/uploads/Multiplayer/Shooter.jar
[00:49:44] <ra4king> multiplayer game I've made, me and a friend are in there
[00:50:04] <jezek2> Clome: the verbosity is totally great for maintaining bigger programs over many years
[00:50:40] <jezek2> Clome: had very unpleasant experience with python where reading (actually understanding) the code is very hard because of lack of verbosity (the types mainly)
[00:52:05] <jezek2> literally I was lost on what types were operating on after 3rd line when reading some plugin source code in blender
[00:53:45] <jezek2> I think so far my list of hardest to read languages are: a) C++ (when it's using lot of (mis)features), b) python and other "type"-less languages, c) C++ (when it's more decent :P), d) c# (it has too many exceptions to exceptions of rules and weird doing of things)
[00:55:49] <jezek2> not sure about perl :P like if you refresh your memory on the syntax of some things it's pretty readable actually (or had luck to good code so far :P)
[00:59:02] <jezek2> one always learns new tricks how to do bad C++, like this: http://www.pagetable.com/?p=250 (in the "How to Not Do It" section)
[01:01:05] <Clome> To each its own. I can see the benefit of languages like java, c#, etc. when you have a bigger team and working on a bigger project, but for me, I found out that less I type need to type to do stuff, more productive I am and less bugs I have. I am usualy working on smaller project and for readibility I leave comments after a batch of related statements(usualy 3-5). That has showed to work great
[01:01:05] <Clome> fo me. Can not stand it, to look at a class with more the 200 lines of code, full of getters an setters and at the end it doesnt do anything complex at all.
[01:01:41] <Clome> less I need to type to do stuff*
[01:03:07] <jezek2> haha, well smaller things are more ok, and yeah the setter/getter is not exactly the good part of verbosity in java :P
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[01:04:04] <jezek2> one can (esp. in smaller project) use direct field access and refactor to use setter/getters when you need it only
[01:04:05] <LepraHorst> ra4king: this game is really nice :) but its a bit laggy. is this just because of my ping?
[01:04:09] <nbf> I love writing getters and setters
[01:04:20] <nbf> they make me feel mportant
[01:04:44] <jezek2> I like using them, makes the code somehow more uniform or something, less so to create them even when it's automated by IDE
[01:04:48] <jezek2> it's still in the way
[01:05:01] <nbf> yeah I wouldn't cry if they adopted C#'s approach
[01:05:08] <ra4king> LepraHorst: yup, I limit the number of packets sent because of ping
[01:05:15] <ra4king> LepraHorst: I got lazy and didn't add interpolation
[01:06:02] <jezek2> nbf: C# approach is quite ugly though :)
[01:06:21] <nbf> how would you do it
[01:07:03] <jezek2> the way I've implemented in my lang is by having property keyword to mark simple properties directly in field declaration
[01:07:29] <jezek2> and for anything more complex you just put in specially named methods get:nameOfProperty or set:nameOfProperty
[01:07:36] <ra4king> holy shit JohnConnor has 1252 ping
[01:07:48] <jezek2> and there is shortcut that you don't need to declare it as property if you have at least one of the setter/getter
[01:07:59] <jezek2> you still need it if you want to add documentation to it though
[01:08:05] <jezek2> I think delphi uses similar approach
[01:09:30] <LepraHorst> ra4king: ok :) but its quite fun though
[01:09:58] <ra4king> LepraHorst: surprisingly isn't it?
[01:10:12] <ra4king> such a simple game I made as an afterthought to see if I could do networking
[01:10:20] <nbf> jezek2: not bad
[01:11:11] <LepraHorst> ra4king: yes, somehow it is.
[01:11:19] * ra4king improves it
[01:11:31] <nbf> realize it's a clone of the real DoodleJump
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[01:32:00] <nbf> I think I'm going to play some CS
[01:32:16] <nbf> haven't played that in SOOO long
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[01:46:01] <ra4king> nbf: what does doodle jump have to do with anything?
[01:52:29] <nbf> my b I thought you were talking about the stuff from last night
[01:53:00] <nbf> got I hate how horribly slow compiz is
[01:53:21] <nbf> I can barely get playable framerates @ 2560x1600 with CS:Source
[01:53:57] <nbf> this machine isn't exactly powerful and new but CS:Source is old as hell
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[02:05:00] <CLT|Stiotic> Hey
[02:05:06] <pangaea_> hi
[02:05:25] <CLT|Stiotic> can someone help me really quick, im struggling in drawing my world :/
[02:06:56] <pangaea_> what is the problem?
[02:09:08] <CLT|Stiotic> okay im trying to draw a 2d world via a tilesystem, I have an array list containing the Tiles(which have a posX a PosY a width and a height) so i make my game loop through the array list and fill the Floatbuffer with the position of my vertices then i use GlBufferData and then bind it to a Vao but it just gives me a black screen
[02:10:48] <pangaea_> CLT|Stiotic are you using shaders?
[02:10:57] <CLT|Stiotic> yes
[02:11:11] <CLT|Stiotic> im passing a vec 3 in my shader and set the w to 1.0 in the shader
[02:11:31] <CLT|Stiotic> I could draw a white triangle before with a simple buffer
[02:11:43] <CLT|Stiotic> but since i got my world system it wont show anything
[02:11:44] <pangaea_> have you checked for shader errors? like do you know if the shader are compiling correctly?
[02:11:54] <CLT|Stiotic> yes
[02:12:15] <CLT|Stiotic> http://puu.sh/61QPB.png does this look right?
[02:13:24] <pangaea_> CLT|Stiotic is this for 2D game?
[02:13:49] <CLT|Stiotic> yes
[02:15:16] <CLT|Stiotic> wanna see my vbo/vao initialization?
[02:17:36] <pangaea_> CLT|Stiotic how big is a tile in your game compared to the monitor? 10% of the monitors size?
[02:17:49] <pangaea_> or are the tiles really tiny?
[02:18:11] <CLT|Stiotic> Oh i didnt think of that... its just 10 by 10 and my monitor is quite big
[02:18:38] <CLT|Stiotic> well didnt fix it :/
[02:19:14] <CLT|Stiotic> http://puu.sh/61Rfy.png could this have any error in it? im kind of lost at the moment
[02:21:30] <pangaea_> CLT|Stiotic where do you define worldData
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[02:21:53] <pangaea_> is worldData just a Vertex?
[02:22:01] <CLT|Stiotic> http://puu.sh/61Rr8.png
[02:22:03] <CLT|Stiotic> its an array list
[02:22:07] <CLT|Stiotic> of Type Tile
[02:22:36] <pangaea_> can I see the Tile class?
[02:22:49] <CLT|Stiotic> sure
[02:23:09] <CLT|Stiotic> http://puu.sh/61RuS.png
[02:25:19] <pangaea_> CLT|Stiotic your problem is .put how your using it.
[02:25:54] <CLT|Stiotic> how should i use it?
[02:28:29] <pangaea_> That isn't the important thing. For a 2D game at worst you have to draw 300x300 times, that is at worst and even then the fps would be a solid 60 fps.
[02:28:43] <pangaea_> You should just have one tile, that you move around in the shader.
[02:29:56] <CLT|Stiotic> thats actually what im trying to do
[02:30:03] <CLT|Stiotic> but i need mutliple tiles
[02:30:15] <CLT|Stiotic> how would i do it with 1 tile? lol
[02:31:34] <CLT|Stiotic> for instance i have a house consiting out of 20 16x16 blocks and some of them are solid and some of them arent
[02:31:40] <pangaea_> In your shader, you can set uniform for position. In your tile class, you would have one VBO
[02:31:50] <CLT|Stiotic> Thats what im doing
[02:32:21] <CLT|Stiotic> gl_Position = orthoMatrix * transformMatrix* vec4(position, 1.0);
[02:32:58] <CLT|Stiotic> the problem is is that my vbo isnt displaying anything
[02:33:00] <CLT|Stiotic> :/
[02:33:13] <CLT|Stiotic> I think im filling the FloatBuffer in the wrong way
[02:33:21] <pangaea_> CLT|Stiotic what is your draw method for tiles?
[02:33:29] <pangaea_> oh you could try this
[02:33:33] <CLT|Stiotic> glDrawArrays(GL_TRIANGLES, 0, 3);
[02:34:41] <pangaea_> CLT|Stiotic no I mean you posted how you init everything. Are you making the vao every frame or something?
[02:34:51] <CLT|Stiotic> nooo :)
[02:34:57] <CLT|Stiotic> wait ill give you my main game class
[02:35:31] <CLT|Stiotic> http://pastebin.com/MUFZUAZP
[02:38:45] <pangaea_> CLT|Stiotic hmm well two problems firstly you need to put stuff like this http://pastebin.com/TMmaKDBn, You would need to change your attribute to make it work for 3 position
[02:39:24] <pangaea_> the programs want 3 floats for position, but your giving it 9
[02:40:12] <pangaea_> on glDrawArrays(GL_TRIANGLES, 0, 3); you don''t want that.
[02:40:34] <CLT|Stiotic> glDrawArrays(GL_TRIANGLES, 0, 9); Like that?
[02:40:36] <pangaea_> You want glDrawArrays(GL_TRIANGLES, 0, size); where size is how many triangles you have sent to it.
[02:40:46] <CLT|Stiotic> oh yeah
[02:41:06] <CLT|Stiotic> but right now its 3
[02:41:09] <CLT|Stiotic> for 1 triangle
[02:41:14] <pangaea_> CLT|Stiotic what GL_TRIANGLES tells it to take in 3 points.
[02:41:16] <CLT|Stiotic> so just for the sake of testing 3 is okay right?
[02:41:30] <pangaea_> well
[02:42:37] <pangaea_> CLT|Stiotic but it not drawing because of the .put, you would have to do something clever with attributes if you wanted to do what you wanting to do.
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[02:43:18] <CLT|Stiotic> http://puu.sh/61SF4.png does this look better?
[02:44:15] <pangaea_> CLT|Stiotic that problem isn't really with that, it more this glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);
[02:44:36] <CLT|Stiotic> cant i just set it to 9 ?
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[02:44:43] <pangaea_> CLT|Stiotic this mean it would only read 3 of the values put into the buffer.
[02:46:30] <CLT|Stiotic> hm strange thing is I had it working
[02:46:44] <CLT|Stiotic> without the world but just with a floatBuffer put Directly into my vbo
[02:46:45] <CLT|Stiotic> http://pastebin.com/KYba7iNs
[02:46:47] <CLT|Stiotic> like this
[02:46:48] <CLT|Stiotic> it worked
[02:46:55] <CLT|Stiotic> (also some color data but i removed that
[02:49:17] <pangaea_> CLT|Stiotic what does that draw? one triangle?
[02:49:26] <CLT|Stiotic> yes
[02:49:51] <pangaea_> wait there
[02:51:14] <CLT|Stiotic> wtf
[02:51:15] <CLT|Stiotic> it works
[02:51:18] <CLT|Stiotic> YUS
[02:52:41] <CLT|Stiotic> thank you so much
[02:52:48] <CLT|Stiotic> somehow you helped me :D
[02:53:11] <pangaea_> what did you change?
[02:53:30] <CLT|Stiotic> i said the attrib pointer back to 3
[02:53:39] <CLT|Stiotic> used the put method i posted
[02:53:43] <CLT|Stiotic> i dont know what i changed
[02:53:47] <CLT|Stiotic> but it works now xD
[02:53:53] <CLT|Stiotic> set* not said..
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[02:55:39] <pangaea_> I was just going to tell you to do that. It should work fine.
[02:55:52] <CLT|Stiotic> oh and i removed face culling
[02:56:02] <CLT|Stiotic> that made the final step towards working
[02:56:52] <pangaea_> CLT|Stiotic does that actually make a difference, as aren't you doing clockwise rendering
[02:57:19] <CLT|Stiotic> What?
[02:57:41] <pangaea_> how your drawing the triangles they are oriented clockwise, so they shouldn't be culled.
[02:58:07] <CLT|Stiotic> yep
[02:58:41] <CLT|Stiotic> but i should better use indicies right?
[02:59:50] <pangaea_> CLT|Stiotic for glDrawArrays you need to put in the size of worldData i.e. how many tiles there are
[03:00:02] <CLT|Stiotic> i did
[03:00:23] <CLT|Stiotic> glDrawArrays(GL_TRIANGLES, 0,World.worldData.size() * 3);
[03:00:52] <pangaea_> through I think your better of using something like SFML or slick2d and not LWJGL. Like how your doing stuff now is slow. You need to batch up your world.
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[03:01:25] <CLT|Stiotic> i really dont want to use slick2d
[03:01:31] <CLT|Stiotic> i want to create my own engine
[03:02:23] <CLT|Stiotic> what does batching up mean?
[03:02:30] <pangaea_> okay then I guess you should use LWJGL.
[03:04:04] <pangaea_> CLT|Stiotic say the world was 10000x10000 tiles, you don't want to put that into a big VAO as you would at worst only see 100x100 tiles. Most likely you would see only 30x30 tiles. So you want to batch everything up into say 20x20
[03:04:16] <pangaea_> tiles then you work out which ones are on the screen and render that only.
[03:04:28] <CLT|Stiotic> oh chunks?
[03:04:33] <pangaea_> yes
[03:04:46] <pangaea_> most important thing in 2D engine.
[03:04:54] <CLT|Stiotic> hmm
[03:05:10] <CLT|Stiotic> sounds complicated
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[04:18:53] <pangaea_> what type of networking library is good for LWJGL?
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[04:44:55] <nbf> pangaea_: LWJGL is mainly just bindings, so it doesn't have something like that
[04:45:33] <nbf> there are quite a few java networking libs but what your app does influences the design of the networking infrastructure
[04:45:55] <nbf> so one size doesn't usually fit all, unless you're doing something simple
[04:46:30] <pangaea_> http://www.lwjgl.org/wiki/index.php?title=Links_and_Resources#Networking_Libraries oh it just in the wiki it has this.
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[06:51:20] <nbf> gg anderson silva :(
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[10:47:49] <lwjglbot> lwjglforum: Re: How to move LWJGL's window after it has been created? <http://lwjgl.org/forum/index.php/topic,5278.msg28153.html#msg28153>
[11:00:09] <Clome> nbf: you just spoiled it for me, don`t do that again!
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[11:15:56] <nbf> sorry
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[11:48:09] <lwjglbot> lwjglforum: [BUG] Display.setLocation regression in 2.9.0 (OSX) <http://lwjgl.org/forum/index.php/topic,5279.msg28154.html#msg28154>
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[12:44:53] <bacil> Hello, could anybody help me solve a little problem w/ slick and deltatime please? Basicly I have entities and Im calling their update method every frame, but when i use one entity, the entity moves faster than if i use 20k entities
[12:44:59] <bacil> my update method for entity looks like this
[12:45:00] <bacil> http://pastebin.com/50vn46JD
[12:48:28] <lwjglbot> lwjglforum: GLSL - Working with double <http://lwjgl.org/forum/index.php/topic,5280.msg28155.html#msg28155>
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[13:48:49] <lwjglbot> lwjglforum: LWGJL Camera not working with Display Lists <http://lwjgl.org/forum/index.php/topic,5281.msg28156.html#msg28156>
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[14:19:00] <lwjglbot> lwjglforum: Re: LWGJL Camera not working with Display Lists <http://lwjgl.org/forum/index.php/topic,5281.msg28158.html#msg28158> || Re: GLSL - Working with double <http://lwjgl.org/forum/index.php/topic,5280.msg28157.html#msg28157>
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[15:59:53] <jezek2> bacil: http://gafferongames.com/game-physics/fix-your-timestep/
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[16:06:46] <MatthiasM> jezek2: bacil: bets to not even use float/double for time - as computes measure time in either milliseconds or nanoseconds and the APIs for that use integers
[16:06:50] <MatthiasM> *best
[16:07:01] <MatthiasM> using float/double for time stamps is just stupid
[16:07:45] <MatthiasM> it causes bugs like in Never Winter Nights where the animations no longer works when the PC has been running more than 2 days (not counting suspended time)
[16:08:19] <jezek2> hehe
[16:08:36] <jezek2> not sure if I'm fully compliant with this (on client)
[16:08:53] <MatthiasM> better fix it then :)
[16:08:59] <jezek2> but the major time is calculated in ticks (50 ticks/s)
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[16:09:21] <MatthiasM> any library / API which uses float/double for time or deltas is crap
[16:09:33] <jezek2> as I use float time for animations, but it's like just to describe the subtick time
[16:09:38] <MatthiasM> probably written by someone who did not understood the basics of time
[16:10:00] <MatthiasM> you can convert to float at the last stage when you pass the animation value to the shader/OpenGL
[16:10:03] <jezek2> but good idea to just add that into TODO list to check again :P
[16:10:30] <jezek2> it's quite unlikely that the client would be running that long, but one never knows :P
[16:10:47] <MatthiasM> eg assume you have a key framed animation - using float just adds rounding errors and sometimes even hard to debug AIOOB :)
[16:11:43] <jezek2> I always clamp such calculations :)
[16:11:44] <MatthiasM> while using integer for the time prevents any kind of rounding issue - you can use float for interpolating vertex/etc data
[16:11:54] <MatthiasM> no need to clamp when using interger
[16:11:57] <MatthiasM> *integer
[16:12:32] <jezek2> using floats is a bit easier :P
[16:13:22] <jezek2> I do basically everything in floats except for time
[16:14:26] <jezek2> any inaccuracies that could arise between server and client are smoothed out by correction from server
[16:14:53] <jezek2> floats are NOT that bad generally (if used in proper conditions :)
[16:15:51] <jezek2> I don't even need determinism for replays
[16:16:03] <jezek2> because I use visual replays not logic based
[16:16:14] <jezek2> there are other reasons why do them
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[16:16:39] <jezek2> like it shows EXACTLY what the client saw, it's more compatible between versions (no breakage when logic is subtly changed)
[16:16:59] <jezek2> and the downside of increased file size is not that bad these days :)
[16:19:39] <lwjglbot> lwjglforum: Re: LWGJL Camera not working with Display Lists <http://lwjgl.org/forum/index.php/topic,5281.msg28159.html#msg28159>
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[16:50:15] <CLT|Stiotic> Anyone knows a simple tutorial on 2d texturing with shaders?
[16:50:31] <CLT|Stiotic> prefareably not deprecated
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[19:04:55] <CLT|Stiotic> I just cant get my glVertexAttribPointer's Stride & Pointer right...
[19:05:24] <nbf> draw a picture
[19:05:37] <CLT|Stiotic> ive been trying arround for hours right now..
[19:05:42] <CLT|Stiotic> even with a friend of mine
[19:05:52] <CLT|Stiotic> just for passing UV values...
[19:07:55] <CLT|Stiotic> nbf would you mind helping me really quick?
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[19:08:27] <nbf> ask your questions and perhaps
[19:08:38] <CLT|Stiotic> Okay
[19:08:50] <nbf> usually on irc you just ask and wait :)
[19:08:59] <CLT|Stiotic> good, will do :)
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[19:09:17] <nbf> there are a lot of smart people here though, so even if I can't or don't answer someone else will
[19:09:26] <nbf> might :)
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[19:12:17] <CLT|Stiotic> So i have a floatbuffer thats build up like this: Pos, uv, pos, uv, pos, uv pos,uv , pos,uv pos, uv (Pic: http://puu.sh/62wKu.png) now i want to pass in the positions and Uv coordinates via GlVertexAttribpointer which looks like this: http://puu.sh/62wt8.png But it isnt working... Im not yet using the UV values in my shader and it worked when i only used the first attrib pointer and the buffer only c
[19:12:17] <CLT|Stiotic> ontained positions ( my shaders look like this : http://puu.sh/62x06.png)
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[19:14:38] <nbf> the SIZE fields have the number of bits
[19:14:42] <nbf> which isn't what you want here
[19:15:06] <nbf> byte is 1 byte, float is 4 bytes
[19:15:19] <CLT|Stiotic> okay what would i need as stride and pointer in the attribPointer?
[19:16:13] <nbf> so it should be 5 * 4 * 1 in that first call, but it's really 5 * 8 * 1 right now (which will cause nothing to be rendered or other weird errors)
[19:16:57] <nbf> stride would be zero since there's no data between the data you're using
[19:17:01] <CLT|Stiotic> oh it works
[19:17:05] <CLT|Stiotic> i love you man :P
[19:17:11] <nbf> np :)
[19:17:29] <CLT|Stiotic> http://puu.sh/62xgs.png just to make sure its correct ill post it here once more
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[19:34:41] <nbf> http://www.overbyte.com.au/misc/Lesson3/CacheFun.html
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[20:14:15] <CLT|Stiotic> lol..
[20:20:59] <lwjglbot> lwjglforum: Re: GLSL - Working with double <http://lwjgl.org/forum/index.php/topic,5280.msg28161.html#msg28161> || Re: GLSL - Working with double <http://lwjgl.org/forum/index.php/topic,5280.msg28160.html#msg28160>
[20:33:45] <CLT|Stiotic> I got this class: http://pastebin.com/XgRKhK6K Then when i call: http://puu.sh/62Bwp.png i get a Null pointer exception.... Any ideas?
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[20:47:47] <monty_hall> sup
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[20:49:20] <CLT|Stiotic> hey
[20:58:47] <nbf> whoa
[20:58:49] <nbf> By NPD's tallies, Chromebooks accounted for 21% of all U.S. commercial notebook sales in 2013 through November, and 10% of all computers and tablets.
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[21:13:38] <CLT|Stiotic> YEEEEAAAAH
[21:13:40] <CLT|Stiotic> texturing works
[21:13:42] <CLT|Stiotic> HELL YEAH
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[21:21:17] <lwjglbot> lwjglforum: Re: GLSL - Working with double <http://lwjgl.org/forum/index.php/topic,5280.msg28162.html#msg28162>
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[21:49:22] <CLT|Stiotic_> so i got my shader texturing done now and it works quite as intended but now im wondering how to tell the shader when to use which sprite on the tile
[21:57:44] <monty_hall> 21% of all US purchases enjoy having their privacy thrown into the shitter :P
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[22:05:47] <monty_hall> hello gentlement
[22:05:54] <monty_hall> nice to be back in the states
[22:05:59] <monty_hall> no sleep for 36 hours
[22:06:02] <monty_hall> and a raging case of jet lag
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[22:13:31] <CLT|Stiotic_> Can somebody help me? I got texturing working but i can only give the same texture to every tile, i want different tiles to have different textures how would i do that?
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[22:30:21] <monty_hall> arkam origins any good? city was pretty good
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[22:51:47] <lwjglbot> lwjglforum: Re: How to move LWJGL's window after it has been created? <http://lwjgl.org/forum/index.php/topic,5278.msg28163.html#msg28163>
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[23:28:40] <CLT|Stiotic_> http://gamedev.stackexchange.com/questions/68033/telling-my-shader-when-to-use-which-texture
[23:39:53] <ra4king> CLT|Stiotic_: I'm facepalm-ing really hard
[23:40:01] <ra4king> who's post is that?
[23:40:06] <ra4king> whose*
[23:40:14] <CLT|Stiotic_> mine.. fuck me right.
[23:40:16] <ra4king> no wait, who's*
[23:40:25] <ra4king> CLT|Stiotic_: oh...
[23:40:31] <ra4king> did you really ask that?!
[23:40:43] <CLT|Stiotic_> yes... im new to opengl kind of
[23:40:50] <ra4king> CLT|Stiotic_: why not put all possible tiles in 1 big texture?
[23:40:57] <ra4king> and then pass in the right UV for each tile?
[23:41:11] <ra4king> :D
[23:41:25] <CLT|Stiotic_> i want each tile in a seperate file :O
[23:41:30] <CLT|Stiotic_> each texture
[23:43:26] <ra4king> CLT|Stiotic_: that's extremely inefficient
[23:43:43] <ra4king> have you heard of the term Texture Atlas?
[23:43:52] <CLT|Stiotic_> the people over at ##openGL told me that its not and i could use texture arrays
[23:43:57] <CLT|Stiotic_> yes I did
[23:44:58] <ra4king> I have no experience with texture arrays, it seems to be a 3.0+ feature that was introduced to solve the high cost of texture switching
[23:45:26] <CLT|Stiotic_> yeah
[23:45:32] <CLT|Stiotic_> its 4.0 i think
[23:47:41] <CLT|Stiotic_> Minecraft also switched from a texture atlas to files for each texture
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[23:49:42] <ra4king> CLT|Stiotic_: waaaat?
[23:49:51] <CLT|Stiotic_> wut
[23:49:54] <ra4king> there's no way they switch texture each time
[23:49:59] <CLT|Stiotic_> they did
[23:50:04] <CLT|Stiotic_> they dont use the spritesheet anymore
[23:50:24] <CLT|Stiotic_> i think you misudnerstood what i meant
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[23:50:40] <CLT|Stiotic_> They now have seperate files for each texture, before, they had a texture atlas
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   December 29, 2013  
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