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   April 1, 2008  
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[00:00:22] <MatthiasM> well - you could check if S3TC is supported and use that as internal format - but you should also be able to use a generic compressed format
[00:00:42] <speedy1> if you expect to be bottlenecked by swapping, you might have a performance win if you use smaller textures which are easier to swap in and out
[00:00:49] <MatthiasM> but if your sprites contain alpha it may produce visible artifacts based on the compression used
[00:00:59] <Beererde> you mean, upload the texture with CompressedTexSubImage2DARB() and COMPRESSED_RGBA_ARB ?
[00:01:14] <MatthiasM> no - the glCompressed etc is for already compressed textures
[00:01:16] <Beererde> they only contain alpha 0 and 0xff, nothing in between
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[00:01:31] <MatthiasM> that's good - then you should use DXT1 if it's available
[00:01:31] <Beererde> so i use the standard call with COMPRESSED_RGBA_ARB ?
[00:01:38] <Beererde> ok
[00:02:49] <Beererde> so i do COMPRESSED_TEXTURE_FORMATS_ARB and check if DXT1 is in the list?
[00:03:23] <MatthiasM> you can check it's extension directly
[00:03:37] <MatthiasM> as the extension for S3TC requires texture compression
[00:04:14] <Beererde> ok
[00:04:29] <MatthiasM> eg EXT_texture_compression_S3TC
[00:04:34] <MatthiasM> with GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
[00:05:07] <MatthiasM> but you should have a switch somewhere in your options menu :)
[00:05:08] <Beererde> ok, now i have something to figure out :) thx!
[00:05:23] <Beererde> switching between DXT1 and general compression, or no compression?
[00:05:57] <MatthiasM> (DXT1 or generic) and no compression
[00:06:06] <Beererde> ok
[00:07:00] <MatthiasM> but it's very unlikely that you'll find a GPU without support for DXT
[00:07:14] <MatthiasM> as nearly all games today use it
[00:07:19] <Beererde> i see..
[00:07:31] <Beererde> as i said, my "cutoff" is a geforce 2
[00:07:32] <Beererde> ;)
[00:07:38] <Beererde> which is fairly old
[00:07:50] <MatthiasM> I think I still have one somewhere here ....
[00:08:13] <Beererde> they were pretty good, could play quake 3 well
[00:08:26] <_BOEING747> brah brah brah
[00:08:34] <Beererde> lol
[00:08:41] <_BOEING747> why you guys filled all of my orc cashe
[00:08:56] <MatthiasM> ignore him - he was kicked already several times from this channel :DD
[00:09:08] <Beererde> hehe
[00:09:11] <_BOEING747> brah brah brah
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[00:09:42] <_BOEING747> its good then wasting my bandwith with random words
[00:09:48] <_BOEING747> imao
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[00:10:32] <_BOEING747> ewen better thing is better then filling my brains bandwith and hd resources
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[00:10:54] <Beererde> _BOEING747: you should use compression ;)
[00:11:03] <MatthiasM> no brain :P
[00:11:05] <_BOEING747> brah
[00:11:07] <_BOEING747> grah
[00:11:26] <_BOEING747> it wastes cpu/process unit resources
[00:11:44] <_BOEING747> winrar killed one of my hds indirectly
[00:11:48] <_BOEING747> in the time
[00:11:51] <_BOEING747> lols
[00:11:59] <_BOEING747> wait it was another application
[00:12:03] <Beererde> WINRAR brahahaha
[00:12:10] <Beererde> rar sucks ...
[00:12:17] <_BOEING747> you dont belive me ?
[00:12:25] <Beererde> anyway, got to continue :)
[00:12:41] <_BOEING747> with burned hd you cant.!
[00:12:49] <Julianus> @beererde : lol...
[00:13:00] <Julianus> i wish to know what really happened:P
[00:14:15] <_BOEING747> anyway winrar is still my faworite archiver
[00:14:54] <Beererde> poor boy.. in that case, my brain would BRAAAxplode aswell...
[00:15:20] <MatthiasM> Beererde: don't feed trolls
[00:15:35] <Beererde> MatthiasM: yeah i just felt silly :/
[00:15:49] <MatthiasM> yup :DD
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[00:16:12] <_BOEING-A348> brah brah brah
[00:16:16] <_BOEING-A348> and grah
[00:16:36] <_BOEING-A348> who the hell stealed my nick ?1
[00:16:47] <MatthiasM> maybe Adrinael should take a look at this :)
[00:16:52] <_BOEING-A348> fuck you all
[00:17:05] <_BOEING-A348> i hope donkesy do it
[00:17:25] <_BOEING-A348> anyway a348s was my favorite
[00:17:59] <_BOEING-A348> im watching deep impact
[00:18:31] <_BOEING-A348> it this movie a faggot morin survives world with poor motorbike
[00:18:46] <_BOEING-A348> i strongly hate this stupid movie
[00:18:56] <_BOEING-A348> but im watching it again
[00:19:11] <_BOEING-A348> someone should ban this tv channel too
[00:19:13] <_BOEING-A348> lols
[00:19:27] <_BOEING-A348> can you guys ban fox tv
[00:19:41] <_BOEING-A348> from turkey
[00:19:58] <_BOEING-A348> damn our faggot p. minister do it for youtube
[00:20:13] <_BOEING-A348> brah grah
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[00:21:05] <_BOEING-A348> garh.
[00:21:17] <_BOEING-A348> anyway our faggot minister sued for banning
[00:21:30] <_BOEING-A348> he probally will be banned for next 5 years
[00:21:31] <_BOEING-A348> lols
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[00:27:41] <fierarul> hello all. does anyone know a good way to dump textures to image files (not screen content) only textures.
[00:27:56] <Beererde> depends on the format
[00:28:03] <Beererde> easiest would probably be sdl
[00:28:20] <MatthiasM> fierarul: it's the same for textures as for screen context
[00:28:29] <MatthiasM> just use glTexImage2D instead of glreadPixels
[00:28:36] <MatthiasM> *glgetTextImage2D
[00:28:54] <fierarul> yes, this gives me the pixels
[00:29:27] <Beererde> tga is pretty easy to write
[00:29:31] <MatthiasM> try this: http://www.matthiasmann.de/content/view/23/26/
[00:29:34] <fierarul> I looked here (http://www.opengl.org/resources/code/samples/sig99/advanced99/notes/node51.html) and I see that RGBA is 4 bytes with the 4th discardeable (for BMP)
[00:29:58] <Beererde> i recommend tga over bm
[00:29:59] <Beererde> p
[00:31:34] <fierarul> i don't actually care about the file format, I use it as a debugging aid :) the problem is it looks like static to me and I can't be sure the texture is this messed up or the output conversion is broken somewhere.
[00:31:43] <Beererde> ah, aus hessen.. gar nicht weit von hier :)
[00:31:54] <MatthiasM> :)
[00:32:18] <Beererde> fierarul: the best option (i do it all the time) is just to dump it as RGB data and using photoshop's RAW reader
[00:32:53] <Beererde> it allows you to specify the dimensions and channels
[00:33:00] <fierarul> by RGB(A) data you mean just a dump of the whole memory block ?
[00:33:10] <fierarul> aha... so you can specify size / channels
[00:33:17] <MatthiasM> don't forget to set G_PACK_ALIGNMENT
[00:33:18] <Beererde> fierarul: yes. just fwrite (...)
[00:33:19] <fierarul> let me see if gimp knows this
[00:33:21] <MatthiasM> *GL_
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[00:33:34] <Beererde> it should..
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[01:07:09] <trapt> hello, how do i get the screen resolution, using opengl or GLUT ?
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[01:11:01] <Beererde> trapt: i think you can't. use the os. in windows, it's GetSystemMetrics(SM_CXSCREEN)
[01:11:35] <trapt> ok thank you
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[01:14:09] <trapt> thanks it works
[01:14:16] <Beererde> np
[01:14:20] <trapt> any idea what it would be on linux?
[01:14:29] <Beererde> not right now :/
[01:14:34] <trapt> ok thanks
[01:14:43] <dindinx> trapt: glutGet(GLUT_SCREEN_WIDTH/HEIGHT);
[01:15:38] <dindinx> trapt: see http://www.opengl.org/documentation/specs/glut/spec3/node70.html for more information
[01:15:55] <trapt> dindinx, awesome i knew it was there somewhere, searching didnt help
[01:18:06] <Beererde> that's even better
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[04:24:02] <Inside> \o\
[04:24:15] <Inside> Not really an OpenGL question... since I'm using Ogre3d, but it is a graphics question :)
[04:25:32] <Inside> So um... I'm manually specifying vertex coordinates for a mesh. However, it's appearing to be quite dull (ie: where is the lighting :\?) so I'm thinking I'm not applying the right stuff to it.. I thought it was since I was missing normals, but it's the same even after adding them.
[04:26:01] * Inside facepalms.
[04:26:08] <Inside> It was the normals, I just didn't add them to the right place ~_~
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[04:57:36] <Beererde> how costly is glBindTexture () ?
[04:59:06] <Inside> This costly [*********----]
[04:59:22] <Beererde> you are one funny guy
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[04:59:52] <Inside> Well, it's not that I'm funny it's that you've not given any metric to compare the "cost" to
[05:00:29] <Beererde> does is just set an internal state variable or does it copies/dma and so on . . .
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[05:20:45] <exDM69> Beererde: avoid changes in the uniform state whenever possible
[05:21:54] <Beererde> exDM69: ok
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[05:27:45] <Beererde> when i do a series of quads in immediate mode, is is better to use matrix transformation to move the quads or to directly alter the coordinates of the vertices?
[05:35:23] <exDM69> probably altering the coordinates
[05:35:36] <exDM69> or depends on the number of quads
[05:36:07] <exDM69> and how many quads per transform, etc
[05:36:10] <exDM69> impossible to say
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[05:54:32] <Sonicadvance> Anyone know of a good way of getting outline fonts in to a GL program? I'm looking into FTGL atm, but I can't seem to figure out how to use it.
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[06:08:16] <Beererde_> if i place (in 2d drawing) some quads above another, and alter the z coord, can i use this to order them?
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[06:11:18] <Beererde_> using the depth buffer maybe
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[06:57:29] <Tenac> is there a way to make it so i can include "GL/GL.h" in my project using MSVC++ 2008 without getting loads of errors and without including <windows.h>?
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[07:05:23] <Beererde_> how do you want to use opengl in windows without windows.h?
[07:05:26] <Beererde_> you could use sdl
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[07:05:54] <Beererde_> or get a decent compiler with better headers
[07:06:49] <NeoThermic> or code on linux?
[07:08:01] <Tenac> what compiler would you use if you needed the program to work for windows, mac, and linux
[07:08:24] <exDM69> Tenac: it's not a matter of compilers
[07:09:06] <Tenac> oh, well i switched from dev-c++ to msvc++ but i'm kinda thinking of switchin back lol.
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[07:51:23] <Beererde_> yeah, gcc rulz
[07:52:43] <exDM69> Tenac: mingw (which is used by dev-c++) has an ancient version of gcc
[07:53:03] <exDM69> Tenac: I prefer msvc++ on windows
[07:58:07] <Beererde_> it's not too bad (i.e. old)
[07:59:30] <Tenac> including <windows.h> will still allow my program to work on all OS, right?
[07:59:38] <Beererde_> no
[07:59:41] <Beererde_> linux has no windows.h
[07:59:42] <Beererde_> lol
[08:00:03] <Beererde_> if you want os independent code, use sdl
[08:00:09] <Beererde_> or you have to write your own wrapper
[08:00:22] <Beererde_> wgl is different from gl in linux
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[08:09:27] <exDM69> or use another GL toolkit
[08:12:46] <Sonicadvance> hm?
[08:13:15] <Sonicadvance> I use SDL for windows and GL for all the drawing and I don't have to change any code to compile on Windows and Linux
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[08:20:51] <Tenac> I do use OpenGL and SDL but I think using MSVC++ is weighing down my portability. I need to include <windows.h> for it to include OpenGL but that't not good for me.
[08:21:35] <Beererde_> use gcc
[08:23:00] <Madsy> Hooray for #ifdefs
[08:23:12] <Madsy> But what do you need windows.h for anyway?
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[08:23:28] <Beererde_> because msvc does not work without :)
[08:23:35] <Tenac> Madsy, without it I get loads of errors
[08:23:42] <Madsy> "msvc does not work"?
[08:23:48] <Madsy> What the fuck is that suppose to mean?
[08:24:09] <Tenac> Beererde_ with gcc, what about the IDE
[08:24:12] <Madsy> "does not work" is not a valid diagnostic
[08:24:23] <Beererde_> Tenac: who needs an ide...
[08:24:30] <Beererde_> Tenac: vim + Makefile
[08:24:55] <Tenac> umm
[08:25:04] <Madsy> And I think both your compiler and linker "works" close to flawlessly, and your code does not.
[08:25:04] <Beererde_> Tenac: or continue to use msvc as editor and write a seperate makefile
[08:25:22] <Beererde_> Tenac: you need a makefile for gcc anyway
[08:25:47] <Tenac> I'll look into it I guess
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[08:40:30] <Beererde_> i want to draw a textured quad with GL_TEXTURE_2D but it is just plain white... must i enable somehing other than GL_TEX..2D?
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[08:42:43] <juanmabc> Beererde_: do you bind the texture and use glTexCoord? look for examples on the web
[08:43:06] <Beererde_> juanmabc: yes i do - in fact, it works with a quad and GL_TEXTURE_RECTANGLE_ARB, which is strange
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[08:43:59] <Beererde_> but i set GL_BLEND, GL_POINT_SMOOTH and glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) before. might that be a problem?
[08:45:48] <juanmabc> I use it too, apart from GL_POINT_SMOOTH which fallbacks to software render with the radeon driver
[08:46:07] <Beererde_> hmm ok.. good to now, btw!
[08:46:26] <Beererde_> does it render only the points with software then or everything?
[08:46:53] <juanmabc> all, the frame rate is very bad
[08:47:14] <Beererde_> oh no...
[08:47:24] <Beererde_> then i'll disable it too
[08:47:31] <Beererde_> and make round points with a texture :)
[08:48:47] <Beererde_> strange, i now tested using GL_TEXTURE_RECTANGLE_ARB, and it renders the quad!
[08:50:44] <juanmabc> I would start with a premake gl texture tutorial, it is very basic (and I don't know about this extension)
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[08:54:06] <Beererde_> ah i got it. one must disable GL_TEXTURE_RECTANGLE_ARB before 2D
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[09:04:34] <Andon> "
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[09:23:02] <[AD]Turbo> yo
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[12:40:01] <predaeus> Is there any noticeable performance impacts using a texture W x H with W >> H, over W x H with W << H? I mean does texel lookup favor one or the other?
[12:40:55] <predaeus> Hm, actually since it's layed out linearly in memory, it shouldn't matter, but this actually does matter in some other cases.
[12:42:43] <predaeus> Is there cache lines in GPUs?
[12:44:49] <predaeus> ah they do. Good to know. *continues reading*
[12:48:04] <groton> predaeus, where are you reading? Are you going to make your W multiple of the cache line size?
[12:48:30] <predaeus> nah, I haven't found that detailed info yet.
[12:55:27] <predaeus> s/ah they do/ah they have
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[13:06:18] <MrPrise> hello. can someone give some idea why I can not change my spotlight direction?
[13:07:14] <MrPrise> no matter why I specify to the glLightfv() my light is always points to the left on the screen
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[13:08:36] <MatthiasThurau> heyho: Whats better for a Face class? std::vector<Point3D*> points; or should i use std::vector<int> IDs?
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[13:28:48] <Weiss> MrPrise: have you made sure of where your glLightfv() calls are relative to your modelview transformations?
[13:29:29] <MrPrise> hm
[13:31:50] <MrPrise> I don't understand that transformations well, yet. so, maybe that is my problem. I will check it
[13:31:52] <MrPrise> thanks
[13:34:25] <MrPrise> what do you mean "relative to your modelview"? the light's coordinates must be relative or the function call?
[13:34:46] <MrPrise> in the last case I don't know how do you think
[13:36:36] <LtJax> as a rule of thumb, you need to specify your ligt coordinates after you setup your camera, and before you setup your model transformations
[13:36:50] <MatthiasThurau> i think he means something like: When you transform your modelview to gltranslatef(0,0,-200), and then call your glLightfv function with coordinates 0,0,0 it may be at the position 0,0,0 or maybe at 0,0,-200
[13:37:04] <MatthiasThurau> dont know exactly
[13:37:19] <MrPrise> I know the modelview transformations transforms the light's coordinates too
[13:37:38] <MrPrise> so, maybe I just call the functions in the wrong order?
[13:37:43] <MatthiasThurau> So that was he advice: keep an eye on that
[13:37:48] <MatthiasThurau> yeah
[13:37:51] <Weiss> yep, that's what i meant
[13:37:54] <MrPrise> ok, thanks
[13:38:29] <Weiss> because putting your light calls before or after the modelview transformations are both entirely useful situations, so you need to make sure you know what you want and what you're actually asking for
[13:39:15] <MatthiasThurau> Weiss: Whats better for a Face or Polygon class? std::vector<Point3D*> points; or should i use std::vector<int> IDs?
[13:39:48] <MatthiasThurau> or better a static array?
[13:40:02] <ville> MatthiasThurau: www.openmesh.org
[13:40:21] <geocalc> join #semantic !
[13:41:09] <MatthiasThurau> ?
[13:41:25] <Weiss> MatthiasThurau: i don't speak C++/Java/whatever language that is, i'm afraid
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[13:41:42] <MatthiasThurau> ah ok, thanks
[13:41:52] <Weiss> remember you might want to add normals/texcoords/multiple texcoords at a later date, whatever you do
[13:42:50] <MatthiasThurau> so you are designer if not programmer?
[13:43:18] <Weiss> other way round: i've programmed since i was about 9, but can't draw to save my life
[13:43:25] <Weiss> i'm a masochist who likes programming in plain C
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[13:44:28] <MatthiasThurau> hehe, funny :D
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[14:42:27] <Jupp3_> MatthiasThurau: It's not usually a good idea to store faces separately
[14:42:44] <Jupp3_> Of course that's one way to solve your problem if your code is running way too fast, for example :)
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[16:12:34] <kaotrix> http://roblogger.com/wp-content/uploads/2007/10/computer-case-o1.jpg
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[17:03:10] <hibread> ... and you guys thought i was stupid when i said RT ray-tracing will be on our doorsteps before we know it --> http://www.techarp.com/showarticle.aspx?artno=526
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[17:03:51] <HuntsMan> sure
[17:03:52] <HuntsMan> :P
[17:05:34] <hibread> no wonder for the amd-ati merger
[17:05:44] <hibread> good-bye to nvidia
[17:06:13] <RTFM_FTW> LOL and yes you are quite stupid :P
[17:06:17] <hibread> also could explain the lack of Uber performance enhancement in the 9xxx series... spending lots of time pondering this problem?
[17:06:28] <RTFM_FTW> hahahahahahah
[17:06:36] <RTFM_FTW> hahahahahahahahahahahahah
[17:06:52] <RTFM_FTW> hahahaha ... hahahah
[17:10:09] <Ingenu> 1st of april
[17:10:16] <RTFM_FTW> heh indeed
[17:10:25] <hibread> its the 2nd over here
[17:10:39] <Ingenu> still the first in europe and so in the US
[17:11:39] <Ingenu> http://eu.starcraft2.com/features/terran/taurenmarine.xml
[17:11:40] <Ingenu> :)
[17:11:57] <RTFM_FTW> heh
[17:13:41] <Ingenu> http://www.google.com/technology/pigeonrank.html
[17:13:49] <Ingenu> that one made me laugh
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[18:11:04] <NeoThermic> phew, just knocked off an average of 10365 openGL calls per frame :)
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[18:19:04] <sohail> and you have 3 FPS?
[18:19:05] <sohail> :-)
[18:21:00] <NeoThermic> heh
[18:21:13] <NeoThermic> I removed that many calls. The FPS is about 10 higher than before
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[18:23:26] <NeoThermic> there's still an average of 32k calls per frame, but that just means I've got more work to do
[18:23:30] <sohail> oh ok
[18:23:52] <NeoThermic> Maximum GL calls per frame
[18:23:52] <NeoThermic> Opt: 75690
[18:23:52] <NeoThermic> Ori: 107590
[18:24:35] <sohail> nice
[18:24:38] <sohail> what are you working on?
[18:25:33] <NeoThermic> I'm optimising a game
[18:25:41] <NeoThermic> a commercial one, at that
[18:25:56] <RTFM_FTW> always a fun task
[18:26:04] <NeoThermic> indeed
[18:26:50] <kaotrix> http://www.youtube.com/watch?v=veakJp4cqyw&NR=1
[18:27:32] <Ingenu> Assassin's Solid ?
[18:27:54] <NeoThermic> Ingenu?
[18:28:03] <Ingenu> the youtube video
[18:28:07] <Ingenu> thought it was : http://www.youtube.com/watch?v=cxw91PSTRq8
[18:30:11] <NeoThermic> next up are fonts
[18:30:32] <NeoThermic> the game employs a single texture with 16 chars per line for 16 lines (extended ASCII anyone?)
[18:31:12] <NeoThermic> thing is, it'll load this texture, take one char and draw it, disable texturing and continue.
[18:31:32] <RTFM_FTW> haha
[18:32:10] <NeoThermic> so this headache can cause issues that players can exploit.
[18:32:27] <NeoThermic> i.e. if you send enough text, you can cause slow machines to ping out.
[18:34:02] <NeoThermic> now if only nvidia would get their beta of prefkit 6 out, I could take a peak at how many vertices are wasted on fonts.
[18:38:12] <Weiss> what would the "correct" way to do text be? the same but without disabling things in between chars?
[18:39:08] <NeoThermic> well, to start I'd consider making each char into a display list, and store the display list numbers in an array
[18:39:09] <RTFM_FTW> texture mapped quads
[18:39:27] <RTFM_FTW> meh just use a static VBO
[18:39:36] <NeoThermic> not all hardware supports VBOs
[18:39:49] <RTFM_FTW> and storing a single char per DL is a horrible approach
[18:40:03] <RTFM_FTW> since at that level you are effectively on the IM GL path
[18:40:29] <RTFM_FTW> *no one* bothers to optimize for the DL case in situations where the number of vertices is under ~16
[18:40:59] <RTFM_FTW> and AFAIC anything worth supporting supports ARB_vertex_buffer_object
[18:41:18] <NeoThermic> heh
[18:41:19] <RTFM_FTW> being that this is a reasonably trivial path to support (anymore)
[18:41:46] <NeoThermic> well, Intel hardware sometimes claims ARB_VBO support, but you can crash the driver if you use it
[18:42:07] <RTFM_FTW> never had a problem w/ SW T&L via VBO et al on the GMA 9xx series
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[18:42:47] <RTFM_FTW> nor have I had a problem w/ HW T&L via VBO on the later GMA 3xxx (or whatever it was) series
[18:43:15] <NeoThermic> can you force software?
[18:44:02] <RTFM_FTW> of course
[18:44:18] <RTFM_FTW> the platform I deal w/ has a wonderful SW rasterizer
[18:44:25] <NeoThermic> :)
[18:44:58] <NeoThermic> I remember the software engine from the original unreal tournament. It ran on my old P1 150MHz with 40MB RAM and a nice 1MB graphics card
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[19:04:58] <KU0N> Why there isn't glTranslatefv (GLfloat *v) and the like (scale, rotate...)
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[19:09:35] <zxc> hi
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[19:11:22] <xkpe_> im trying to use glCopyPixels to copy the front buffer to the back buffer
[19:14:15] <xkpe_> but its being pasted starting at coordinates 0,0
[19:14:22] <xkpe_> world coordinates
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[19:23:01] <MrPris1> hello
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[19:26:00] <MrPrise> I'm working on a tilebased 2d game, but I use OpenGL for drawing. I would like to use lights for the objects (radius around them). which is the best method for that?
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[20:09:49] <MrPrise> re
[20:11:15] <MrPrise> what is the best way to put light radius around objects in a 2d tile based game?
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[20:15:45] <geocalc> shaders
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[20:18:01] <MrPrise> could you give a link to a tutorial or sample code?
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[20:52:41] <Fredy_BackSlash> hi all
[20:53:24] <Fredy_BackSlash> glenable(GL_DEPTH_TEST) has no effect, is anybody know why?
[20:54:39] <rnx> glDepthFunc
[20:55:18] <Fredy_BackSlash> glDepthFunc(GL_LEQUAL);
[20:55:34] <Fredy_BackSlash> glclear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
[20:56:35] <Fredy_BackSlash> not working
[20:56:48] <Xmas|> do you have a depth buffer?
[20:57:05] <rnx> check glerror
[20:57:15] <rnx> beyond that ... provide a minimal failing testcase
[20:57:27] <Fredy_BackSlash> Xmas|: what i need to search?
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[20:59:38] <Xmas|> GLint depthbits; glGetIntegerv(GL_DEPTH_BITS, &depthbits); check that depthbits is not zero
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[21:08:10] <Fredy_BackSlash> Xmas|: zero
[21:08:43] <Fredy_BackSlash> Xmas|: what command init depth buffer?
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[21:09:19] <Xmas|> what platform are you using?
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[21:09:51] <Fredy_BackSlash> Xmas|: linux, but i whant windows to
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[21:17:30] <rnx> for glut: glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
[21:17:43] <rnx> note the GLUT_DEPTH
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[21:21:42] <Fredy_BackSlash> rnx: wihtout glut?
[21:22:08] <Xmas|> depends on what else you're using
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[21:23:03] <Fredy_BackSlash> wglcreatecontext
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[21:23:26] <Xmas|> then you need to query the right pixelformat
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[21:23:34] <Xmas|> it needs depth bits
[21:24:54] <rnx> or just switch to an open cross-platform toolkit
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[21:31:29] <Fredy_BackSlash> Xmas|: thanks it working now
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[23:23:17] <amitprakash> how should i go about displaying a jpeg image in opengl?
[23:25:59] <dindinx> amitprakash: load the jpeg image into a texture, and draw a fullscreen textured quad.
[23:26:50] <amitprakash> dindinx, what if i want to add resizing capabilities
[23:27:20] <dindinx> amitprakash: just change the size of the quad
[23:27:39] <amitprakash> thanks, will try
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[23:55:06] <sohail> what algorithm does opengl use to scale textures up/down?
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   April 1, 2008  
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