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[06:19:53] <garou> Hi.
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[06:20:12] <garou> I ran into a weird problem using GLUT. My display function gets called once and only once.
[06:45:46] <sohail> garou, it will get called again only if you post a redisplay
[06:46:19] <sohail> see glutPostRedisplay (I think!)
[06:47:55] <garou> Yup, works, thank you. :)
[06:48:38] <garou> BTW, *is* this an appropriate channel for questions that are as noobish as it reaveals itself to be to me now?
[06:54:46] <Madsy> We prefer you to read the specs if you bother, but most people here are more than willing to help.
[06:55:03] <sohail> I'm a noob
[06:55:04] <Madsy> As long as the question is phrased in a proper manner.
[06:55:38] <Madsy> "It doesn't work" is not appropriate.
[06:56:12] <Madsy> As long as we don't need to *fish* for information, you are almost guaranteed an answer/sollution.
[06:58:52] <garou> *g* That won't be a problem. :)
[07:00:38] <Madsy> In that case, I bid you welcome
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[07:09:08] <Madsy> Most questions goes on like this: http://rafb.net/p/1Lepoh52.html
[07:09:20] <Madsy> Yes I wrote that, and yes I am bored.
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[07:10:50] <garou> Oh... my... goodness. That gave me a fit of nervous laughter. I hope you reported him to the Code Patrol?
[07:13:52] <Madsy> I wish we had one :-)
[07:15:23] <Madsy> Right now, I'm setting up a forum I intend to invite regulars to.
[07:16:02] <Madsy> Perhaps it sounds elitist, but I hope we can get some nice discussions going, and a prime environment to ask for help and feedback, with little "noise".
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[07:17:09] <garou> What's elitist about that? Do you intend it to be for a restricted audience?
[07:17:39] <Madsy> Regulars from here.
[07:17:54] <Madsy> Let's say, those who don't behave like in the example above :-)
[07:18:11] <Madsy> Restricted indeed.
[07:18:38] <garou> Mmmmh... Okay, that's *technically* elitist.
[07:18:39] <Madsy> I won't open it up until I have something to contribute with, though. Like some threads with useful information
[07:19:17] <Madsy> In that case, you will *love* stupidfilter ;-)
[07:19:24] <garou> Like a QTSNBAH?
[07:19:37] <Madsy> http://stupidfilter.org/main/
[07:20:29] <garou> Errr... A generic bayesian filter?
[07:21:02] <garou> Won't help, even that idiot you pasted knew how to write.
[07:21:21] <Madsy> Hahaha.
[07:21:32] <Madsy> Because *I* know how to write.
[07:21:38] <garou> Oh...
[07:21:53] <Madsy> It was just an example which I wrote in a hurry.
[07:22:40] <Madsy> Add some really bad grammar, and mix in some AOL abbreviations, and you got your average IRC user.
[07:23:39] <garou> I thought that freenode was better than that...
[07:24:01] <Madsy> Well, FreeNode and IRCNet is better than most.
[07:24:25] <Madsy> I don't even dare to connect to QuakeNet anymore.
[07:24:36] <Madsy> And I was an avid gamer.
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[07:49:08] <garou> Is there any reason why one would *not* use doublebuffering?
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[07:52:15] <Madsy> Well, you might win some efficiency on using single-buffering if you render still images.
[07:52:31] <Madsy> Other than that, no. Animation looks like crap without it.
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[07:59:46] <garou> And is there good reason to call glFlush() more than once per frame?
[08:01:15] <Walt> Madsy :O Have you perhaps nicke Mady Ze Wady in a game?
[08:01:41] <Madsy> Nope.
[08:01:44] <Walt> I see
[08:01:47] <Madsy> It has always been madsy
[08:01:48] <Walt> could have been, heh
[08:02:05] <Madsy> Since about.. 1993, when I first logged on online
[08:02:26] <Madsy> I used to surf on happypuppy and yahoo back then :-)
[08:02:27] <Walt> I played guild wars for some time, with someone nicking Madsy/Mady ze wady. And we hung around on QNet
[08:02:57] <Madsy> Then my dad got Doom, and I was hooked.
[08:03:06] <Walt> ah, Doom
[08:03:07] <Madsy> 14400 baud modems was the shit back then.
[08:03:25] <Madsy> Finally I moved to Quake and later QuakeWorld
[08:03:32] <Madsy> Now known as GameSpy
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[08:08:10] <garou> Damn this Peer! One day I'll hunt that guy down, wherever he might be. Sounds danish, though...
[08:09:04] <Madsy> Okay, my forum sections are finally finished. Any suggestions on what topics I could write HOWTOs and articles about?
[08:09:19] <Madsy> I'm soon done with an OpenGL FAQ
[08:10:33] <garou> "What are some good papers on {trees,fire,terrain,NURBS} and where do I get them without being in the ACM?"
[08:12:01] <garou> Also, "Is there any reason to call glFlush() more than once per frame?". :)
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[08:13:27] <HuntsMan> BTW how does the HW handles constants and variables on a GLSL shader?
[08:15:06] <HuntsMan> garou: some people post their papers on their personal sites, but getting an ACM account and digital library access would be killer
[08:15:09] <HuntsMan> i have :)
[08:15:30] <garou> So do I. :) Well, the university has.
[08:15:46] <HuntsMan> if you are student, it's more or less 45 USD to get one
[08:15:58] <HuntsMan> 25 to get an ACM membership, and 20 to get digital library full access
[08:16:02] <HuntsMan> anually
[08:16:30] <Tuxiscool> Most companies should be pretty happy to pay for a membership too.
[08:16:33] <garou> Well... Got it for free ATM. ^^
[08:16:43] <HuntsMan> better :)
[08:17:18] <HuntsMan> the just search :)
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[08:19:12] <garou> I will once the basics of what I'm writing ATM are done. No point in going over complex algorithms if I've got nothing to display them yet.
[08:19:46] <HuntsMan> yep
[08:22:15] <garou> Looks like my glFlush() questions has some complex implications: http://developer.apple.com/technotes/tn2004/tn2093.html#TNTAG6
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[08:33:11] <garou> k, grabbing a little sleep, CU in a few hours.
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[09:20:46] <[AD]Turbo> yo all
[09:25:13] <Ingenu> '
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[12:16:33] <samuel> Hi,
[12:16:51] <samuel> I'm trying to use an array of floats as a lookup table in GLSL but it won't compile
[12:17:05] <samuel> even stuff cut and paste from the 1.20 opengl GLSL specification won't compile
[12:17:13] <samuel> this is on an Nvidia 8600M GT
[12:17:28] <samuel> can anyone give me feedback?
[12:17:53] <exDM69> what does the compile error log say
[12:18:29] <exDM69> a wild guess: try adding #version 120
[12:18:34] <exDM69> to the shader source
[12:18:41] <samuel> ERROR: 0:19: 'array of float' : constructor not supported for type
[12:18:42] <samuel> ERROR: 0:19: 'array of float' : no matching overloaded function found
[12:18:42] <samuel> ERROR: 0:19: 'const float' : cannot declare arrays of this type
[12:18:51] <samuel> ERROR: 0:19: 'c' : redefinition
[12:19:00] <samuel> I've tried adding version 120
[12:19:03] <samuel> but it didn't help
[12:19:36] <samuel> trying to compile: const float c[3] = float[3](5.0, 7.2, 1.1);
[12:19:48] <samuel> that line is from the glsl specification
[12:21:18] <samuel> do you have any idea why it could be not working
[12:21:21] <samuel> it seems so strange
[12:23:26] <samuel> hello?
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[12:29:35] <karabash> hi
[12:29:40] <samuel> hi
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[13:32:02] <garou> Hi again.
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[15:25:55] <garou> And hi again.
[15:26:07] <garou> I've researched a little about doublebuffering.
[15:26:53] <garou> As far as I could see, it's not save to call Flush() before swapping buffers, as some commands might end up being executed on the new offxcreen buffer, is that correct?
[15:27:46] <garou> Also, does Finish() wait for commands to be executed which were Flush()ed earlier?
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[15:45:44] <Ingenu> swap implicitely flushes
[15:45:50] <Ingenu> herm finishes even
[15:46:53] <garou> Thank you.
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[16:16:06] <hibread> Ingenu: wouldn't that be flush? Finish() doesn't return until everything has been flushed
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[17:34:14] <nitrotrigger> do you think 345fps for software opengl in glxgears is a sufficient result?
[17:34:58] <HuntsMan> glxgears isn't a benchmark, so, no
[17:35:23] <dindinx> glxgears isn't a benchmark, so, yes
[17:35:28] <Watermelon2> "software opengl"...
[17:35:37] <Watermelon2> cpu benchmark...
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[17:36:02] <nitrotrigger> I have amilo a7640, sempron 3000+, SiS M760 128MB shared memory, gpu integrated, 512mb slow memory
[17:36:40] <nitrotrigger> I know it's not a benchmark
[17:37:02] <Watermelon2> your gfx card sux...
[17:37:11] <nitrotrigger> I know that too
[17:37:14] <Watermelon2> probably there is no linux driver for that...
[17:37:17] <nitrotrigger> but does it suck that much?
[17:37:19] <Watermelon2> with 3d acceleration
[17:37:57] <samuel> does anyone here have experience with glsl?
[17:38:15] <HuntsMan> samuel: just ask the question
[17:38:31] <samuel> i'm having trouble with const arrays in glsl
[17:38:37] <samuel> can't get it to compile
[17:38:44] <samuel> even the examples in the glsl reference documentation
[17:38:50] <samuel> const float c[3] = float[3](5.0, 7.2, 1.1);
[17:38:57] <samuel> won't compile
[17:39:04] <samuel> but its right out of the reference documentation
[17:39:12] <samuel> i'm running nvidia 8600M
[17:39:41] <samuel> is anyone able to see if that line will compile as part of a vertex or fragment shader
[17:40:37] <HuntsMan> well i have the same problem here on 8400GS M, and sounds like a compiler bug
[17:40:48] <HuntsMan> as even using #version 110 or 120 it doesn't compile
[17:40:55] <samuel> did you just try to compile it
[17:41:06] <HuntsMan> no, but tried yesterday :)
[17:41:22] <samuel> oh really
[17:41:26] <samuel> so you tried to use arrays too
[17:41:30] <HuntsMan> yeah
[17:41:31] <samuel> and couldn't get it to work?
[17:41:38] <samuel> thats really odd
[17:41:40] <HuntsMan> non-const, yes
[17:41:41] <HuntsMan> const, no
[17:41:52] <HuntsMan> yep
[17:41:56] <samuel> how did you get non-const arrays to work
[17:42:06] <HuntsMan> just remove the const
[17:42:12] <samuel> and it worked?
[17:42:17] <samuel> was there much of a performance hit?
[17:42:51] <HuntsMan> i would think as yes, but i do not have something to compare against with
[17:43:12] <samuel> can you show me the exact syntax you were using?
[17:43:21] <samuel> i'm still getting trouble even just removing const
[17:43:49] <HuntsMan> vec2 gradients2D[] = vec2[](vec2(0.7071, 0.7071), vec2(-0.7071, 0.7071), vec2(0.7071, -0.7071), vec2(-0.7071, -0.7071));
[17:43:49] <HuntsMan> for example
[17:44:41] <samuel> I get: 'array of 2-component vector of float' : constructor not supported for type
[17:44:51] <samuel> 'array of 2-component vector of float' : no matching overloaded function found
[17:44:58] <samuel> 'gradients2D' : redefinition
[17:45:16] <HuntsMan> lol
[17:45:24] <HuntsMan> i have 169.12 drivers for Linux BTW
[17:45:52] <samuel> i'm running on mac os x: NVIDIA GeForce 8600M GT OpenGL Engine 2.0 NVIDIA-1.5.26
[17:46:08] <samuel> how annoying
[17:46:13] <HuntsMan> only OpenGL 2.0?
[17:46:26] <samuel> what version are you running
[17:46:27] <samuel> 2.1?
[17:46:31] <HuntsMan> yeah
[17:46:34] <samuel> ah i see
[17:46:48] <HuntsMan> and #version 120
[17:48:20] <HuntsMan> BTW i wanna know how many constants does a implementation support, any ideas?
[17:48:32] <samuel> no idea sorry
[17:52:34] <samuel> http://developer.apple.com/graphicsimaging/opengl/capabilities/ this might help you
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[18:06:19] <magnet_> hi everyone.
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[18:07:54] <magnet_> is it normal that a texture of 512x512 scaled on a 640x480 quad use a lot of ressources ? my code run fine with 2 textures 128x128 on a 128x128 quad.
[18:08:46] <magnet_> but with a 128x128 and that 512x512 one , that take 10 more time.
[18:09:47] <hibread> where are you getting the figure 10 more time?
[18:10:30] <magnet_> I look a the time spend to draw the opengl scene.
[18:11:42] <hibread> 640x480 quad vs 128x128 quad... So you've got some screen res greater in size than 640x480, and all you're doing is rendering a quad with a texture?
[18:12:08] <hibread> of 2 different sizes? 640x480 and the other of 128x128?
[18:12:36] <magnet_> I use openGL for 2D, the 640x480 was supposed to be the background, and the 128x128 a sprite.
[18:13:39] <magnet_> all I do atm is render 2 quads with a textures.
[18:13:45] <hibread> sorry i dont follow what you're trying to do and what 2 tests you are making to see a 10x performance decrease
[18:14:10] <magnet_> hehe np, I must not have been clear.
[18:14:46] <magnet_> I try to draw 2 quads ( one 640x480 and the other 128x128 ), and to have a texture 512x512 on first, and 128x128 on second.
[18:15:20] <hibread> yep, gotchya so far...
[18:15:25] <magnet_> to see how many time it take I look at the time spend to draw the openGL scene .
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[18:23:48] <magnet_> hibread: you got any idea on why I'm getting bad performances ?
[18:24:07] <hibread> what actual performance are you getting?
[18:24:28] <hibread> just doing that you should get hundreds of frames per second (depending ofcourse on your hardware)
[18:24:37] <magnet_> I calculate fps,
[18:24:52] <hibread> what is the frame rate you are getting?
[18:24:53] <magnet_> with background only I got like 8k fps
[18:25:14] <magnet_> with background + sprite around 3 .( not 3k just 3 ).
[18:25:15] <exDM69> magnet_: fps's like that are not meaningful
[18:25:27] <magnet_> and with 2 128x128 sprites, like 60.
[18:25:36] <hibread> wel somethings not right there
[18:25:38] <hibread> what hardware do you have?
[18:25:56] <hibread> sounds like a software path is being executed
[18:26:21] <magnet_> intel i945 .
[18:26:38] <hibread> i know nothing about intel
[18:27:40] <magnet_> having 8k for just a quad sound ok to me. 60 for the 2x128 sound already weak, and 3 fps, umm doh.
[18:27:55] <magnet_> I tried other openGL applications, those works quite ok.
[18:28:02] <hibread> i'd agree. Somethings not right
[18:28:15] <hibread> is the program small?
[18:28:21] <hibread> can you show some code?
[18:28:39] <magnet_> sure, I can compress the drawing code to a few lines.
[18:28:44] <magnet_> lemme pastebin it.
[18:30:28] <magnet_> http://pastebin.ca/1005130
[18:30:45] <magnet_> there is not much to see, I guess it's more something I forgot.
[18:30:57] <hibread> oh no, another crappy language :)
[18:31:03] <magnet_> if you need more code, like openGL init , tell me.
[18:31:14] <magnet_> hibread: meh ! perl rox.
[18:31:17] <hibread> yeah, gl init would be helpful
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[18:33:09] <quicksilver> how you set up the textures might be relevant.
[18:33:09] <tmccrary> perl! yikes!
[18:33:21] <quicksilver> it sounds a bit like it doesn't think your card is capable of a texture that big
[18:33:28] <quicksilver> and ends up emulating in software?
[18:33:34] <quicksilver> although you said bg alone was fine.
[18:33:35] <magnet_> http://pastebin.ca/1005133
[18:33:36] * quicksilver looks doubtful.
[18:33:50] <magnet_> quicksilver: I had the same thinking earlier :)
[18:34:31] <quicksilver> are you doing something stupid like re-loading the tex every frame?
[18:34:38] <hibread> nothing evil looking in that code, except for the language
[18:34:38] <quicksilver> calling texImage2D each frame?
[18:34:48] <hibread> quicksilver: good thinking!
[18:35:23] <magnet_> quicksilver: I'm new to openGL, if I don't use that texImage2D to choose wich texture to apply, how can I do ?
[18:35:40] <hibread> magnet_: you only need to call that function once..
[18:35:41] <hibread> poer function
[18:35:43] <hibread> *per
[18:35:52] <hibread> and then bind the texture before use
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[18:37:03] <magnet_> q
[18:37:05] <magnet_> ops :)
[18:37:36] <quicksilver> once per texture
[18:37:38] <quicksilver> I think hibread means
[18:37:46] <quicksilver> once you have "loaded" the image into an opengl texture
[18:37:51] <quicksilver> you can then use it for the rest of your program
[18:37:53] <hibread> oh yep sorry
[18:38:02] <quicksilver> (hopefully it is now stored on your video card for rapid access)
[18:38:41] <magnet_> whatever I only use glTexImage2d once per image, when I load images, ( in the call to image_load ).
[18:45:00] <quicksilver> that sounds right
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[18:46:15] <magnet_> I tried putting 1 sprite 128x128 , and 5 other with different size,
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[18:46:42] <magnet_> I get dramaticaly bad perfomances if textures are more than 32x32 .
[18:47:02] <magnet_> ( scaled down, those are 128x128 on a 32x32 quad ).
[18:47:13] <magnet_> quit
[18:47:13] <hibread> magnet_: you're absolutely sure that you are not uploading the texture to your hardware each frame?
[18:47:16] <magnet_> ops.
[18:47:22] <quicksilver> the scaling certainly shouldn't matter.
[18:47:29] <quicksilver> texture scaling is fast that's the whole point :)
[18:47:34] <magnet_> hibread: yep the only call is at image loading.
[18:47:40] <quicksilver> I think you might need to post your whole code
[18:47:42] <quicksilver> well, more of it ;)
[18:47:45] <HuntsMan> magnet_: are you using mipmapping?
[18:47:47] <quicksilver> the main display loop.
[18:48:19] <magnet_> HuntsMan: no I do not.
[18:48:36] <magnet_> quicksilver: ok I update the pastebin.
[18:48:39] <HuntsMan> you should, you'l get better performance
[18:49:09] <magnet_> oh :)
[18:49:34] <quicksilver> mipmapping mostly gives you more attractive scaling
[18:49:38] <quicksilver> rather than better performane, IMO
[18:49:55] <hibread> in this instance you'll not get a speed boost from mipmapping
[18:50:12] <HuntsMan> if you minify textures, it should
[18:50:27] <hibread> quicksilver: well.. yeah it can definitely give performance boosts in certain scenarios for sure
[18:50:27] <HuntsMan> as it would access lower mipmap levels, and not minify the 0 level each render
[18:50:59] <quicksilver> yeah but if the minification is just nearest-neighbour
[18:51:04] <quicksilver> it doesn't take any time really
[18:51:23] <magnet_> http://pastebin.ca/1005149 I added the 2 functions that act as 'main loop' .
[18:51:25] <hibread> comes down to caching effectiveness does't it?
[18:51:49] <hibread> magnet_: no offense, but perl isn't pretty :p
[18:51:54] <quicksilver> I thought textures stored the mipmapped versions alongside the main one.
[18:52:04] <quicksilver> I don't know if they can cache one and not t'other
[18:52:23] <magnet_> hibread: hehe no offense.But it would be better to say 'your perl isn't pretty' :)
[18:52:28] <quicksilver> you should proabbly use double buffering
[18:52:41] <quicksilver> that's the preferred approach afaik
[18:52:42] <magnet_> hibread: that not very polished code, it's just to test.
[18:52:52] <magnet_> quicksilver: I do use double bufferring.
[18:53:20] <quicksilver> you do?
[18:53:25] <hibread> quicksilver: say you're rendering a triangle which only takes up say 100 pixels but the texture is 1024x1024... you're basically asking for random access
[18:53:25] <quicksilver> I don't see the swapBuffers call
[18:53:39] <quicksilver> hibread: yup
[18:53:45] <magnet_> SDL do it for me.
[18:53:49] <hibread> which is very bad performance wise
[18:53:50] <quicksilver> hibread: but that's OK because RAM is random access
[18:53:54] <quicksilver> ;)
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[18:54:06] <quicksilver> hibread: only if the texture isn't in the cache. If it is it really doesn't matter how you access it.
[18:54:07] <hibread> quicksilver: well yes.. but its no where near as good as streaming out contiguous data :)
[18:54:12] <quicksilver> on the contrary
[18:54:17] <quicksilver> it's *exactly* the same speed.
[18:54:20] <quicksilver> that's why it's called RAM.
[18:54:22] <hibread> errr
[18:54:25] <quicksilver> and nod stream ;)
[18:54:35] <quicksilver> if it's in the video cards cache.
[18:54:41] <hibread> how bigs the cache?
[18:54:48] <quicksilver> 256M on modern cards
[18:54:53] <quicksilver> (well shared with buffers and stuff)
[18:55:03] <hibread> so you're talking about the vram
[18:55:03] <quicksilver> smaller on old ones, of course.
[18:55:11] <hibread> not actual on-die cache?
[18:55:13] <quicksilver> yes. the texture cache is in the vram.
[18:55:17] <nerdzyboy> could anyone refer me to an easy to use video decoding library that would allow binding video to a quad? (needs to run under linux and have c++ binding)
[18:55:37] <magnet_> nerdzyboy: SDL allow to do that I think.
[18:55:53] <hibread> quicksilver: I really hope you're wrong here :) Just because its random access, doesn't mean its good at it :)
[18:56:23] <nerdzyboy> I'll look at the sdl documentation.. thanks
[18:56:26] <quicksilver> hibread: I promise you, RAM is random access. That's what the acronym stands for.
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[18:56:37] <HuntsMan> nerdzyboy: ffmpeg
[18:56:38] <quicksilver> and textures are typically pretty small pieces of memory by modern standards.
[18:56:57] <quicksilver> I don't know whether any recent GPUs have auxiliary on-die caches.
[18:57:10] <hibread> so you're saying that if you access some finite amount of "completely random data" from the GDDR3 video memory (or what ever) its going to read at the same pace as that same finite amount of memory that happens to be contiguous? :)
[18:57:18] <quicksilver> but the purpose of the VRAM is to serve as a fast local store for frame bumffer.
[18:57:22] <quicksilver> hibread: that's exactly what I'm saying, yes.
[18:57:31] <hibread> well i thikn you're wrong :)
[18:57:35] <quicksilver> that is how RAM chips work.
[18:57:39] <hibread> but in saying that, im happy to be wrong
[18:57:42] <quicksilver> ;)
[18:57:50] <tmccrary> *mee moo mee moo mee moo*
[18:57:57] <tmccrary> one of my detectors just went off
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[18:58:05] <tmccrary> I'll have to go see what this is all about
[18:58:18] <nerdzyboy> HuntsMan, I looked at ffmpeg but their documentation is lacking a bit
[18:58:23] <hibread> quicksilver: what makes you think that it'll be the same speed?
[18:58:26] <hibread> just because its calle dRAM?
[18:58:42] <nerdzyboy> HuntsMan, do you know of any sample code or tutorial on how to use ffmpeg?
[18:59:02] <HuntsMan> nerdzyboy: no, but i've seen some on google, as with OpenGL also
[18:59:13] <nerdzyboy> k thanks
[19:00:15] <quicksilver> hibread: I know a fair amount about computer software and hardware having studied it for many years and taught it for some.
[19:00:36] <quicksilver> hibread: I'm no expert in graphics cards in particular but I believe my knowledge of the general principles is sound.
[19:00:36] <hibread> quicksilver: assuming that video memory works just as main memory (i think its all just forms of DDR), then there are latencies involved with row somethings and column somethings... doesn't that all count?
[19:00:54] <quicksilver> in main memory you have the issue that the memory clock is quite a bit slower than the CPU clock
[19:01:04] <quicksilver> so the main memory can't fetch data fast enough to satisfy the CPU
[19:01:13] <quicksilver> and you have 1 or more layers of caches between the two
[19:01:18] <quicksilver> in order to mitigate this problem.
[19:01:27] <magnet_> do you guys have any suggestions on that performance trouble ?
[19:01:30] <quicksilver> even so, those caches are themselves megabytes in size.
[19:01:31] <hibread> which problem? the speed difference problem?
[19:01:50] <quicksilver> I don't think GPUs have this extra complexity between them and the VRAM
[19:01:52] <quicksilver> I could be wrong there.
[19:02:06] <hibread> thats beside the point atm
[19:02:21] <hibread> how come no one else is coming to the party on this debate
[19:02:29] <hibread> i want to know the real truth, either way
[19:03:47] <HuntsMan> magnet_: what GPU do you have?
[19:03:58] <magnet_> intel i945 GM .
[19:04:14] <HuntsMan> mmm, a sucky one...
[19:04:24] <magnet_> yes not very good.
[19:04:36] <magnet_> but I run some other openGL applications quite fine.
[19:07:44] <hibread> quicksilver: well actually.. quite a while ago i programmed a post vertex processing cache optimizer. I realized that performance wasn't always "great" after i performed the optimization (eg, the way the meshes index list was originally "ordered" gave better performance than the ordering I ended up with). I then realized that i hadn't re-sorted the actual vertex/normal/texture lists.. only the index list. So the ordering in memory for more contiguous
[19:07:45] <hibread> reading definitely helped here
[19:08:13] <quicksilver> yes, that's because you were overflowing the cache
[19:08:27] <hibread> ?
[19:08:29] <hibread> :)
[19:08:31] <quicksilver> if you overflow whatever portion of the VRAM the graphics card, in its wisdom, decides to allocate for a particular purpose
[19:08:40] <quicksilver> (e.g, a vertex list, or a texture, or a display list, or )
[19:08:48] <quicksilver> then it drops back into main memory.
[19:08:54] <quicksilver> if you are in teh overflow situation
[19:09:02] <quicksilver> then suddenly ordered access matters very much indeed
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[19:09:14] <quicksilver> because random access can keep refetching from memory more often than needed.
[19:09:19] <hibread> errr... how is that related to what i was just discussing?
[19:09:43] <quicksilver> you were programminga cache optimizer
[19:09:45] <hibread> you think i was literally running out of vram? and swapping out to agp memory was occuring?
[19:09:46] <quicksilver> so you said?
[19:09:51] <quicksilver> yes, I do.
[19:10:06] <hibread> even if i was only uploading say... 200k vertices...?
[19:10:11] <quicksilver> the graphics driver has to make hard decisions about what to keep in memory
[19:10:19] <quicksilver> vertex lists, texture lists, display lists, textures themselves
[19:10:25] <quicksilver> obviously the back and front buffers
[19:10:30] <quicksilver> any offscreen buffers you may be using
[19:10:47] <quicksilver> so I guess you can overflow any one particular chunk into main memory
[19:10:54] <quicksilver> even if you don't imagine you would "run out of VRAM" entirely.
[19:11:07] <hibread> so even though i may only upload one smallish VBO for instance.. it would stil swap in and out?
[19:11:13] <quicksilver> taht would be my guess as to why your optimiser worked.
[19:11:20] <quicksilver> well, if it's small enough to fit in, then it won't
[19:11:27] <quicksilver> at some critical size it will fall out
[19:11:37] <quicksilver> and once you reach that critical size, ordering will matter a lot.
[19:11:50] <hibread> well im saying right now that the amount of data i was VBO'ing was tiny with respect to the size of my VRAM
[19:12:02] <hibread> yes that makes sense.. but i was definitely well below that threshold
[19:12:28] <quicksilver> then I qwould be very surprised to see an ordering effect.
[19:12:35] <quicksilver> it might have been a slightly different effect
[19:12:44] <quicksilver> to do with keeping all the different GPU pipelines working?
[19:12:57] <quicksilver> transform units, texture units.
[19:13:00] <hibread> at the moment i dont have my lists interleaved either. So i expect to see a small improvament in performance once i merge the lists :)
[19:13:01] <quicksilver> this is well out of my depth though :)
[19:13:39] <hibread> quicksilver: its simple.. random access isn't as fast as contiguous access :)
[19:14:06] <quicksilver> that is not a general property of RAM systems. Quite the opposite.
[19:14:18] <quicksilver> it is a property of systems which involve intermediate caches of some sort, though
[19:14:30] <quicksilver> I didn't believe there was one between the texture memory and the GPU
[19:14:37] <quicksilver> which is my initial response to the query
[19:14:48] <quicksilver> with a more complex issue involving keeping all your GPU pipelines full
[19:14:51] <hibread> magnet_: where are all your calls to glTexImage2D(...) etc?
[19:14:55] <quicksilver> there probably is :)
[19:15:02] <quicksilver> magnet_: and where is the swapBuffers call?
[19:15:09] <quicksilver> if you claim this is double buffered :)
[19:15:19] <magnet_> hibread: I update the pastebin, it's in the image_load call . quicksilver there is now swapBuffers I believe SDL do it for me.
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[19:16:43] <hibread> magnet_: can i see image_draw and image_load please
[19:17:51] <magnet_> http://pastebin.ca/1005168
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[19:18:09] <magnet_> image_draw is the first one, image_load the last.
[19:19:42] <hibread> magnet_: not that it probably matters, but i think GL_UNSIGNED_INT_8_8_8_8 is desired over GL_UNSIGNED_BYTE
[19:20:58] <magnet_> I'm ready to try anything !
[19:21:56] <magnet_> yea this do not change much.
[19:22:42] <hibread> what happens if you turn off blending?
[19:22:57] <magnet_> I try.
[19:24:18] <magnet_> umm it sound like it boost a bit speed. lemme try with just 2 quads ( one big and one small ) .
[19:25:49] <magnet_> yea just a small perfomance boost , and texture colors became more red.
[19:26:13] <magnet_> ( I still just have 4 fps, with 2 quad, on 640x480 and one 128x128 ).
[19:26:20] <hibread> crazy
[19:28:22] <magnet_> with a dozen of 32x32 textured quads I just get ~10 fps.
[19:29:24] <hibread> quicksilver: http://en.wikipedia.org/wiki/Dynamic_random_access_memory Check down in the Memory timing section. Quote: "Thus, the generally quoted number is the /RAS access time. This is the time to read a random bit from a precharged DRAM array. The time to read additional bits from an open page is much less."
[19:35:00] <hibread> magnet_: tried rebooting? :)
[19:35:28] <magnet_> hibread: hehe I'm not desperate enough yet :)
[19:38:08] <magnet_> hibread: I give a test on another computer which is more powerfull.
[19:38:15] <magnet_> still it got a crappy video card.
[19:38:54] <hibread> if other gl tests work fine, then i doubt its your hardware not being fast enough
[19:39:15] <magnet_> you're right.
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[19:39:44] <magnet_> I'm a bit short on ideas in fact.
[19:39:44] <hibread> you haven't forced some huge anisotropic filtering or something in your drivers have you?
[19:40:01] <magnet_> I don't think so.
[19:40:32] <magnet_> no.
[19:43:40] <quicksilver> hibread: I stand duly corrected. I woudl be very surprised if that was the source of the speedup you measured though.
[19:44:15] <quicksilver> Now I have a question of my own. I'm doign render to texture using glTexCopyImage2D.
[19:44:34] <quicksilver> it ought to be fast to use glTexCopySubImage2D though I believe
[19:44:44] <quicksilver> since it knows it can reuse the basic texture
[19:45:01] <quicksilver> but I lack a convenient way to say "give me an empty black texture of size x * y"
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[19:46:22] <hibread> what are you trying to do with this render to texture? FBO's are generally the best way to go...
[19:46:49] <quicksilver> you're almost certainly right, but I don't know how to use FBOs :)
[19:46:55] <hibread> hehe learn! :)
[19:47:03] <hibread> they're pretty nifty things
[19:47:08] <quicksilver> I'm drawing a 'status panel' which I then textue onto some quads.
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[19:47:17] <hibread> yeah, then use a FBO
[19:47:37] <hibread> you create an FBO then bind empty textures to them in which to draw to
[19:47:49] <hibread> and then you can use that texture as per usual to do wha ever you like
[19:48:16] <quicksilver> I don't know if all my target machines support FBOs.
[19:48:26] <hibread> whats the lowest end?
[19:48:31] <quicksilver> I was talking to someone today who thought the linux ATI open source drivers didn't.
[19:48:35] <quicksilver> radeon 9250.
[19:48:45] <hibread> hmmm
[19:48:47] <hibread> not sure about that
[19:49:04] <hibread> either that radeon or OS ati drivers
[19:49:10] <quicksilver> I will check when I get home, easy to do.
[19:49:16] <quicksilver> But I don't have access to that machine frmo here.
[19:49:20] <hibread> I always aim for the 2 generations from now! :)
[19:49:41] <quicksilver> that's odd.
[19:50:04] <quicksilver> last time I tested this I thought repeated calls to texCopyImage were leaking memory
[19:50:11] <quicksilver> however running the test again they don't seem to be.
[19:50:20] <quicksilver> it must be something else I was doing that was leaking memory.
[19:50:47] <magnet_> ummm
[19:50:57] <hibread> quicksilver: what do you use for memory leaks? valgrind?
[19:51:00] <magnet_> on the other computer I got 3000 fps with the 2 quads.
[19:51:08] <magnet_> I don't understand anything.
[19:51:20] <hibread> interesting
[19:51:24] <quicksilver> hibread: actually I'm just watching my memory usage in OSX's activity mointor.
[19:51:25] <quicksilver> not very sophisticated :)
[19:51:46] <hibread> quicksilver: how do you know they're memory leaks? :)
[19:51:58] <quicksilver> I think it must be my "draw text to a texture" code which is leaking.
[19:52:22] <hibread> Those memory apps dont generally tell you an accurate story... well, accurate on the basis of memory leaks
[19:52:27] <quicksilver> hibread: because the program isn't really doing anything and memory keeps going up :)
[19:52:53] <hibread> i wouldn't worry about that... OS's do some strange things sometimes
[19:52:54] <quicksilver> true, it's not terribly accurate.
[19:53:03] <quicksilver> but when it's rising by 5MB/second something si wrong
[19:53:16] <quicksilver> and after the app has been running a few minutes the machine starts swappig like mad.
[19:53:29] <hibread> well yeah, i guess if it just keeps on going and your system starts not behaving properly
[19:53:40] <hibread> well yep, thats a leak
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[19:54:03] <hibread> magnet_: drivers up to date?
[19:54:11] <hibread> magnet_: or drivers installed at all? :)
[19:54:25] <hibread> not using some generic MS driver?
[19:54:49] <hibread> quicksilver: id seriously check out http://www.opengl.org/registry/specs/EXT/framebuffer_object.txt
[19:55:01] <quicksilver> I was actually reading that yesterday.
[19:55:02] <magnet_> hibread: nah I'm running linux. drivers sound not up to date, I installed it a few month ago.
[19:55:06] <magnet_> I'll check this out.
[19:55:11] <hibread> if i remeber correctly, my old 5900xt could handle frame buffers objects
[19:55:12] <quicksilver> there are more problems I haven't told you about.
[19:55:17] <quicksilver> I'm using Haskell.
[19:55:19] <hibread> just couldn't have more than one attached texture... maybe?
[19:55:28] <quicksilver> and I'm not sure if it's opengl binding supports FBOS.
[19:56:20] <quicksilver> tehere is auxBuffers in http://www.haskell.org/ghc/docs/latest/html/libraries/OpenGL/Graphics-Rendering-OpenGL-GL-Framebuffer.html
[19:56:27] <quicksilver> which looks like it might be an interface to FBOs but I'm not sure.
[19:56:30] <hibread> magnet_: any driver post 5 years ago should render a quad without issues :)
[19:56:49] <magnet_> lol.
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[19:57:18] <hibread> i dont think aux buffers are a part of the frame buffer object extension
[19:59:29] <hibread> quicksilver: sorry i can't help you with glTexCopySubImage2D type calls.. i've only ever used FBOs
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[20:01:22] <hibread> magnet_: you said you're using linux didn't you?
[20:01:59] <magnet_> yes I do.
[20:02:04] <quicksilver> hibread: nod* The only reason I thought auxBuffers might be FBOs is that that page says its based on the opengl 2.1 spec, and I wondered if auxbuffers is what FBOs got called when they were rolled into openGL 2
[20:02:16] <quicksilver> hibread: it was flimsy reasoning I agree :)
[20:02:28] <hibread> quicksilver: you could very well be right :)
[20:02:37] <hibread> i dont even know what haskell is so :)
[20:02:49] <hibread> magnet_: do you have to set the opengl implimentation with intel?
[20:03:02] <magnet_> yes.
[20:03:09] <hibread> magnet_: as in, i can use xorg-x11 or nvidia
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[20:03:21] <hibread> eselect opengl list
[20:03:24] <magnet_> oh you're gentoo user ? :)
[20:03:25] <quicksilver> magnet_: does glxinfo sho direct rendering : yes ?
[20:03:31] <hibread> magnet_: ahh is that gentoo only is it?
[20:03:38] <magnet_> yea all that stuff sound ok.
[20:03:52] <magnet_> hibread: I think so. trough I run gentoo too.
[20:05:03] <hibread> magnet_: so yours is definitely set to "intel" or what ever?
[20:05:15] <magnet_> yep.
[20:05:44] <hibread> magnet_: direct rendering as quicksilver suggested?
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[20:06:32] <magnet_> yes it show Direct Rendering : yes
[20:06:33] <hibread> magnet_: i suggest atleast getting a crappy nvidia card for your system :)
[20:06:42] <magnet_> that a umpc :)
[20:06:51] <hibread> umpc?
[20:07:11] <magnet_> ultra mobile pc
[20:07:17] <hibread> has legs?
[20:07:35] <quicksilver> hibread: I believe I found my memory leak, and it's unrelated to my copyteximage calls
[20:07:49] <hibread> quicksilver: what was it related to?
[20:07:54] <quicksilver> hibread: I render my text to textures. It's supposed to intelligently cache them so it doesn't render them again the next frame.
[20:08:05] <magnet_> it's very small, I cannot add anything inside.
[20:08:09] <quicksilver> I broke that some how.
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[20:08:23] <hibread> nice one
[20:08:44] <magnet_> http://the-gadgeteer.com/assets/sony-vaio-ux50-3.jpg
[20:08:45] <hibread> magnet_: well good luck with your integrated intel
[20:09:03] <magnet_> hibread: I'm updating drivers, let's hope it will help.
[20:10:15] <hibread> im off to hit the sack
[20:10:19] <hibread> good luck guys!
[20:10:33] <magnet_> thanks again for the help !
[20:11:00] <hibread> no worries!
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[20:18:52] <mariazinha> hi... can someone help me? http://cpp.ninjacodemonkeys.org/3981 I make materials no emiting any light calling the proc material... but The materials still have light... without any light but with glEnable(GL_LIGHTNING) the objects still emite light... i don't get why :|
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[20:30:33] <nerdzyboy> What's the best way to change the content of a texture? (I usually destroy the texture and create a new one, but im guessing that there is a better way...)
[20:31:58] <TheLorax> nerdzyboy, are you loading from a file?
[20:32:05] <HuntsMan> glTexSubImage2D();
[20:32:39] <nerdzyboy> no I actually generate pixel data that I load to a texture
[20:36:03] <nerdzyboy> is gldrawpixels fast enough to draw video to the screen?
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[20:47:25] <quicksilver> nerdzyboy: I was told that gldrawpixels is not the best way
[20:47:33] <quicksilver> nerdzyboy: better to use glTexSubImage
[20:47:38] <quicksilver> and then render the texture
[20:47:43] <quicksilver> ICBW.
[20:48:39] <Watermelon2> ICBM?
[20:49:02] <quicksilver> ;P
[20:52:48] <Watermelon2> i remember that being an alias for RTFW_FTW...
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[21:19:41] <Madsy> Yeah.. where is feelgod these days?
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[21:49:25] <tmccrary> He's here
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[21:56:14] <magnet_> I'm getting some strange trouble. I wrote some small openGL code, it run fine on my main computer, but on another one I get only 4 fps .I tried running other openGL application ( like warsow ) on that computer, it works very fine. the code I wrote just put 2 quads with textures.does someone got any idea on what's going on ?
[21:56:41] <tmccrary> What OS?
[21:56:48] <magnet_> linux 2.6 .
[21:57:19] <tmccrary> glxinfo -v | grep version
[21:57:23] <tmccrary> run that and tell me what it says
[21:57:45] <tmccrary> also: glxinfo -v | grep OpenGL
[21:58:14] <magnet_> magnet@painkiller ~ $ glxinfo -v | grep version
[21:58:14] <magnet_> server glx version string: 1.2
[21:58:14] <magnet_> client glx version string: 1.4
[21:58:14] <magnet_> GLX version: 1.2
[21:58:14] <magnet_> OpenGL version string: 1.3 Mesa 7.0.2
[21:58:44] <tmccrary> You're running software
[21:58:47] <tmccrary> Its using the CPU
[21:58:53] <magnet_> magnet@painkiller ~ $ glxinfo -v | grep OpenGL
[21:58:54] <magnet_> OpenGL vendor string: Tungsten Graphics, Inc
[21:58:54] <magnet_> OpenGL renderer string: Mesa DRI Intel(R) 945GM 20061017 x86/MMX/SSE2
[21:58:54] <magnet_> OpenGL version string: 1.3 Mesa 7.0.2
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[21:59:28] <magnet_> tmccrary: if running in software , shouldn't it tell 'Indirect Rendering' ?
[21:59:36] <magnet_> also why would warsow run fine ?
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[21:59:53] <tmccrary> I've had it say exactly what yours says and not be accelerated
[22:00:25] <magnet_> oh.
[22:01:11] <magnet_> umm.
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[22:02:54] <magnet_> tmccrary: you also have a intel card ?
[22:05:28] <tmccrary> yep, my tablet has one
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[22:07:30] <magnet_> what did you do to fix that openGL problem ?
[22:18:58] <garou> Okaaay, now I have a complicated muddle of C and Scheme that draws a triangle on the screen each frame. Wow...
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[22:19:46] <garou> But at least I start to see an engine emerge. Now I've got to learn a bit about optimization and efficient coding with OpenGL. Where can I read about that?
[22:19:58] <garou> Madsy: Would that be a good FAQ topic?
[22:20:32] <Madsy> I don't really know. Perhaps.
[22:20:34] <tmccrary> 1) Use native data formats where possible.
[22:20:54] <tmccrary> 2) Keep api calls to an absolute minimum, i.e. batch EVERYTHING
[22:20:59] <tmccrary> 3) Don't make your batches too big either
[22:21:11] <Madsy> But what's "efficient" depends on a lot of factors. There is definitive answer.
[22:21:21] <Madsy> is no*
[22:21:36] <Madsy> tmccrary notes are good guidelines though
[22:21:40] <speedy1> check gamedev.net opengl FAQ and opengl.org FAQ
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[22:21:49] <garou> Thanks.
[22:22:47] <Madsy> Avoid using stride. Use 16-bit indices and full batches. Use glDrawRangeElements over other ways of drawing.
[22:23:20] <Madsy> Binding textures and shaders takes time. Bind as rarely as possible.
[22:23:34] <speedy1> madsy: strides except if you use interleaved arrays
[22:24:16] <Madsy> speedy1: Sure, that may be faster under certain circumstances. Hence my point above. There is no absolute answer.
[22:24:38] <DMINATOR> the most important thing is to benchmark all the time and see what actually works for your program or doesn't
[22:24:51] <Madsy> Having several textures on a big one is called atlasing. It's usually better to have a bigger texture coordinate array than several binds.
[22:25:18] <Madsy> DMINATOR: Too bad there isn't a "free" alternative for us Linux and Windows users.
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[22:25:58] <DMINATOR> alternative of what ?
[22:26:03] <speedy1> madsy: also, atlasing - wonder how that fares with streaming in assets
[22:26:04] <Madsy> The Gremedy Debugger isn't too expensive, but it's still a lot for someone who doesn't have OpenGL as a hobby.
[22:26:20] <Madsy> The Mac coders allready have a free OpenGL debugger on their system.
[22:26:38] <DMINATOR> OS timer is everything that is needed i think
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[22:27:00] <Madsy> DMINATOR: The fps is a pretty crude thing to measure.
[22:27:01] <tmccrary> What api call was the fastest regarding writing pixels to a texture?
[22:27:14] <DMINATOR> but its actually what matters :)
[22:27:17] <tmccrary> I am going to be writing an animation texture system soon, so I'm going to have to find that out
[22:27:29] <DMINATOR> because this is what you are optimising for
[22:27:35] <speedy1> tmc: you should look into PBOs
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[22:27:45] <Madsy> DMINATOR: It matters in the end, but it doesn't necessarily tell you what's *wrong* or where the bottleneck is.
[22:28:01] <tmccrary> I'm thinking about going with a "double buffered" system, where one texture is being used to render, while the other is updated in the background
[22:28:09] <DMINATOR> no it doesn't but if it works well enough then why bother
[22:28:25] <Madsy> That's the problem. It isn't enough.
[22:28:39] <Madsy> You can't compare fps measuring with a real debugger.
[22:29:25] <DMINATOR> debugger goal is to find errors optimising goal is to make program work faster. They have different purposes
[22:29:36] <tmccrary> !
[22:29:39] <DMINATOR> so thats my point.
[22:29:51] <tmccrary> I'm gonna go with Madsy here
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[22:30:01] <tmccrary> The goal of a debugger is to make your program run better
[22:30:03] <Madsy> DMINATOR: Now you are talking crap out of your arse.
[22:30:10] <DMINATOR> really ?
[22:30:14] <tmccrary> or should I say, to help YOU make your program run better
[22:30:30] <tmccrary> "better" meaning, more reliable, faster, etc
[22:30:30] <DMINATOR> what crap did i say ?
[22:31:30] <Madsy> It's too pedantic. Whatever the tools are called, the existing ones give you information about the OpenGL state.
[22:31:37] <Madsy> http://www.gremedy.com/
[22:31:51] <Madsy> It does exactly what a debugger AND profiler does.
[22:32:24] <DMINATOR> i know about that
[22:32:25] <Madsy> You can halt the OpenGL command processing, change state, and continue.
[22:32:35] <Madsy> You can fetch the shader strings in applications.
[22:32:50] <Madsy> You can measure the number of calls, and how long they use to execute.
[22:33:00] <Madsy> You can measure whether you are GPU or CPU bound
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[22:34:01] <DMINATOR> so whats your point ?
[22:34:10] * rsp is god
[22:34:13] <rsp> That's the point
[22:34:16] <DMINATOR> :)
[22:34:21] <rsp> ;)
[22:34:31] <tmccrary> wow, 2450 a year, no thanks
[22:34:32] * DMINATOR hails to the king baby!
[22:34:42] * garou bows down to rsp
[22:35:13] * DMINATOR calls glFlush() on rsp toilet
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[22:37:05] <rsp> DMINATOR: lol
[22:37:24] <DMINATOR> :)
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[22:46:26] <Eltran> hey, is there a gui that i can integrate into quake 3 ?
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[22:46:46] <rsp> yeah
[22:46:46] <Eltran> I have a quake 3 engine with sdl inside
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[23:48:47] <Madsy> http://www.mechcore.net/phpBB2/viewtopic.php?p=2
[23:48:54] <Madsy> Improvements and suggestions are welcome
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[23:54:55] <garou> Can I store arrays of vertices for later use too so that I don't have to draw them via API each frame but instead maybe set another projection matrix and then just reference the array to be drawn?
[23:57:45] <tmccrary> garou: VBO
[23:58:12] <NeoThermic> Madsy: needs an entry at the top suggesting that people learn 3D math ;)
[23:59:22] <Madsy> NeoThermic: That's implicit in the forum rules.
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   May 2, 2008  
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