[00:00:10] <Madsy> I guess I could remove one or several of those "obvious" FAQ questions too.
[00:00:11] <NeoThermic> I'd also be silly and suggest to use phpBB 3 ;)
[00:00:38] <Madsy> Can I upgrade without losing my forum settings? :-)
[00:00:44] <NeoThermic> yes
[00:00:51] <NeoThermic> we did make a converter :)
[00:00:52] <Madsy> I'll look into that.
[00:01:18] <Madsy> Oh. You are in the phpbb project? :)
[00:01:22] <NeoThermic> Yes :)
[00:01:27] <Madsy> Great system, I'd give you that.
[00:01:33] <NeoThermic> Thanks :)
[00:01:36] <Madsy> s/'d/'ll
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[00:01:51] <NeoThermic> for the price and the licence, you can't beat it :)
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[00:09:22] <NeoThermic> ugh, I hate buttering up benchmark results.
[00:09:43] <NeoThermic> thing is, I have no better way to say that the hardware was the extereme limitation.
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[00:15:21] <garou> Hm. Maybe I should start with no optimisation at all, just add functionality and just somewhen later look what Scheme functions to replace by more efficient C-code...
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[04:12:55] <samuel> anyone had experience with glsl arrays ?
[04:24:45] <hibread> samuel: maybe just ask the question?
[04:24:59] <samuel> could you get them to work?
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[04:25:27] <hibread> ive never used them
[04:25:40] <samuel> const float c[3] = float[3](5.0, 7.2, 1.1) won't compile, but its directly from the 1.20.8 spec
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[04:30:17] <Madsy> I doubt you can use float arrays as a constructor.
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[04:35:55] <samuel> Madsy: It is in the specification
[04:37:09] <Madsy> Yes.
[04:37:18] <samuel> Madsy: have a look at the top of page 20 for example
[04:37:55] <Madsy> And while some of the older specs simply is about the "additions" since the last specification, that pdf document holds the full spec.
[04:38:16] <Madsy> Err.. nevermind. The GLSL specification yes.
[04:38:19] <samuel> Do you think it is strange
[04:38:26] <Madsy> Somehow I can't read this late :-P
[04:38:28] <samuel> that it doesn't compile on either nvidia or ati hardware
[04:39:32] <Madsy> Oh. So it has array constructors.
[04:39:45] <samuel> but they don't compile!!
[04:39:46] <Madsy> Hm.. don't you need the version pragma?
[04:39:48] <samuel> ARRR
[04:39:58] <samuel> i've got #version 120
[04:40:03] <samuel> is that all I need?
[04:40:04] <Madsy> And make sure that the version of GLSL is supported on you card.
[04:40:09] <samuel> yep it is
[04:40:20] <Madsy> Then I don't know. That's a good question.
[04:40:23] <Madsy> I'll ask around.
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[04:43:25] <samuel> I created a post
[04:43:38] <samuel> if you find any more information, please reply to that one
[04:44:02] <Madsy> I don't think you can initialize an array during the declaration.
[04:44:22] <Madsy> Try to split up the assignment and declaration.
[04:44:25] <samuel> but it specifies it in that document
[04:44:30] <samuel> it doesn't work
[04:44:31] <samuel> i've tried that
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[04:48:14] <Madsy> What does the compiler whine about then?
[04:49:15] <samuel> constructor not supported for type
[04:49:20] <samuel> and points to float[] (...)
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[04:52:25] <Madsy> I'll be back later
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[05:01:39] <RTFM_FTW> you can always work around this issue via (constant) matrices... i.e. something like void main( void ) { const mat4 A = mat4( 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0 ); gl_FragColor = vec4( A[1] ); } ...for example
[05:02:18] <RTFM_FTW> which may or may not work for your intended usage cases (depending upon how simple the array happens to be)
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[05:08:25] <Goran_> are directx 'shared handles' (in vista) useable under opengl?
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[05:08:57] <Goran_> ie texture handles of dwm windows
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[05:52:28] <Ragnarok> im using opengl in Qt, is there a function i need to enable double buffering?
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[07:10:50] <Ragnarok> nvm i got it
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[10:26:26] <garou> I've meditated on the topic of using different projection matrices within a frame for a while now; I can only think of quite limited uses, i.e. one per viewport and an orthogonal one per 2D overlays. Changing it in a continuous 3D scenery doesn't make any sense, does it?
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[10:40:24] <Madsy> garou: ..what?
[10:41:05] <Madsy> You want to change your projection matrix between draw calls?
[10:41:08] <Madsy> Why?
[10:42:05] <garou> I want to know whether there's a meaningful application for that. Doesn't seem to me like it.
[10:43:15] <Madsy> Well.. kind of.
[10:43:42] <Madsy> For example if you want to mix 3D with 2D overlays
[10:43:56] <Madsy> Or fake more depth buffer precision
[10:46:18] <garou> Mmkay, thank you.
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[10:50:07] <Madsy> Just know that depth comparsion between primitives is invalid if you change the near and/or far planes between two drawing calls.
[10:50:54] <Madsy> You can "fake" more precision that way if you split your scene up in several slices, and render then back-to-front
[10:51:59] <Madsy> Best of both worlds really. Sorting a whole scene is inefficient, but splitting a scene in N parts doesn't need to be complex.
[10:52:59] <Madsy> Then you only need to sort each "sector". You don't care about the order of the primitives in them.
[10:53:24] <Madsy> I've yet to implement this, but it *should* work.
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[10:56:31] <garou> Sounds sound.
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[10:57:38] <garou> And I'll not care for problems with big scenes yet, but needed the info earlier for my now-made decision to have one projection matrix per scene graphs and, well, multiple scene graphs. ^^
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[10:58:19] <Madsy> Well, that sounds like a valid idea to me. You can make FOV effects, for example
[10:59:14] <garou> That was about the idea, or at least part of it. ^^
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[11:01:09] <garou> THEN again, assigning projections to sceneries does actuially *not* make a lot of sense. One per camera would be more like it...
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[11:21:09] <MrPrise> hello
[11:21:16] <garou> Hi, MrPrise
[11:22:09] <MrPrise> is there any tutorial on how can I create lightradius for a tile based 2d game with OpenGL? I want to have lightradius around some items, like player, boss, etc like in Diablo
[11:22:42] <MrPrise> I'm reading a tutorial how to create vertex shader, but I'm not sure if that is what I need.
[11:23:19] <MrPrise> I also have the ShaderDesigner tool, but I see there are only 8 lights in this. The 8 lights might not be enough
[11:23:32] <Madsy> Vertex and fragment shaders is the new way to do literally everything in OpenGL
[11:23:48] <Madsy> However, what you want can be done trivially with the fixed-function pipeline as well
[11:24:08] <Madsy> With either multitexturing or additive blending
[11:24:13] <MrPrise> I know I can put textures
[11:24:33] <Madsy> Just use a lightmap
[11:24:48] <MrPrise> Madsy: could you point me to a tutorial?
[11:24:58] <Madsy> Nope,
[11:25:44] <MrPrise> Madsy: no problem. thanks your help anyway. I try to use google ;-)
[11:25:57] <quicksilver> if you just want the light on the floor, it's really easy
[11:26:03] <quicksilver> your lightmap is just a gently faded out circle
[11:26:18] <quicksilver> and you use a suitable blending mode to superimpose it over the floor texture
[11:26:37] <quicksilver> if you want the light to go 'up the walls' correctly a bit more thought is required.
[11:26:47] <Madsy> It's so trivial, that if you know what you're doing, it should become obvious to you. Make a grayscale lightmap, and enable blending and set the blend function to GL_ZERO, GL_SRC_COLOR
[11:27:06] <Madsy> Render the lightmap where you want it.
[11:27:17] <MrPrise> quicksilver: I don't need this. that is a 2d only game with OpenGL. I use opengl only to draw the tiles and for the scaling
[11:27:24] <Madsy> Preferably, use multitexturing and just set the apropiate texture environment function
[11:27:51] <quicksilver> yes, if it's literally just 2D then yoru lightmap is just a faded out circle.
[11:28:01] <quicksilver> and you just need to read about blending modes / multitextures
[11:28:38] <quicksilver> looks rather relevant
[11:28:50] <quicksilver> try googling for lightmap, lightmap 2D and lightmap 2D opengl
[11:29:03] <MrPrise> quicksilver: ok, thanks
[11:29:26] <quicksilver> that's a very simple multi texture tutorial and looks like it covers the essentials.
[11:29:29] <quicksilver> (the one I pasted)
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[11:48:40] <MrPrise> I don't understand something with the lightmap. does the lightmap work when on texture borders? from the tutorial I see I have to put the lightmap on an existing texture. does that mean the texture's size and the lightmap size must be equal? and what will happen if I want to have the light's focus at one of the edge of my texture? will be visible the light radius on the next texture too?
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[11:53:54] <MrPrise> it seems I have to translate the lightmap for the tiles
[11:58:54] <Madsy> It becomes what you can concider a "sprite"
[11:59:03] <Madsy> A quad, triangle strip or two triangles
[11:59:21] <Madsy> Yes, it must have its own unique position
[11:59:35] <Madsy> Either absolute, or transformed there
[11:59:52] <Madsy> I don't get what you mean with borders.
[12:00:28] <Madsy> Unless you are thinking about drawing order.
[12:00:40] <Madsy> You might need to draw the lightmaps last.
[12:01:25] <MrPrise> with border I mean the border of the tiles. the tiles in my game are textures.
[12:02:20] <Madsy> Well? What about them? Why would they affect the primitive which is drawn on-top of it?
[12:02:41] <Madsy> Just draw your tiles first, and lightmaps second
[12:03:07] <MrPrise> I thought the lightmap must be connected to my normal texture.
[12:03:30] <Madsy> Ah.
[12:03:39] <Madsy> If you use multitexturing, yes. If it crosses a tile, split it up.
[12:03:57] <MrPrise> I don't use multitexturing
[12:04:06] <Madsy> Just using normal additive blending fixes that problem.
[12:04:16] <Madsy> Then just draw it individually after the tiles.
[12:04:26] <MrPrise> ah, ok I see now.
[12:04:28] <MrPrise> thank you
[12:05:09] <MrPrise> how big should be the lightmap texture to behave well when I want to scale?
[12:06:13] <Madsy> It's an artistic question, and I'm a coder.
[12:06:16] <Madsy> :-)
[12:06:27] <Madsy> And it depends on the resolution of your window.
[12:06:54] <MrPrise> I suspect if it is too small there could be some big blocks when I stretch it
[12:07:08] <Madsy> It would look aliased, yes.
[12:07:19] <Madsy> Full of jaggies
[12:07:37] <MrPrise> I think that needs some experiment
[12:07:45] <Madsy> Just make a big one, and provide mipmaps.
[12:08:35] <Madsy> Besides, I'm sure you can come up with some tricks in order to control the detail during runtime
[12:09:11] <Madsy> Perhaps you can blend with primitives with a constant color instead of a texture.
[12:09:42] <Madsy> Here's a hint: Use GL_TRIANGLE_FAN
[12:10:58] <MrPrise> I'm not sure what do you mean. I'm totally new to opengl
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[12:35:54] <quicksilver> alternatively if you use multitexturing you just supply different tex coords for lightmap texture
[12:35:59] <quicksilver> to bas texture
[12:36:02] <quicksilver> when you draw the tiles
[12:36:11] <quicksilver> then it 'automatically' goes over boundaries smoothly
[12:36:59] <quicksilver> I think you'll fine a 128x128 light 'splodge' with Linear interpolation will look fine even scaled up quite a lot
[12:37:11] <quicksilver> especially if the underlying floor texture has detail of its own
[12:37:19] <Madsy> quicksilver: It would make the position of the light fixed
[12:37:36] <quicksilver> well no, not if you change the coords each frame :P
[12:37:52] <quicksilver> you calculate the lightmap coords (over each grid square) based on the position of the light
[12:37:55] <Madsy> The multitexturing was a bad idea on my part
[12:37:56] <quicksilver> if the light moves, the coords change.
[12:38:52] <Madsy> That's not what I meant
[12:39:41] <Madsy> It's just that you would probably get problems due to the texture wrapping function.
[12:40:14] <Madsy> Hm, perhaps it could work with CLAMP_TO_EDGE
[12:40:53] <quicksilver> either clamp to edge and make sure the border of your texture is pure black (or transparent depending how you want to look at it)
[12:41:02] <quicksilver> yeah, that's the best way.
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[12:47:11] <rsp> Hi all
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[12:55:10] <Madsy> quicksilver: The idea is to use GL_ZERO, GL_SRC_COLOR and grayscale
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[12:56:17] <quicksilver> Madsy: *nod*
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[12:56:26] * rsp nods
[12:56:30] <quicksilver> Madsy: it's just a matter of perspective whether you call it 'black' or 'transparent' then :)
[12:56:39] <Madsy> Of course.
[12:56:48] <quicksilver> it's black if you're thinking of it as grayscal,e but it's 'transparent' in the way you choose to blend it.
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[12:57:03] <Madsy> I think "intensity" is a bit more fitting.
[12:57:20] * quicksilver nods
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[15:51:35] <Muzzle> hi all
[15:58:41] <kaotrix> hey
[15:58:57] <kaotrix> What questions can I expect for an entry level graphics programming job? I think I already know everything there is to know about the *fundamentals* of 3D graphics programming.
[15:59:02] <kaotrix> I'll be pissed if they surprised me with some really difficult question about advanced graphics concepts.
[15:59:42] <kaotrix> keyword: entry level
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[17:03:34] <Madsy> kaotrix: Depends on what you apply for. "entry level graphics programmer" is a bit vague
[17:03:51] <Madsy> Assume they will test your C skills.. with paper and pencil
[17:04:39] <Madsy> Assume they will ask about what you know about testing.
[17:04:55] <Madsy> And how to benchmark
[17:05:44] <Madsy> What is fillrate? How do you measure fillrate as oposed to measuring triangles/sec
[17:06:11] <Adrinael> By changing resolution
[17:06:22] <Adrinael> If fps changes, the application is fillrate-limited
[17:06:32] <Madsy> The question wasn't for you..
[17:06:35] <Adrinael> Oh, damn, misread
[17:06:37] <Adrinael> Sorry :3
[17:06:46] * Adrinael reads the full conversation
[17:07:33] <Madsy> Adrinael: And I respectfully disagree :-P
[17:07:40] <Adrinael> You do?
[17:07:54] <Madsy> Fillrate can be measures by changing triangle sizes, and triangle count
[17:07:57] <Madsy> measured*
[17:08:12] <Adrinael> Well, that's the same effect more or less
[17:08:30] <Adrinael> Changing the resolution is just easier, for getting rough results fast
[17:08:44] <geocalc> even if i had the level i didn't work for this company of loosers
[17:09:21] <Madsy> You could say that measuring fillrate is *not* to measure the cost of triangle setup ;-)
[17:10:05] <Adrinael> Apropos, can anyone give me hints for profiling GLSL shaders.
[17:10:20] <Madsy> By measuring triangle setup cost and fillrate and draw them on a graph, you will probably see an intersection somewhere.
[17:10:23] <Adrinael> I hear the Apple tools are nice, but I need something for other platforms
[17:10:56] <geocalc> new nvidia tool Adrinael ?
[17:10:58] <Madsy> Google for Gremedy OpenGL debugger
[17:13:28] <Adrinael> gDebugger looks awesome
[17:13:32] <Adrinael> Er, gDEBugger
[17:14:42] <Adrinael> So does NVIDIA Shader Debugger
[17:14:56] * Adrinael moves on to create cool stuff
[17:16:23] <Adrinael> And NVIDIA ShaderPerf is in fact exactly what I need right now
[17:16:44] <Adrinael> Except that it supports HLSL or DX assembly shaders only
[17:17:07] <Adrinael> Er, the new version is restricted like that. I'm saved!
[17:18:20] <Madsy> lol.. this Debian installation has soon taken three hours
[17:23:19] <rsp> lol
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[17:46:07] <Ragnarok> where can i find in the docs an option to switch between file and wireframe mode?
[17:46:41] <rsp> file?
[17:46:54] <rsp> www.opengl.org
[17:46:57] <rsp> www.google.com
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[17:48:07] <Ragnarok> fill*
[17:48:08] <Ragnarok> sorry
[17:48:24] <rnx> glpolygonmode
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[17:51:34] <Ragnarok> thank you
[17:52:34] <Ragnarok> i <3 wireframe
[17:57:19] <Ragnarok> this is the only thats going to get me confused in opengl is triangle strip
[17:58:17] <Xmas|> hm?
[17:59:09] <Ragnarok> is trying to figure out the algorithm to make it work like, v0, v1, v2(1) v1, v2, v3(2) etc
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[18:32:42] <Muzzle> Anyone played around with the collision detection algorithm written by Kasper Fauerby?
[18:33:02] <Muzzle> I almost have it working :)
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[19:46:36] <nerdzyboy> I have been using ffmpeg to decode frames from video and then loading them as tewxture to create a video player of sorts... But it seems to me that there might be a more efficient way to play video in opengl, could anyone help me?
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[19:54:36] <kaotrix> Madsy: It's for a local gamedev firm that specializes in 2D casual games.
[19:54:57] <kaotrix> Madsy: Seems a bit unrealistic for them to propose technical 3D questions like that though.
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[19:56:12] <kaotrix> Madsy: About the fillrate question..I honestly don't know. I'm going to guess that the size of the window influences the fillrate.
[19:56:38] <kaotrix> And I'm going to guess that the fillrate is how fast the framebuffer is filled with data? I don't know
[20:02:02] <kaotrix> Madsy: Kind of glad you bought that up. Guess there's more I need to study. When learning 3D programming I pretty much skipped all of the basic, theoritical stuff. I only have a vague idea of some of those concepts.
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[20:03:10] <TheLorax> nerdzyboy, maybe pixel buffer objects?
[20:04:40] <RTFM_FTW> glTexImage*(...) for the initial texture creation operation, glTexSubImage*(...) for any update operations, then ARB_pixel_buffer_object or APPLE_client_storage, APPLE_texture_range as a client / server side data flow optimization
[20:05:19] <RTFM_FTW> also using ARB_texture_rectangle would be useful as well since it allows for non normalized texture coordinates which is a common usage case when dealing w/ video
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[20:07:59] <RTFM_FTW> furthermore make sure that you are using native internalFormat, format and type options -- GL_RGBA8, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV for the 32-bit RGBA case would be good, for YUV you can (if its available) target extensions like APPLE_ycbcr_422
[20:08:41] <RTFM_FTW> another option is using the programmable fragment pipeline to perform the YUV -> RGB blit on the server
[20:08:59] <RTFM_FTW> YUV 4:2:2, 4:4:4, 4:2:0 can all be done in this manner
[20:10:29] <nerdzyboy> cool, thanks
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[21:34:50] <nerdzyboy> OK, I give up, could anyone refer me to a guide on how to *easily* display video in opengl? (besides the one from nehe that doesnt compile)
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[21:41:26] <Jupp3> no
[21:41:51] <Jupp3> but I guess we could describe some ways todo it
[21:42:56] <Jupp3> As one frame won't be displayed long, I guess using textures won't make that much sense
[21:43:28] <Jupp3> So you could just decode video into a bitmap frame by frame, and use glDrawPixels() to draw it
[21:43:39] <Jupp3> nerdzyboy: Something like that?
[21:44:39] <Jupp3> Ah, you talked about that already before
[21:45:16] <Jupp3> glDrawPixels() won't likely be faster than textures
[21:46:36] <nerdzyboy> hmmm
[21:46:46] <nerdzyboy> I am able to get frame data using ffmpeg
[21:47:01] <nerdzyboy> but I have no clue on how to get audio working
[21:47:21] <dv_> showing videos on a texture?
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[21:47:23] <Jupp3> Not with OpenGL obviously :)
[21:47:40] <Jupp3> nerdzyboy: If you want 3D sound, you might want to consier OpenAL
[21:47:46] <Jupp3> Or SDL
[21:48:00] <nerdzyboy> the problem with the sound is to keep it synchronized with the video
[21:48:25] <Jupp3> nerdzyboy: Or the other way around
[21:48:27] <dv_> well "pulling" frames wont work
[21:48:32] <nerdzyboy> yeah
[21:48:45] <Jupp3> I guess you can achieve full speed audio easier than vieo with OpenGL
[21:48:46] <dv_> so let ffmpeg handle the loop
[21:48:58] <dv_> and let it "push" frames to your opengl code
[21:49:28] <nerdzyboy> but then wouldn't I need two parallel threads? (one for opengl and one for ffmpeg)
[21:49:30] <Jupp3> nerdzyboy: For optimization, source bitmap format can matter quite lot
[21:49:33] <dv_> yes
[21:49:45] <dv_> you need one anyway if you dont want lots of sync problems
[21:49:55] <nerdzyboy> k
[21:50:20] <nerdzyboy> that makes it much more complicated...
[21:50:57] <dv_> well the other way round is to estimate the amount of audio and video data you have to pull to keep the output up to date
[21:51:02] <dv_> and this isnt exactly trivial either
[21:51:13] <nerdzyboy> hmmm
[21:51:36] <nerdzyboy> I might be better off building my thing as a gui over mplayer...
[21:51:38] <dv_> you picked a tough one :)
[21:51:45] <Jupp3> But with rather big buffers for both, that might work
[21:51:58] <Jupp3> Won't be easy though
[21:52:09] <dv_> thing is, with the push model he might be able to reuse some sync code from mplayer, for instance
[21:52:20] <dv_> but threading isnt fun
[21:53:06] <dv_> hmm but well
[21:53:12] <nerdzyboy> I'm stating to understand why there isn't any guide/tutorial describing how to do a video player...
[21:53:26] <dv_> you could do this: run audio output + the demuxer in a thread
[21:53:37] <dv_> have a buffer for the video frame
[21:53:42] <dv_> (NOT a gl texture)
[21:53:56] <dv_> now, if the thread decodes a frame, send the audio portion to the audio device,
[21:54:14] <dv_> lock the frame buffer, copy the video frame to it, unlock
[21:54:38] <dv_> main loop, lock, get the frame buffer contents, unlock, update gl texture
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[21:54:45] <dv_> this is the easiest way I guess
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[21:55:18] <dv_> audio keeps running, video frames may be dropped if the main loop is stuck for some reason, but dropped video frames are tolerable, dropped audio isnt
[21:55:28] <dv_> and you only need basic threading stuff
[21:55:54] <nerdzyboy> k
[21:56:00] <nerdzyboy> I guess that might work
[21:56:02] <dv_> moreover, this is the push model, so you can reuse mplayer/xine sync code
[21:56:05] <dv_> (BIG bonus9
[21:56:07] <dv_> )
[21:56:17] <nerdzyboy> k
[21:56:23] <RTFM_FTW> the only *easy* solution to video based texturing through the GL API would be using a Mac
[21:56:34] <RTFM_FTW> then using something like Apple's CoreVideo API for this
[21:56:44] <nerdzyboy> i'm not using a mac
[21:57:12] <RTFM_FTW> well then I'd suggest you learn how to stream textures manually :)
[21:57:34] <RTFM_FTW> I gave you plenty of pointers earlier as I recall
[21:57:45] <nerdzyboy> yeah
[21:57:52] <nerdzyboy> it does work for the video output part
[21:58:20] <nerdzyboy> So I guess I'll try the 2 threads approach for the decode and sync part
[21:58:31] <dv_> oh, btw, ffmpeg is never stable, so you might as well pull the cvs version
[21:58:46] <nerdzyboy> k
[21:58:59] <dv_> and get ready for well-undocumented and hacked code :)
[21:59:07] <nerdzyboy> lol
[21:59:33] <nerdzyboy> thanks, that clarified a lot of concepts
[21:59:50] <dv_> np
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[22:39:35] <ezeki3l> is there a way to assign texture to glutSolidSphere (1.0, 20, 16);
[22:39:48] <ezeki3l> or, what's the simplest way to draw a sphere in OpenGL with texture
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[22:41:13] <dindinx> ezeki3l: you can use glTexGen
[22:41:59] <ezeki3l> how would i get to vertex coordinate in glutSolidSphere?
[22:42:59] <dindinx> uh?
[22:43:18] <dindinx> glutSolidSphere generates the vertices
[22:43:59] <ezeki3l> oh man
[22:44:05] <ezeki3l> i need an example for glTexGen
[22:44:06] <ezeki3l> heh
[22:45:09] <dindinx> I think there is an exemple in the red book.
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