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[00:00:15] <StephaneLenclud> It's object code so it's a bit all over the place
[00:00:57] <StephaneLenclud> When I render only a mesh with one cylinder it works just fine
[00:01:31] <StephaneLenclud> when I put one cylinder inside the first one it's broken
[00:01:54] <rnx> then make a minimal testcase
[00:02:44] <rnx> not sure what the screenshot is supposed to look like
[00:02:55] <rnx> but that sure looks like depth issues
[00:04:00] <rnx> if you try to draw the two cylinders one after the other sorting obviously won't help
[00:04:19] <StephaneLenclud> I'm using glBlendFunc(GL_ONE, GL_ONE);
[00:04:43] <StephaneLenclud> and glColor with alpha 0.2
[00:04:51] <StephaneLenclud> no material
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[00:05:42] <rnx> i recommend you learn a bit about how the depth buffer works and about the issues with alpha and sorting
[00:05:59] <rnx> http://www.sjbaker.org/steve/omniv/alpha_sorting.html
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[00:07:21] <StephaneLenclud> on the screen shot only the upper half of the beam is rendering nicely, the lower half has got blue stuff in it
[00:12:01] <StephaneLenclud> thanks for the link
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[00:16:08] <StephaneLenclud> I guess I fall in that category "The only thing that remains is when you try to render one translucent polygon behind another"
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[00:25:01] <StephaneLenclud> That glAlphaFunc is not doing anything for me :( actually a lot of my actors are not showing up once this is enabled no matter how low I set the value!?!
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[03:06:46] <Latheesan> hi can someone help me out, what does this error means?
[03:06:47] <Latheesan> Error 1 error LNK2001: unresolved external symbol _main MSVCRT.lib
[03:06:47] <Latheesan> Error 2 fatal error LNK1120: 1 unresolved externals C:\Table Archery\Release\Table Archery.exe
[03:08:10] <tmccrary> it means you're missing a library
[03:08:18] <Latheesan> hmm
[03:08:28] <Latheesan> on my system, or within the project folder strcutre?
[03:09:19] <Latheesan> i downloaded the project files and created a new fresh project on my visual studio
[03:09:27] <Latheesan> and added the .cpp and .h files
[03:09:37] <Latheesan> the new projected i created wont compile
[03:09:41] <Latheesan> the one i downloaded compiles
[03:09:46] <Latheesan> even though the codes are exactly same
[03:10:07] <Latheesan> and what i downloaded did not come witha any .lib or .dll file that i might be missing
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[03:35:28] <uchitoru> night everyone, can someone tell where can i find good information on extruding from a random 2d shape?
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[03:49:29] <loof> anybody know how to do texture blending to make kool looking terrain?
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[05:15:24] <vasoq> when compiling c++ code that uses opengl, do i have to put all the things like glut.h and glu.h and gl.h in my makefile or just in the includes?
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[05:29:19] <KU0N> hello
[05:30:19] <vasoq> can anyone point me to a place where i can read how to compile c++ code using opengl and glut on linux? i tried a makefile but it didn't work
[05:30:30] <HuntsMan> well, why exactly didn't work?
[05:31:24] <vasoq> viewer.cpp:(.text+0x26e): undefined reference to `glClear' and many similar things
[05:31:32] <HuntsMan> did you do -lGL?
[05:31:40] <vasoq> i'm not 100% my makefile is right... and no
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[05:32:14] <HuntsMan> then do it
[05:32:21] <HuntsMan> you're not linking against libGL.so
[05:32:23] <HuntsMan> the same for glut
[05:32:57] <vasoq> just put -lGL on the g++ command for the whole project or also on each individual source file?
[05:34:01] <HuntsMan> put it when you link all the object files into the final executable
[05:37:57] <vasoq> that fixed gl references but i still have issues with glut and glu... by the way i googled a lot but can't find a clear answer esp regarding makefiles
[05:38:34] <HuntsMan> as i said, link also glut and glu
[05:38:48] <HuntsMan> and BTW this is not specific to makefiles
[05:40:00] <vasoq> i know, i had read something similar
[05:40:23] <vasoq> i didn't realize -lGL and -lGLU meant link gl and link glu, but it compiles now :)
[05:40:37] <vasoq> just enough to give me a blank screen :(
[05:41:50] <nathan_> lol
[05:44:37] <Madsy> You are using OpenGL but don't know how to link..?
[05:45:23] <vasoq> Madsy: yarr
[05:45:51] <vasoq> screen's not black anymore, at least i'm not too slow even though i can't link :P
[05:46:20] <Madsy> I would learn how to code and use a toolchain before I started out with OpenGL
[05:46:23] <vasoq> this is beautiful for me by the way... took me a while to get this program running since it was meant for windows
[05:46:31] <vasoq> if you were me, you'd fail out of school then
[05:46:45] <Madsy> Uh.. what?
[05:47:01] <Madsy> You're using OpenGL as a part of your education?
[05:47:13] <vasoq> yeah, why not? it's common
[05:47:30] <vasoq> common enough that my home university uses opengl and so does this university in germany
[05:48:11] <Madsy> Well it's pretty fucked up if they introduce you straight to OpenGL without any introduction to computer languages or the tools required.
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[05:48:17] <Madsy> they don't*
[05:49:13] <vasoq> of course we know computer languages
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[05:49:30] <vasoq> it's a third or fourth year class
[05:50:04] <vasoq> this university only taught us how to compile on windows using visual studio, though, so i didn't know about linking the opengl stuff
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[06:06:58] <geocalc> good uni lol
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[06:09:39] <vasoq> it's actually pretty good
[06:09:58] <vasoq> based on first impressions at least
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[08:24:51] <hirofans> Where can I find the latest
[08:24:51] <hirofans> The strongest
[08:24:53] <hirofans> Where can I find the latest
[08:24:53] <hirofans> The strongest
[08:25:43] <karabash> hi
[08:25:51] <ville> hirofans: in your pants perhaps?
[08:25:56] <hirofans> Opengl sdk
[08:27:33] <hirofans> Opengl sdk 3.0 sdk , find .
[08:28:38] <Makegho> now that is one weird question
[08:37:55] <ville> I suppose he is probably japanese or something and using bablefish to translate
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[09:01:33] <bobbens> ville: \o/ babelfish
[09:01:54] <bobbens> whever i'm bored I translate a text multiple times and back and compare with original :)
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[09:26:45] <[AD]Turbo> yo
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[09:49:21] <[AD]Turbo> ciao groton
[09:49:27] <groton> hey
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[10:13:10] <Ainur> halo
[10:13:29] <Ainur> does anyone know how to use gluLookat function?
[10:15:33] <Ainur> halu!!
[10:16:59] <Makegho> http://mikeash.com/getting_answers.html
[10:17:03] <Makegho> yes
[10:17:25] <Makegho> screw this <leaves>
[10:22:31] <Ainur> k
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[10:26:56] <Makegho> ... is it so hard to type 'glulookat' to google
[10:34:18] <groton> well, most of the world population is stupid
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[10:58:52] <KU0N> I have some lines, and I want to draw them like this: http://kuon.goyman.com/assets/pic.png
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[10:59:12] <KU0N> I set a big line width, drew a white line, then a little thinner blue line
[10:59:30] <KU0N> the problem is, there are some black "holes" at the angles
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[10:59:58] <KU0N> those lines are drawn as polygons
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[11:00:47] <KU0N> if there is no trick, I'll compute the angle between two connected lines and I'll draw them a bit longer
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[11:26:15] <cupe> KU0N: draw a quad strip
[11:28:39] <cupe> it will break if your line has very acute angles and the segments are short and wide, but that may not be an issue to you
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[11:52:35] <apple_ide> I keep getting errors trying to glreadpixels at runtime -> http://pastebin.com/d23a703cd what is the simple mistake?
[11:53:36] <dindinx> apple_ide: the first mistake is not giving a testcase.
[11:53:41] <apple_ide> (I did *20 because I thought not enough memory and I got frustrated so I put 20 and it still didnt work..)
[11:53:59] <apple_ide> test case?
[11:54:08] <dindinx> !testcase
[11:54:15] <dindinx> damn! no bot here.
[11:54:34] <apple_ide> this one http://en.wikipedia.org/wiki/Test_case?
[11:54:54] <dindinx> apple_ide: read the first link of the topic. I think there is a part about testcase.
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[11:55:38] <apple_ide> ahh.... I get it.
[11:56:51] <dindinx> a minimal, compilable piece of code that shows the problem, with a description of the problem.
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[12:34:50] <MrPrise> hello
[12:36:00] <MrPrise> I'm trying to make lightmaps. I put textures on my tiles as ligthmaps, but it does not look too good. It just there, without any blending etc. how can I more realistic effect?
[12:36:20] <nathan_> require a screenshot
[12:38:36] <MrPrise> for example I have a green and a blue lights, when they overlapped each other there should be some nice yellow area if am I correct. currently it seems they just drawn each other. I will make a screenshot in a second
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[12:40:17] <MrPrise> nathan_: http://enterpriseforever.org/pic1.png
[12:40:36] <MrPrise> that is a tilebased 2d game
[12:40:58] <nathan_> http://img262.imageshack.us/img262/2646/screenshotnj7.png
[12:41:00] <nathan_> comments plesae
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[12:42:31] <nathan_> i dont know much about this sorry
[12:43:24] <MrPrise> I suspect I just need to change some parameter in my texture or such
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[13:54:10] <apple_ide> dindinx: thanks for the advice :)
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[14:43:54] <uchitoru> hi all. is there some way of extruding a random shape (done with glVertex) beside manualy connect the vertices?
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[14:50:02] <TheLorax> uchitoru, like with shaders?
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[14:57:52] <uchitoru> i guess. i want to create a random shaped rock and i tought that i could pull that out by making a random 2d shape
[14:58:21] <uchitoru> and pull it out
[14:59:27] <uchitoru> TheLorax is there a simpler way of doing it?
[15:00:34] <TheLorax> uchitoru, I guess that's reasonable. rocks are static. just produce it on the CPU then VBO it.
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[15:02:33] <uchitoru> TheLorax, im sorry but i just started understanding the cam, lights and drew my first multi-poligon shape yesterday
[15:03:25] <uchitoru> u got a explain things like if i where 6
[15:03:26] <TheLorax> uchitoru, oh. then forget VBOs for now. just create an array of points and generate them on the cpu...that's actually about as easy is it can get with opengl
[15:03:37] <uchitoru> ok
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[15:42:52] <brad585> anyone able to help me with the function glFog(); i'm having trouble implementing it and understanding what the argument names are
[15:43:03] <brad585> is there someway i can just glfog the entire screen with a certain colour?
[15:47:38] <hibread> brad585: what troubles are you having? got code showing what you've tried?
[15:50:00] <brad585> void glFogiv(Glenum GL_FOG_DESNITY, const GLint *
[15:50:17] <brad585> well im at a website that has some example parameters but i wanted some example code to try copy from
[15:50:29] <brad585> i wnat to do a fog that flushes the entire screen a certain colour
[15:51:01] <brad585> (0.0,0.0,0.5,0.0);
[15:51:54] <brad585> http://www.opengl.org/sdk/docs/man/xhtml/glFog.xml this website has the command, but it seems hard to implement (im quite new to openGL)
[15:53:43] <Plagman> sounds like what you want to do is draw a translucent screen aligned quad instead
[15:54:07] <Plagman> the fog is a way of blending a color proportional to the depth
[15:55:03] <brad585> oh hmmm, the goal was to use glfog the same as teh background colour, does a translucent screen aligned quad work jus tas well?
[15:55:39] <brad585> i only say the whole screen becuase i wondered if it was easier to do it that way than define some boundaries, i've got a small scene on the screen that i want to apply a fog effect to etc
[15:56:01] <hibread> brad585: so you dont want a fog effect... objects that become harder and harder to see into the distance?
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[15:57:19] <brad585> sorry, yep i do want that effect how they are harder to see in distance
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[15:57:52] <hibread> fog is what you want then
[15:57:59] <hibread> glEnable() it for starters
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[15:58:14] <brad585> yep i got glEnable(GL_FOG) and disable in the mydisplay()
[15:58:51] <hibread> ummm glFogi( GL_FOG_MODE, GL_LINEAR) <-- that'll suffice for now
[15:59:16] <tola> hi, I'm having problems with occlusion with glutSolidCube and glutSolidSphere. Objects are appearing in front of other objects when they're behind them - is there something obvious I may be missing?
[15:59:18] <hibread> set the GL_FOG_START and END
[15:59:27] <hibread> set the COLOR
[15:59:40] <hibread> and yeah, that should be enough i would have thought?
[15:59:58] <brad585> how do you set the GL_FOG_START?
[16:00:00] <rnx> tola: depth testing
[16:00:35] <tola> rnx: any idea which chapter of the red book that is covered in?
[16:00:59] <tola> (I have tried turning depth testing on but I don't really know what I'm doing!)
[16:01:03] <hibread> brad585: the function glFogi or glFogf takes an enum as the first parameter. That parameter lets you select which property you want to change... eg GL_FOG_MODE or GL_FOG_START etc etc
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[16:01:28] <hibread> brad585: that link yo upasted above explains all
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[16:03:51] <rnx> just enable it and make sure you tell glut to give you a depth buffer in glutInitDisplayMode
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[16:04:43] <tola> rnx: ok, thanks
[16:05:59] <brad585> hibread: sorry if i sound pretty hopeless :P so when you select which parameter you want in the function, do you define that parameter in the same function or on the next line?
[16:06:56] <hibread> call that same function as many times as you need. glFogi( GL_FOG_START, 0); glFogi( GL_FOG_END, 1000);
[16:08:25] <tola> rnx: turning on depth testing makes the screen go completely black - is that because I haven't yet set up any lighting?
[16:11:49] <rnx> no ... post a testcase
[16:12:08] <brad585> thanks hibread, i just got it going well then ;)
[16:12:18] <hibread> nice one
[16:12:21] <brad585> so the start and end seems to make a huge effect on the fog, i guess considering its linear etc :)
[16:12:41] <Jorachim> hibread is one with the force.
[16:12:44] <hibread> you might want to play around with the exponent variations
[16:13:20] <brad585> by the way, what concept would i have to tackle when i start zooming into a scene, and diffenret objects zoom in at different rates than others?
[16:14:08] <hibread> brad585: zooming in? Or do you mean "wander about" in your scene?
[16:14:24] <brad585> acutally , wandering about defines it better yea
[16:14:40] <brad585> for example each click of hte mouse, incrementally moves forward
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[16:16:17] <hibread> you in a sense want to move the "camera". Although dont take the concept of a camera literally. The "cameras" location/direction is generally described before any other transformations; hence all subsequent draw calls will be transformed by the initial camera transformations
[16:17:03] <brad585> else if(button == GLUT_RIGHT_BUTTON )
[16:17:04] <brad585> cam.slide(0,0,1);
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[16:22:44] <hydoskee> how can I get antialiasing on a polygon?
[16:23:58] <brad585> hibread: so would that mean i have to make sure the intial camera transformations are all consistent?
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[16:27:38] <Adrinael> hydoskee, glEnable(GL_POLYGON_SMOOTH) but that's not really recommended
[16:28:00] <Adrinael> It can create seams between polygons and it's usually heavier with worse results than multisampling or other forms of FSAA
[16:28:06] <hydoskee> Adrinael - then what is reccomended?
[16:28:47] <Adrinael> Some fullscreen antialiasing
[16:28:58] <Adrinael> Check your platform's docs on how to enable multisampling
[16:29:10] <Adrinael> With SDL you do some SDL_GL_SetAttributes before opening the window, etc
[16:32:14] <hibread> brad585: what do you mean by consistent? Everything you do should be consistent :)
[16:33:07] <brad585> hmm well its just.. the code im using to learn from, its essentially pre-existing code that i edit
[16:33:16] <brad585> i was inseting various objects from other code into the same scene
[16:33:32] <brad585> and it has a strange effect when i wander/slide about the screen :P
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[16:36:11] <HyperNewbie> anyone here know GLSL?
[16:36:24] <hydoskee> Adrinael - ever used GLEE, and is there a compatible function for fullscreen smoothing in glee?
[16:36:35] <hibread> brad585: all objects aren't moving together as they should?
[16:36:48] <HyperNewbie> anyone here know about GLSL?
[16:37:04] <HyperNewbie> ive got a problem
[16:37:07] <hibread> HyperNewbie: how about just asking the question?
[16:37:13] <HyperNewbie> yeah ok
[16:37:33] <HyperNewbie> how efficient is the vertex shader?
[16:37:47] <hibread> strange question...
[16:38:06] <HyperNewbie> because, i get 37 fps drawing 15 * 500 polygons to the screen with all shader turned off
[16:38:09] <hibread> many answers to that, depending on what you actually mean.. and in what context...
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[16:38:28] <HyperNewbie> i turned shader on
[16:38:29] <hibread> are you using Immediate Mode?
[16:38:36] <HyperNewbie> what is immediate mode?
[16:38:39] <hibread> so before shaders, it was running fine?
[16:38:50] <HyperNewbie> well, before i ran it on a big plane
[16:38:53] <HyperNewbie> and a big cube
[16:38:56] <HyperNewbie> and it was fine
[16:39:05] <hibread> immediate mode = glBegin(); glEnd()
[16:39:13] <HyperNewbie> yes i am
[16:39:23] <HyperNewbie> im drawing models that are calllisted
[16:39:29] <hibread> 7500 polys is near on nothing
[16:39:35] <HyperNewbie> exactly
[16:39:37] <HyperNewbie> so
[16:39:40] <HyperNewbie> i was like woah
[16:39:45] <HyperNewbie> after it ran at 0.1 fps
[16:39:53] <hibread> are you using a display list?
[16:39:56] <HyperNewbie> yes
[16:40:05] <HyperNewbie> DisplayList=glGenLists(1);
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[16:40:30] <HyperNewbie> can i stick shader stuff in the list?
[16:40:33] <hibread> how does it run if you use the fixed function pipeline with your 7500 polys?
[16:40:49] <hibread> ive never used display lists before, but im sure you can
[16:40:55] <HyperNewbie> like, turn shaders off?
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[16:41:08] <hibread> I'd personally use VBOs.. but display lists should be quick
[16:41:19] <hibread> glBindProgram(0)
[16:41:20] <HyperNewbie> without shaders, it runs steady at 37 - 40 fps
[16:41:33] <hibread> oh sorry
[16:41:37] <hibread> i read turned on....
[16:41:52] <hibread> what hardware to start with?
[16:41:59] <hibread> not that it would matter at 7500 polys
[16:42:06] <HyperNewbie> ATI Radeon Express 200m (i know not the best)
[16:42:16] <HyperNewbie> but the strangest thing is
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[16:42:25] <HyperNewbie> without shaders, 37-40 fps
[16:42:40] <HyperNewbie> with commented out vert and frag shaders, literally int main() { }
[16:42:50] <HyperNewbie> its about 35 - 30 fps
[16:42:53] <HyperNewbie> but
[16:43:02] <HyperNewbie> with a fully commented out frag shader
[16:43:10] <HyperNewbie> and a vert shader that sets 1 vec3 variable
[16:43:15] <HyperNewbie> boom 10 fps
[16:43:24] <HyperNewbie> :S
[16:43:40] <hibread> sounds like your implimentation is defaulting to software (as opposed to hardware)
[16:43:51] <hibread> how old is this hardware?... ill check
[16:44:10] <HyperNewbie> as in literally int main() {v = vec3(1.0,1.0,1.0);}
[16:44:17] <HyperNewbie> kaboom 10 fps
[16:44:41] <HyperNewbie> it main() {v = vec3(1.0,1.0,1.0); L = v;} = 7 fps
[16:45:18] <HyperNewbie> whatever the opengl fixed function pipeline does, it must be pretty damn good, because setting a variable = there goes ur framerate
[16:45:43] <hibread> so is this just onboard video?
[16:45:53] <HyperNewbie> yeah
[16:45:55] <HyperNewbie> integrated
[16:46:10] <hibread> are you sure you have shader support with that chipset?
[16:46:20] <HyperNewbie> define shader support
[16:46:39] <hibread> from wiki "The integrated graphics are based on the ATI Radeon X300 GPU with full OpenGL 2.0 and DirectX 9.0 support"
[16:46:47] <hibread> so you should have
[16:46:59] <hibread> you have drivers installed? :)
[16:47:02] <HyperNewbie> yep :P
[16:47:05] <hibread> "proper" ones
[16:47:15] <HyperNewbie> or else i wouldnt be running hl2 on high settings
[16:47:25] <hibread> hmmm
[16:47:49] <HyperNewbie> i think the only option for me is throwing in display lists
[16:48:00] <HyperNewbie> if you have enough display lists thrown in everything displays itself
[16:48:25] <hibread> what makes you think its the display lists?
[16:49:45] <HyperNewbie> i dont
[16:49:55] <HyperNewbie> i threw shader stuff in display list, and still no change
[16:51:00] <HyperNewbie> this is annoying me badly :'(
[16:51:20] <HyperNewbie> you CAN shade stuff that has 200 polygonsin it, right?
[16:51:44] <HyperNewbie> or are shader only for very low polygons?
[16:51:47] <hibread> the fact that you can run HL2 with high settings but can't even render a scene with 7500 triangles with essentially no shader processing... is strange
[16:52:25] <hibread> you can use a shader for 1 poly or 2000000000
[16:52:39] <HyperNewbie> fragment shaders fine for me
[16:52:52] <HyperNewbie> just the vertex shader blows up even when setting variables
[16:54:02] <hibread> are you setting gl_Position in the vertex shader?
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[16:54:36] <HyperNewbie> yes
[16:54:45] <HyperNewbie> but if i comment that out
[16:54:48] <HyperNewbie> still 10 fps
[16:55:46] <hibread> you aren't running at some very large resolution with max AA and AF or antyhing are you?
[16:56:25] <HyperNewbie> no
[16:56:38] <HyperNewbie> unless you count 800x600 32 bit as large resolution
[16:56:50] <hibread> nope
[16:57:07] <hibread> bloody ati, its always ati with the issues!!! :)
[16:57:22] <hibread> got any code you can paste?
[16:57:31] <hibread> init() type code.. any setup stuff
[16:57:55] <HyperNewbie> wow
[16:57:59] <hibread> you aren't compiling the shader vvery frame?
[16:58:05] <HyperNewbie> nah :P
[16:58:08] <HyperNewbie> it runs fine with 1 plane
[16:58:09] <HyperNewbie> or 2 cube
[16:58:17] <hibread> cos that would tgive you 10fps if you're lucky
[16:58:20] <HyperNewbie> as soon as > 400 vertex, bam
[16:58:57] <HyperNewbie> gl_Position = ftransform(); gets me down to 7 fps
[16:59:05] <hibread> tried scrapping the display list and using plain old glBegin()....glEnd() by itself?
[16:59:10] <HyperNewbie> any better way to do gl_Position?
[16:59:30] <hibread> thats the normal way of doing it.. to emulate fixed function
[16:59:40] <HyperNewbie> .....
[17:00:03] <HyperNewbie> 27 fps
[17:00:06] <HyperNewbie> with it commentedout
[17:00:23] <hibread> what commented out?
[17:00:26] <HyperNewbie> yes
[17:00:38] <HyperNewbie> gl_Position = ftransform();
[17:00:40] <hibread> what did you comment out?
[17:00:59] <HyperNewbie> i commented out gl_Position = ftransform();
[17:01:03] <hibread> yeah ok, we know your shaders are shit atm... lets try something with the display lists for starters
[17:01:11] <HyperNewbie> =/
[17:01:33] <hibread> can you easily comment out the display list parts and just run glBegin() glEnd() gear each frame?
[17:01:44] <hibread> that should be able to handle 7500 polys quite easily
[17:02:05] <HyperNewbie> yeah all right
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[17:03:11] <HyperNewbie> 45 fps with shaders disabled
[17:03:37] <hibread> regardless, thats a pretty crap frame rate
[17:04:06] <hibread> got me stuffed whats going on
[17:04:29] <hibread> sounds like there's a software implimentation being executed
[17:04:35] <hibread> ie, not on the fast path
[17:06:08] <HyperNewbie> ..
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[17:10:51] <LiQuiDninja> the maths to calcualate fps can often be capped at a maximum
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[17:23:38] <hydoskee> what's the polygon mode to draw unfilled shapes?
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[17:29:05] <hibread> GL_LINE ?
[17:33:10] <LiQuiDninja> http://paste.uni.cc/pastebin.php
[17:33:11] <Lacerta> GL_LINE_STRIP probably
[17:33:58] <HyperNewbie> make a shader :P
[17:34:07] <HyperNewbie> that does wireframe
[17:35:35] <LiQuiDninja> nah dont bother
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[18:17:20] <Andon> hydoskee, GL_LINE will draw lines on all _edges_, and GL_POINT will draw points at every vertex.
[18:17:34] <hydoskee> that's very helpful, thank you!
[18:17:45] <Andon> It's fun using GL_LINE with triangle strips :) You can see the degenerate triangles
[18:17:49] <Andon> No problem.
[18:18:35] <hydoskee> I'm using openframeworks with it's buggy opengl obfuscation, so I have to go over each polygon with their line implementation, and I can't use the straight opengl calls (as I just found out)
[18:19:02] <prophile> *its
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   May 5, 2008  
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