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[03:43:21] <reduz> hey openglrs!
[03:43:29] <reduz> I'm learning GLSL, mind if i ask some questions?
[03:44:45] <reduz> here's the first one: say i want to do some skeletal animation, and i send vertex weights/bone matrices in separate arrays, then i want to make a shader to process that
[03:45:37] <reduz> depending on if the array has 1/2/3/4 to 8 weights, can i set the amount of weights per vertex as an uniform value? or should i compile 8 different vertex programs for each weight amount?
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[03:49:40] <reduz> oh also another question, can i retrieve a list of uniform params from a shader?
[03:50:41] <HuntsMan> you can retrieve the names/types of active uniform variables
[03:51:13] <reduz> cool, how do i do that? also, do you know what should I do about the bone processing question above?
[03:51:37] <HuntsMan> glActiveUniform i think
[03:51:44] <HuntsMan> no idea about skinning :P
[03:55:13] <reduz> ah thanks HuntsMan, Satan_Inside
[03:55:28] <reduz> Satan_Inside, do you actually know about how to implement the skinning problem mentioned above?
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[05:29:39] <vasoq> is there a way to have opengl just reshape once? my display function has a translate so every time it reshapes it also translates it again which i don't want
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[05:31:25] <LiraNuna> opengl doesn't reshape
[05:31:27] <LiraNuna> the OS does
[05:31:31] <LiraNuna> more like, the WM
[05:33:11] <vasoq> well however you put it, glutReshapeFunc() causes the screen to be redrawn every time the window is reshaped, and the translation happens repeatedly
[05:33:41] <LiraNuna> okay, you use glut, that's a good start,
[05:33:51] <LiraNuna> well, my suggestion would be use a boolean
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[05:34:37] <twilightstar> hey I can't get into java
[05:34:45] <twilightstar> any one know How I can get in
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[08:28:14] <karabash> hi
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[09:25:06] <[AD]Turbo> yo
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[11:19:08] <HyperNewbie> hey
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[11:19:26] <HyperNewbie> does anyone here know how to intersect a 3d line with a 3d plane?
[11:19:38] <HyperNewbie> (the plane is just flat at 0,0)
[11:19:53] <HyperNewbie> (the line is two sets of x,y,z co-ords)
[11:21:29] <dindinx> HyperNewbie: you want to compute the intersection coordinates?
[11:22:24] <HyperNewbie> dindinx: yes
[11:22:35] <HyperNewbie> dindinx: the plane is just pointing straight up and lying at 0,0,0
[11:23:23] <dindinx> the line is defined by two points, say A and B, right?
[11:23:44] <HyperNewbie> yes
[11:23:47] <dindinx> then any point on this line is A+t(B-A), right?
[11:23:59] <HyperNewbie> m hmm
[11:24:21] <dindinx> parametric definition of a line.
[11:24:46] <HyperNewbie> point + vector
[11:24:47] <HyperNewbie> yep
[11:25:00] <dindinx> any point on the plane have y=0
[11:25:09] <HyperNewbie> yes
[11:25:43] <dindinx> so A.y+t(B.y-A.y)=0 for the intersection point.
[11:26:15] <dindinx> so t = -A.y/(B.y-A.y)
[11:26:44] <HyperNewbie> then i sub t back in
[11:26:45] <HyperNewbie> ?
[11:26:52] <dindinx> yeah
[11:27:02] <dindinx> and the intersection point is: A-A.y/(B.y-A.y)(B-A)
[11:27:24] <HyperNewbie> thanks heaps
[11:27:43] <dindinx> yw
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[12:27:28] <MrPrise> hello
[12:31:07] <groton> Hello MrPrice
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[12:40:14] <MrPrise> why all the lightmap tutorials are so old?
[12:42:34] <MrPrise> and there are not too many of them...
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[13:40:44] <MrPris1> re
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[15:03:37] <MrPris1> re
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[15:38:14] <meteors> hi all
[15:38:30] <meteors> anyone know a tutorial which explains how to generate a texture proceedurally?
[15:38:53] <meteors> I need to generate a texture for a spheremap, just once, at the beginning of my program.
[15:39:16] <hibread> meteors: a sphere map that does what? Reflects a fake surrounding?
[15:39:38] <meteors> no, although the tecnique will probably be similar
[15:39:56] <hibread> so what do you want to "proceedurally" generate?
[15:40:03] <meteors> I'm actually going to render a star dome
[15:40:09] <meteors> this is for a scientific app
[15:40:19] <hibread> star dome? hehe maybe ill be no help
[15:41:12] <hibread> you mean to say you want to fake a "ceiling" to look like stars?
[15:41:17] <meteors> well I could easily make the app render each star in my paint function
[15:41:23] <meteors> but that would be stupid
[15:41:41] <meteors> so I want to render all 3000+ stars to a texture in the beginning and be done with it.
[15:42:07] <hibread> can't you just find a texture of many stars, and map that?
[15:42:10] <meteors> I know how to render to a texture in Ogre, but not raw OpenGL, and I can't find a class for that.
[15:42:22] <meteors> no, that would look the way I want
[15:42:28] <hibread> render to texture would be done with FBOs
[15:42:28] <meteors> *won't look
[15:42:31] <meteors> ok
[15:42:43] <meteors> that sounds like a good starting point
[15:43:29] <hibread> so er... hmmm. maybe check out some tutorials on sky box creation
[15:43:43] <hibread> that should go through the necessary concepts you will need to tackle
[15:43:55] <meteors> I won't need a skybox for this
[15:44:08] <meteors> I don't think you understand exactly what I'm doing, but that's fine :-)
[15:44:14] <meteors> I'll show you when its done.
[15:44:20] <hibread> what the hell is a star dome then? :p
[15:44:33] <meteors> like a planetarium
[15:44:42] <hibread> yeah so you want a sky "dome" ?
[15:44:48] <hibread> as opposed to "box"
[15:45:19] <meteors> I think i can take it from here.
[15:45:20] <hibread> plane'arium? haha (southpark)
[15:45:23] <meteors> Thanks for the FBO tip.
[15:45:25] <hibread> no worries, enjoy
[15:50:14] <quicksilver> meteors: no need to use FBOs
[15:50:21] <quicksilver> meteors: you can if you want, of course, but there is no need.
[15:50:48] <quicksilver> meteors: if you're just procedurally generating a texture, just generate it in a block of memory in RGBA format and then glTexImage2D
[15:50:59] <quicksilver> meteors: FBOS are for when you want to use opengl itself to render the texture
[15:51:12] <hibread> quicksilver: he said he wanted to render to texture
[15:51:36] <quicksilver> he said he wanted to generate a texture procedurally
[15:51:40] <quicksilver> not quite the same :)
[15:51:52] <hibread> "<meteors> I know how to render to a texture in Ogre, but not raw OpenGL, and I can't find a class for that."
[15:53:01] <hibread> but you're right if he wants to procedurally generate a texture merely with client side code
[15:54:18] <meteors> Well, I oinly need to render once, in software
[15:54:27] <meteors> I don't need to render the texture in hardware
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[15:54:48] <hibread> then do as quicksilver said
[15:55:09] <meteors> You wouldn't happen to know a snippet of code which does that, would you?
[15:55:58] <hibread> what are you rendering once though? Haven't you already got your 3000 stars renderable through the normal pipeline?
[15:56:33] <meteors> not yet, but I certainly could
[15:57:22] <quicksilver> meteors: I don't even know which part you're asking questions about, really.
[15:57:40] <quicksilver> meteors: if you understand how images are stored in memory (just as rows of pixels) then this is trivial
[15:57:53] <quicksilver> if you would rather use another library to "draw" the stars onto an offscreen buffer
[15:58:15] <quicksilver> then most of the toolkits have that capability
[15:58:22] <quicksilver> but that's a per-toolkit question :)
[15:58:30] <meteors> Ok, thanks again :-)
[15:58:36] <quicksilver> openGL itself has that capability
[15:58:40] <quicksilver> if that's your toolkit of choice
[15:58:46] <quicksilver> either using FBOs as hibread originally said
[15:58:53] <quicksilver> or just using glCopyTexImage2D
[15:58:56] <quicksilver> oldskool
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[17:19:06] <Muzzle> yo
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[18:19:13] <Muzzle> How do I draw an elipsoid in opengl?
[18:19:32] <Muzzle> spheres are easy, but I don't know elipsoids
[18:20:19] <quicksilver> call glScale and draw a sphere?
[18:20:34] <Muzzle> ahh
[18:20:39] <Muzzle> nice
[18:20:41] <Muzzle> thanks :D
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[18:57:25] <smiler> Ive just tried to port some stuff to windows (vista, using vs.net 2008) and I wonder how I get access to glGenBuffers() and friends.
[18:58:54] <smiler> I can include glext.h and define GL_GLEXT_PROTOTYPES but then I get error in linking
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[19:02:56] <HuntsMan> dynamically getting extension function pointers
[19:03:05] <HuntsMan> using wglGetProcAddress
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[19:03:14] <HuntsMan> a wrapper such as glew do this automatically for you
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[19:03:58] <smiler> I tried glew, but it ended up crashing on me.. I think it doesnt like the 64bit version of vista or something
[19:04:12] <hibread> glee is another
[19:04:47] <hibread> but glGenBuffers.. that shouldn't require extensions should it? Thats been promoted to core hasn't it?
[19:04:55] <HuntsMan> yep
[19:05:06] <HuntsMan> it's core from 1.5 and beyond
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[19:44:54]
<XORAND> Hi all. I'm trying to compile this program http://rafb.net/p/97HkhT57.html on fedora 8 linux but it doesn't recognize my header. How to correct this please?
[19:45:22] <Xmas|> error message?
[19:45:35] <adampetrone> you need to include glut.h too
[19:45:37] <XORAND> included below the code
[19:45:40] <Jupp3> What you mean with "doesn't recognize your header"?
[19:45:41] <XORAND> oic
[19:46:02] <Xmas|> yes, those are glut functions, not gl functions
[19:46:52] <adampetrone> oh and be sure to link with glut too
[19:51:34] <XORAND> error: glut.h: No such file or directory. i compiled like so: g++ /home/Rick/C++/openg/test.cpp
[19:52:56] <rnx> make sure you have glut and the glut devel package installed
[19:53:13] <rnx> freeglut to be precise
[19:53:33] <XORAND> mk
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[19:58:18] <XORAND> Package freeglut - 2.4.0-11.fc8.i386 is already installed.
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[19:59:44] <rnx> and ...
[20:00:43] <rnx> you also need the devel package if you want to compile against freeglut
[20:05:18] <XORAND> rnx: i installed freeglut-devel, what header do i use?
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[20:05:48] <rnx> glut.h
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[20:06:13] <rnx> #include <GL/glut.h>
[20:06:19] <XORAND> then I get error: glut.h: No such file or directory again :(
[20:07:03] <XORAND> ah hang on, different type of error now
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[20:09:36] <HuntsMan> you didn't link to glut or even GL
[20:11:36] <XORAND> ahhh :)
[20:11:38] <XORAND> g++ -lglut -GL /home/Rick/C++/opengl/test.cpp
[20:11:39] <XORAND> g++: unrecognized option '-GL'
[20:11:40] <XORAND> Compilation finished at Tue May 6 20:10:48
[20:13:05] <XORAND> woohoo! Thanks guys, for the help!
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[20:16:32] <XORAND> What does this error mean? I got it when i ran my file:
[20:16:35] <XORAND> freeglut (/home/Rick/C++/opengl/a.out): Unable to create direct context rendering for window 'Triangles'
[20:16:36] <XORAND> This may hurt performance.
[20:17:02] <XORAND> How do I let it create a direct context?
[20:17:38] <quicksilver> maybe your card doesn't have 3D hardware
[20:17:43] <quicksilver> or mayb you don't have drivers for it
[20:17:51] <quicksilver> or maybe they're not correctly set up
[20:18:00] <HuntsMan> lots of maybe's :
[20:18:00] <HuntsMan> :)
[20:18:37] <XORAND> ah i see. Yeah, i'm using an old laptop with SiS graphics
[20:18:41] <HuntsMan> lol
[20:19:40] <XORAND> What do i type to rename the output file to anything else but a.out?
[20:19:54] <HuntsMan> mv a.out whatever
[20:20:02] <HuntsMan> or -o whatever to gcc
[20:20:23] <XORAND> I see. Thanks again :)
[20:20:35] <Madsy> Real men does the linking step themselves.
[20:20:38] <Madsy> do*
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[20:23:20] <doogers> Hi
[20:27:35] <doogers> I want make a simple program that when I run it in FULL SCREEN many rectangles with inside images appear and when I click with the mouse on one of those, I get a zoom effect... How can I do? I'm Italian XD
[20:29:29] <rnx> post a testcase
[20:31:06] <doogers> rnx what?
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[20:32:54] <bobbens> Madsy: real men don't link, they write the functionality themselves
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[20:33:37] <Madsy> bobbens: Writing your own linker, or doing the relocation and resolving of labels yourself? :-)
[20:33:45] <Madsy> I'm writing a linker atm.
[20:34:11] <rnx> post a minimal failing example of your code to a pastebin site (see topic)
[20:34:54] <Madsy> rnx: He asked for suggestions, not aid with failing code
[20:34:55] <doogers> rnx, I didn't program... I'm asking How to do...
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[20:35:13] <bobbens> Madsy: say you want SDL, instead of linking to SDL you make your own implementation, say you want libc? instead of linking to libc you write your own
[20:35:20] <doogers> Madsy, exact
[20:35:23] <bobbens> so you'll end up rewriting your entire os just to support your app :)
[20:35:34] <Madsy> doogers: That's not what I said.
[20:35:56] <bobbens> doogers: you get the red book and read on transformation matrix
[20:35:59] <Madsy> With your example you would still have to run ld in order to generate the ELF or PE header.
[20:36:11] <Madsy> s/doogers/bobbens
[20:36:29] <doogers> whhat? bobbens?
[20:36:40] <rnx> oh i see
[20:36:46] <bobbens> meh, it's no fun if you write your own linker :(
[20:36:47] <Madsy> Your nicks seems very similar to me.
[20:36:50] <DMINATOR> lol clones
[20:37:01] <bobbens> ummm not similar at all :(
[20:37:10] <Madsy> bobbens: You can do a lot if you know the syscall numbers.
[20:37:36] <Madsy> Then your file won't have any external dependancies at all
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[20:38:02] <doogers> Is there openGL tutorial in italian?
[20:38:31] <Madsy> doogers: Not that I know of. Most manuals expects you to know english.
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[20:39:52] <bobbens> if red book is translated to italian, buy that
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[22:07:31] <devurandom> Hi!
[22:08:43] <devurandom> Can someone point me to a tutorial about decals? I am unable to find something on i.e. nehe or delphigl, or google... :(
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[22:11:07] <zero_k> 720 x 480 = 480p?
[22:11:49] <devurandom> delphigl says how simple one-quad decals are done, but only gives a very vague hint on "wrapping" decals.
[22:15:01] <devurandom> Or maybe "decal" is the wrong term?
[22:15:59] <devurandom> I mean something like burn effects on walls, or territorial-zones mapped onto a 3d map, etc.
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[22:19:04] <quicksilver> devurandom: burn effects on walls are just an extra texture normally
[22:19:12] <quicksilver> devurandom: is that what you want?
[22:19:32] <Madsy> Well, your best bet it to just draw an extra quad on top.
[22:19:41] <Madsy> And use alpha blending or color masking.
[22:19:59] <devurandom> I read that they can be done simply tracing a ray towards the wall, and adding another quad (with the burn texture) on the intersection.
[22:20:36] <devurandom> But if the burn effect is just in the corner of a wall, it would have to wrap around it, onto another one.
[22:21:10] <devurandom> Or if I have the zones on my terrain, which is not flat. Then I need something more advanced than a simple quad.
[22:21:31] <devurandom> And I am currently unsure how this should be done. Initial idea: Trace more rays.
[22:21:37] <devurandom> But perhaps there is a better solution.
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[22:24:40] <rnx> i guess it's similar to a flashlight ... texture projection
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[22:26:27] <devurandom> Do you have some material on that?
[22:28:48] <devurandom> And that is simpler or faster than the quads?
[22:29:55] <rnx> quite the contrary
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[22:31:41] <rnx> but it might solve the corner cases
[22:32:04] <devurandom> "corner case" as in "decals over corners of walls"?
[22:32:13] <rnx> not sure how a bullet decal on a wall corner really looks or should look
[22:32:53] <rnx> yes
[22:33:18] <devurandom> Well, as I dont need it for bullets, that's not an issue to me. ;)
[22:34:53] <rnx> dont seem to have a specific link here ... should be easy to find though
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[22:36:08] <devurandom> Hope that will contain something useful.
[22:36:25] <devurandom> (will look later, someone presses me to play a game. ;) )
[22:38:28] <Jupp3> must... resist...
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