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[00:17:43] <wrenaatier> Hi
[00:18:17] <wrenaatier> anyone here?
[00:18:47] <Makegho> yup
[00:19:13] <wrenaatier> Is this a good place to ask for help about my opengl assignment :)
[00:20:45] <Makegho> You may try
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[00:23:40] <wrenaatier> I'm new to texture binding... they gave me the code to read in a bmp file.. but I need to map it to a 70x70 2d grid of polygons--where each tiny square get a corresponding portion of the image
[00:24:02] <wrenaatier> I think I missed the class on how to do it heh
[00:24:34] <Makegho> In theory opengl isn't interested on the pixels, but you can of course force it yourself
[00:25:55] <Makegho> (That is not completely true though, but usually the view is kept something like [-1..1]x[-1..1] instead of something like [0..799]x[0..599])
[00:26:18] <Makegho> So, can you draw a polygon of the size that you want?
[00:26:59] <wrenaatier> I know that each polygon is .1 x .1... and I have a grid of 3600 of them making a 6 x 6 square on the XZ plane
[00:27:45] <Makegho> ah, sorry, I misunderstood
[00:27:58] <wrenaatier> yeah I didn't explain it well at first
[00:29:12] <Makegho> Well you have to create a list of vertices and assign them all the position in the scene, and the corresponding vertex coordinate
[00:29:47] <wrenaatier> So what I'm trying to do is like decal a 500 pixel x 480 pixel (or something) bmp onto the little squares... so each portion gets a part of the image, and the entire grid makes up the full picture
[00:29:49] <Makegho> What language, btw?
[00:30:06] <wrenaatier> using visual studio 2003 C++ lol
[00:31:33] <Makegho> The texture will be loaded to size 512 x 512 (the texture has to be of that size or you have to add borders)
[00:31:46] <Makegho> (or any other 2^n x 2^m)
[00:32:21] <wrenaatier> I'm thinking I have to somehow find the right scale for glTexCoord2f(x, z) for each glVertex3f(xx, 0, zz)... but the man page kind of assumes I know wtf I'm doing lol
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[00:32:48] <Makegho> yeah, you kind of have to know what you're doing :)
[00:33:05] <Makegho> First step would be to take a pencil and some paper, and draw a grid
[00:33:41] <Makegho> and think.. What do you want? To draw a textured polygon, you have to know the coordinates of the polygon, and the coordinates of the texture where every corner of the polygon maps to
[00:34:11] <Makegho> Mm.. I was a bit unclear
[00:34:59] <wrenaatier> I have that down. It starts at (far left) -3.0, 0, -3.0 and ends at (near right) 3.0, 0, 3.0 each tile being .1x.1 so it's 60x60.
[00:35:07] <Makegho> You assign every corner of the polygon 1) one point in space 2) one point in texture. The texture is an area where x and y both belong to [0, 1]
[00:35:32] <Makegho> 1 meaning 100 % of width or height
[00:36:35] <wrenaatier> Hmm ok...
[00:37:38] <wrenaatier> 100% of width OR height?
[00:38:55] <Makegho> for x 100% of width, for y 100% of height
[00:40:16] <wrenaatier> so what would [0, .1] do?
[00:41:40] <LiQuiDninja> if i might add a tip, to divise and check the positions of vectors before you go ahead and connect them with triangles strips or quads use glBegin(GL_LINES) and two calls to glVertex3f to render lines
[00:42:10] <Makegho> (0.0, 0.1) would point to (512*0.0, 512*0.1) = (0, 51.2) of the texture
[00:42:39] <wrenaatier> liquid you just confused me further :)
[00:43:01] <LiQuiDninja> oh shush your competant
[00:43:20] <Makegho> wrenaatier: he said that you should draw the grid's edges first, to be sure that you have placed them right
[00:43:30] <wrenaatier> ahhh gotcha...
[00:43:34] <Makegho> and only after it draw the textures
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[00:45:01] <Makegho> you draw a line by first going to line drawing mode: glBegin(GL_LINES); and then adding the lines: /* line start point */ glVertex3f(x0, y0, z0); /* line end point */ glVertex3f(x1, y1, z1); and then add more of those here if you want to draw more lines
[00:45:20] <Makegho> then in the end you return from the line drawing mode with glEnd();
[00:46:37] <wrenaatier> Hmmm.. I think I got it, maybe. so if I have my first vertice at -3, 0, -3 (far left)... That would correspond to [0, 0]. Then, for example... for the near right of that tile I'd have vertice -2.9, 0, -2.9.. I'd put [1/60.0, 1/60.0] ?
[00:46:51] <wrenaatier> (if I had 60x60 tiles)
[00:47:26] <Makegho> yup
[00:47:42] <wrenaatier> rawk!
[00:50:31] <wrenaatier> I think I can in some private data members for my tile class to calculate it automatically... then simply put inthe texcoords[S, T] in my draw function
[00:52:23] <wrenaatier> thanks makegho, and liquidninja
[00:53:36] <wrenaatier> I'm going to go try it. cyu later.
[00:53:38] <Makegho> no problem, and happy coding :)
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[01:07:01] <meteors> Hey, really stupid question here
[01:07:33] <meteors> ah, never mind
[01:07:35] <Makegho> ask it to get an answer :-)
[01:07:46] <meteors> I figured it out
[01:07:49] <Makegho> good
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[01:14:54] <TheChuckster> hey what might cause a model to cause a stencil shadow test to fail?
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[01:15:11] <TheChuckster> when i move around if the model is in front of the shadow, there's holes in the shadow
[01:15:16] <TheChuckster> i'm not sure why either
[01:15:24] <TheChuckster> i think it has to do with the depth buffer
[01:15:39] <TheChuckster> for some reason when i'm rendering the shadow volume, it thinks it is behind the 3d model even though its not
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[01:42:43] <TheChuckster> the weird thing is this only happens with z fail
[01:42:46] <TheChuckster> z pass works perfect
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[02:48:28] <hibread> g'day knuckle heads!
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[03:03:14] <StephaneLenclud> Hi
[03:03:49] <StephaneLenclud> If Lighting is enabled glColor won't work right?
[03:04:01] <StephaneLenclud> I should use glMaterial instead?
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[03:07:50] <hibread> glColorMaterial()
[03:08:11] <hibread> "glColorMaterial specifies which material parameters track the current color"
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[03:10:23] <StephaneLenclud> mmmh, no such a thing as glColorMaterial in OpenGL|ES 1.1
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[03:13:28] <hibread> StephaneLenclud: sorry i can't be of anymore help
[03:13:41] <Makegho> You can still enable GL_COLOR_MATERIAL I think
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[03:14:04] <Makegho> just can't change it from GL_AMBIENT_AND_DIFFUSE
[03:15:46] <Satan_Inside> page 11 actually :)
[03:16:00] <Satan_Inside> specifically subsection 2.14
[03:16:24] <Makegho> ah yes, I looked at the pdf numbering
[03:16:34] <Makegho> but yes it's page 11 :)
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[03:18:33] <StephaneLenclud> let me look at that
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[03:19:27] <tmccrary> damn, bugle is pretty nice
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[03:21:30] <Satan_Inside> mmm in regards to an earlier comment I saw mentioning display list versus VBO performance -- on (near) current generation renderers display lists are effectively layered through static VBOs on the server side therefore the key advantages one has with the direct VBO path over using DLs is reduced subroutine call overhead and the ability to directly feed the server "friendly" data which can be a key win if your vendor's DLs optim
[03:23:06] <Satan_Inside> many DL implementations will end up falling off of the fast path (i.e. passing primitive data off as IM to the server) if they can't reorganize the data-sets they are presented with into a optimal format for static VA / VBO
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[03:23:31] <Satan_Inside> those edge cases are ultimately renderer and vendor specific though
[03:24:08] <Satan_Inside> and I've never seen this openly documented
[03:24:21] <tmccrary> I'm not sure if you're talking about the discussion I had
[03:24:32] <tmccrary> Where the guy said vertex arrays are faster than display lists
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[03:25:03] <StephaneLenclud> Thanks all. Good reading COLOR_MATERIAL fixed my issue
[03:25:18] <tmccrary> but it makes sense to use the static VBO functionality to do display lists, since there so similar
[03:25:27] <tmccrary> *they're so similar
[03:25:56] <Satan_Inside> and like I said above if the vendor can do it for the data you give them then they will
[03:26:40] <Satan_Inside> OTOH this is only possible (in the most optimal case) for a small sub-set of possible DL applications
[03:26:53] <tmccrary> the applet opengl profiler tool is pretty nice
[03:27:10] <Satan_Inside> since people frequently tend to throw all sorts of stuff in a DL expecting it to be "fast"
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[03:37:32] <speedy1> if I can choose between: discard; and letting fragment through, what is more performant?
[03:38:04] <speedy1> letting fragment through hit's the memory, but does discard have some hidden costs?
[03:38:16] <speedy1> *hits
[03:44:01] <Satan_Inside> that depends upon what you are doing with the discard operation
[03:44:17] <Satan_Inside> i.e. is this shader based alpha testing? something else?
[03:44:45] <Satan_Inside> since it might be possible to reject fragments via dedicated HW rather than pushing this off to the programmable pipeline
[03:46:04] <Satan_Inside> generally speaking shader KILL does have a cost (how substantial will depend upon a number of factors) associated with it
[03:46:33] <speedy1> concretely, i'm getting logarithmic luminance average from float16 RGB surface via 16 step approximation
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[03:47:17] <speedy1> there is no real depth or color output - perhaps I could set outgoing alpha to 0 and cull the fragment there
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[03:48:56] <speedy1> I'm counting fragments which passed via occlusion query
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[05:09:27] <ecks> hello, how would i be able to print out a GLfloat variable?
[05:11:14] <HuntsMan> the same way you print a float variable
[05:11:50] <ecks> HuntsMan : well, i cant print it using printf
[05:12:15] <HuntsMan> why not?
[05:12:34] <ecks> error: cannot convert 'GLfloat' to 'const char*' for argument '1' to 'int printf(const char*, ...)
[05:12:45] <HuntsMan> and the code is?
[05:13:26] <ecks> printf(windowWidth);
[05:13:52] <HuntsMan> that's crearly wrong
[05:14:01] <HuntsMan> should be printf("%f", windowWidth);
[05:14:29] <HuntsMan> as printf always takes the format string then the variable argument list
[05:14:56] <ecks> oh thanx, its been a while since i used C
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[05:16:51] <ecks> oh, it seems that opengl's default output is not the terminal
[05:17:32] <HuntsMan> default output of what?
[05:17:48] <ecks> standard output i mean
[05:17:56] <ecks> stdout
[05:18:34] <HuntsMan> opengl doesn't control stdout
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[07:47:56] <ALPSINC> hi all... i need a tad bit of help
[07:48:26] <TheLorax> just ask
[07:48:35] <ALPSINC> heheh it's kind of long
[07:48:54] <TheLorax> just ASK! :P
[07:49:28] <ALPSINC> this map: gtkradient isn't rendiering a 'map preview' the whole way... as it stops at a certan point... I had a diffrent graphics card before, and it was working fine, but now... well... ya
[07:49:39] <ALPSINC> s/map/program
[07:49:51] <ALPSINC> and on windows ftw
[07:50:00] <TheLorax> that's not an opengl problem
[07:50:17] <TheLorax> no idea
[07:50:49] <ALPSINC> ahh
[07:50:50] <ALPSINC> ok..
[07:51:08] <TheLorax> it's open source, just take a look
[07:51:14] <ALPSINC> thanks for the help though :)
[07:51:30] <ALPSINC> yea... just looking into that...
[07:51:33] <ALPSINC> :) thanks
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[12:42:59] <sanjin> hi
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[12:48:18] <sanjin> is there something like glReadPixels for textures? (i don't want glGetTexImage because i only need a specific rectangle of the texture)
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[15:00:58] <KU0N> hello
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[15:12:01] <boghog> hi KU0N
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[15:43:31] <BadChoice> hy everyone,
[15:43:43] <BadChoice> does anyone know how to load jpg textures into opengl?
[15:44:36] <Watermelon2> ...
[15:44:37] <Makegho> the same way you load any other textures into opengl
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[15:45:25] <BadChoice> I load bmp and I have a variable Image whre I load bmp
[15:45:44] <Watermelon2> ...
[15:45:55] <Watermelon2> i dont understand that sentence..
[15:46:01] <KU0N> you must use a jpg loader
[15:46:04] <BadChoice> sorry
[15:46:08] <KU0N> you can't load a jpg as a bmp
[15:46:10] <Watermelon2> 'I load bmp and I have a variable Image whre I load bmp'...
[15:46:34] <BadChoice> I found a function to load BMP
[15:46:43] <BadChoice> but it can't load jpg
[15:46:47] <KU0N> yea but you CAN'T use it to load jpg
[15:46:48] <Makegho> (don't be hostile :)
[15:46:49] <Watermelon2> is it part of winapi?
[15:47:07] <BadChoice> no, i'm using linux
[15:47:11] <Watermelon2> hmmm
[15:47:16] <Watermelon2> SDL?
[15:47:20] <BadChoice> glut
[15:47:33] <BadChoice> is there any jpg loading library or function compatible with opengl?
[15:47:41] <Watermelon2> libjpeg...
[15:47:46] <KU0N> BadChoice: there is no "compatible with opengl"
[15:47:56] <KU0N> it will works as long as you can load the data in CPU memory
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[15:48:51] <BadChoice> but doesn't it must have some specifiyc format ?
[15:49:05] <Watermelon2> char*
[15:49:58] <Watermelon2> images are identical after loaded into memory
[15:50:11] <Watermelon2> widht/height and bpp might vary
[15:50:15] <Watermelon2> but still same stuff
[15:50:55] <BadChoice> its an tri-dimensional array with each rgb values and the widht and heihg
[15:51:04] <BadChoice> mmm
[15:51:37] <Watermelon2> ...
[15:53:02] <quicksilver> BadChoice: there are a few choices in in memory image format, and opengl supports the obvious ones, as parameters when you call TexImage and friends.
[15:53:14] <quicksilver> most image loaders these days load into 32bit RGBA, it's pretty standard.
[15:53:36] <BadChoice> wuo, really thanks
[15:53:55] <BadChoice> I need a image loadre like libjpeg
[15:54:15] <BadChoice> then load the image and make it as a texture with loadtexture funcion ?
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[16:14:39] <boghog> BadChoice, I use DevIL myself, but I haven't used it for anything other than opengl test programs
[16:15:22] <boghog> one nice thing about it is that it's API is very opengl-like
[16:16:42] <BadChoice> boghog, I'll take a look, now I'm dealing with ligjpeg
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[16:37:48] <prophile> i tend to use SDL_image on windows/linux and ImageIO on os x
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[16:48:53] <Watermelon2> he is not using SDL...
[16:49:06] <BadChoice> no.. I'm using glut
[16:49:25] <BadChoice> but if sdl it's better I cane give it a try
[16:50:05] <Watermelon2> not better but more 'complete'
[16:50:47] <BadChoice> mmm
[16:51:02] <BadChoice> and performance?
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[16:51:25] <Watermelon2> peformance of what?
[16:51:30] <Watermelon2> performance rather
[16:52:51] <BadChoice> of 3D
[16:52:56] <BadChoice> I mean wich is fast?
[16:53:00] <Watermelon2> ...
[16:53:06] <Watermelon2> both are using opengl
[16:53:13] <Watermelon2> there is no difference
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[16:57:02] <BadChoice> ah
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[17:01:02] <BadChoice> then when use glut and when use sdl?
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[17:01:23] <quicksilver> lots of people will say 'never use glut'
[17:01:31] <odietsch> both serve the same purpose
[17:01:38] <quicksilver> glut is quite a simple way to get started and is bundled as standard on macos and linux
[17:01:44] <quicksilver> sdl is considerably more capable
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[17:02:02] <quicksilver> (better keyboard / joystick handles, more utilities like loading images, drawing fonts, etc)
[17:02:13] <BadChoice> uhmm...
[17:02:26] <BadChoice> I'll try using sld then
[17:02:37] <BadChoice> it will make life easier
[17:10:18] <rnx> sdl doesnt draw fonts
[17:11:23] <groton> while GLUT does
[17:13:35] <quicksilver> rnx: well, sdl_ttf does
[17:14:13] <quicksilver> GLUT has some simple font capabilities but they're not very useful to be honest.
[17:16:40] <rnx> there being an optional extension library that creates text that you can then load as an texture by yourself and draw via opengl doesnt exactly count as "sdl draws fonts"
[17:17:48] <quicksilver> well, I was simplifying :)
[17:18:10] <quicksilver> but the ability to render decent fonts is certainly a common request.
[17:19:33] <rnx> using something like ftgl from glut is less work
[17:19:56] <rnx> not that there is anything wrong with sdl ... i use it myself
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[20:20:53] <rutski> I know that glGetError() should be call in a loop to check all error flags
[20:21:09] <rutski> but what if I call glGetError() after every single OpenGL call?
[20:21:20] <rutski> is it then guaranteed that it'll only ever return 1 error flag?
[20:22:12] <Madsy> Nope. It can return several
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[20:22:22] <rutski> hmm
[20:22:28] <Madsy> That's why you call it recursively until it returns GL_NO_ERROR
[20:22:50] <rutski> right, but did you get the point about it returning GL_NO_ERROR before function call A
[20:23:04] <Madsy> Say, a function could return both GL_INVALID_ENUM, GL_INVALID_OPERATION and GL_OUT_OF_MEMORY
[20:23:15] <rutski> in other words, if it returns GL_NO_ERROR before gl call A, then can it possibly return multiply flags right after call A?
[20:23:20] <rutski> ah, right; ok
[20:23:22] <rutski> gotcha
[20:23:34] <sanjin> is there any nice way to save only a part ( a rectangle ) of a texture in a local array? (like glGetTexImage does for the whole texture)
[20:23:41] <Madsy> The next API call resets the error state IIRC.
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[20:24:52] <Satan_Inside> sanjin simply render the sub-rectangle and capture via glGetTexImage( ... )
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[20:25:23] <sanjin> well, my problem is that i want it not to change any render states...
[20:25:38] <sanjin> im actually writing a c++ stream for gpu textures used as buffer for gpgpu ;p
[20:27:29] <Satan_Inside> so? I fail to see why changing a select number of render state(s) might be a problem here
[20:28:02] <Satan_Inside> in any case if you only want to capture a sub-rectangle what I described above is your only option
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[20:30:21] <sanjin> well, i will need to change matrix transformation states, set up a vertex array and will have to change the bound texture .. only to get some bytes of my texture ... all this whole gpgpu stuff will propably run side by side with the rendering engine so this might be costly :<
[20:30:24] <Satan_Inside> another option is simply masking a sub-rectangle via glReadPixels( ... )
[20:30:40] <Satan_Inside> the PBO specification illustrates how to do this
[20:30:52] <Satan_Inside> (using the fast path for FB captures)
[20:31:03] <sanjin> so i will need a framebuffer to use glReadPixels to read from my texture?
[20:31:24] <Satan_Inside> correct
[20:31:49] <Satan_Inside> glReadPixels( ... ) reads pixels directly from the framebuffer
[20:34:06] <sanjin> thats nice... so i can just use a framebuffer and access my texture via it ... do you know if it is costly to have a framebuffer for every texture-buffer ( i want to use them for things like force/acceleration/velocity or other GPGPU stuff) ?
[20:36:46] <Satan_Inside> well you have a linear increase in the number of mutable surface textures the driver now has to allocate, manage and ultimately page on or off as needed
[20:37:11] <Satan_Inside> so its not necessarily cheap from that perspective
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[20:37:54] <sanjin> yes but i think i will need a framebuffer anyway for rendering into the buffers... i will propably provide a stream for both ... a framebuffer and a texture itself
[20:38:16] <sanjin> thanks for you help Satan_Inside !
[20:38:18] <Satan_Inside> due to this you end up using more VRAM... how much depends upon the texture types / formats, the texture / surface dimensions and the number of textures
[20:38:37] <Satan_Inside> no problem
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[21:17:54] <Vixus> Hey does anyone have links to any good masking+texturing tutorials or are NeHe the best ones?
[21:22:24] <Madsy> Why do you need "tutorials" for that?
[21:22:43] <Madsy> It should be pretty obvious how it works.
[21:23:17] <Madsy> It works just like alpha blending would.
[21:24:19] <Madsy> You render a grayscale image in the first pass, so that dst contains black and white. Then you enable blending wih GL_DST_COLOR, GL_ZERO
[21:24:49] <Madsy> with*
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[21:27:12] <Vixus> ok, so say I have a texture, then an image mask that defines the shape of that texture in black and white.. how would that work?
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[21:30:42] <Madsy> Like I said.
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[21:31:31] <Madsy> If *that's* too difficult for you, I recommend start with the basics first. (read: software rendering, NOT OpenGL)
[21:32:16] <Watermelon2> ...
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[21:46:17] <Vixus> well manipulating the images beforehand is easy enough
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[23:01:33] <Lacerta-2> evening
[23:02:16] <Lacerta-2> can someone help me with my FBO problem?
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[23:02:50] <Lacerta-2> i can't seem to find a working texture format combination
[23:04:18] <Lacerta-2> a moment ago i made a function that tests all possible combinations (citation needed)
[23:05:15] <Lacerta-2> i got about 60k combination and every single one give me "missing attachment" FBO status
[23:05:55] <Lacerta-2> now i bet the error is somewhere else entirely but i've run out of ideas :/
[23:06:35] <Lacerta-2> i'm using GF6600 GT on Arch Linux, repository drivers
[23:09:55] <speedy1> if a simple FBO with one pow2 RGBA 32bit texture attached does not work, you probably have a driver or system problem
[23:10:54] <speedy1> try if any of the FBO samples from the internet work
[23:10:59] <Lacerta-2> nope
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[23:11:05] <Lacerta-2> haven't got anything to work
[23:11:43] <speedy1> then it's most likely a driver / system problem
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[23:12:54] <Lacerta-2> internal/format/type -> RGBA8 / RGBA / UNSIGNED_BYTE is supposed to work anywhere?
[23:13:27] <Lacerta-2> i'd like to know some combination that works on most implementations
[23:13:39] <Lacerta-2> so i could just focus on getting that to work
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[23:21:40] <sanjin> can FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT be caused by using unsupported formats (like LUMINANCE8 ) or not?
[23:22:08] <sanjin> ( i'd say only GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT would be returned then )
[23:22:30] <Lacerta-2> that will give "unsupported" status
[23:23:04] <Lacerta-2> come to think of it i didn't get any "unsupported" status.. even though i should have
[23:23:17] <Lacerta-2> i'll double check my code
[23:23:49] <sanjin> so what can cause GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT ?
[23:24:01] <sanjin> sorry, typo: i meant GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT
[23:24:59] <sanjin> maybe its because of my GL_LUMINANCE8 internal format?
[23:28:48] <sanjin> bye
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