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[00:08:56] <rutski> perhaps I should switch to using raster functions instead of textured polygons
[00:09:01] <rutski> is there any good reason not to?
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[00:14:11] <odietsch> well, setup your "2D view" via glOrtho and use the glTranslate, might just be a minor modification to your code and maybe with success
[00:14:37] <odietsch> and keep rendering your fonts as textured polygons
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[00:32:05] <rutski> right
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[00:32:19] <rutski> but conceptually I think I like raster functions better
[00:32:30] <rutski> these are rasterized fonts I'm dealing with after all
[00:32:39] <rutski> feels a bit like a hack to render them as textured polygons
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[00:51:40] <dv_> rutski?
[00:51:44] <dv_> what do you mean with "raster"?
[00:51:45] <rutski> yep
[00:52:16] <rutski> I mean glrasterpos
[00:52:21] <rutski> " The GL maintains a 3D position in window coordinates."
[00:52:26] <dv_> so?
[00:52:35] <dv_> "I read somewhere that it's common for textured polygons to have petter performance than rasterization functions"
[00:52:45] <rutski> yea; but I'm not sure if I believe that anymore
[00:52:46] <dv_> what rasterization functions? textured triangles do get rasterized
[00:53:07] <rutski> either you really don't know what I'm talking about; or you're just being annoying
[00:53:50] <dv_> you are actually talking about glBitmap, glDrawPixels and the like?
[00:54:25] <rutski> yep
[00:54:39] <dv_> the driver will most likely implement these using triangles
[00:55:08] <rutski> that would be fine; because then the responsibility of making things pixel perfect is on the driver; and not me
[00:55:09] <dv_> not sure though, I dont know their full specs ... in any case I doubt they are gonna be faster than textured triangles
[00:55:28] <rutski> it's not about being faster
[00:55:29] <dv_> never had problems with pixel perfect alignment
[00:55:32] <dv_> even with AA
[00:55:38] <rutski> so long as it's not very much slower then it's about being conceptually easier to deal with
[00:55:47] <rutski> dv_: did you see my B example?
[00:55:55] <rutski> http://www.rutski89.com:31597/upload/Picture%201.png
[00:55:59] <rutski> oh, sorry; wrong linke
[00:56:00] <rutski> **link
[00:56:04] <rutski> http://www.rutski89.com:31597/upload/Picture%2012.png
[00:56:05] <rutski> there
[00:56:11] <rutski> notice the bottom part of the 'B'
[00:56:38] <dv_> thats a weird one
[00:56:58] <rutski> yea :(
[00:57:03] <dv_> doesnt look like a GL error
[00:57:09] <dv_> that is, an error from using GL
[00:57:19] <rutski> yea; I'm hoping that's the case
[00:57:23] <dv_> try "BBBBBBBBBBB"
[00:57:32] <rutski> I'm looking into the actual data now, to see if the pixel data is just like that
[00:57:33] <dv_> to see if its B-specific, or location-specific
[00:57:35] <rutski> ah, good idea
[00:57:41] <rutski> oh, I did move it around
[00:57:44] <rutski> and it didn't help
[00:58:00] <rutski> I added 0.001 to it's x and y positions every frame
[00:58:03] <rutski> a sort of animation
[00:58:07] <rutski> and it never changed while it moved
[00:59:27] <rutski> also, I just did a bunch of B's like you suggested; no change
[01:01:01] <dv_> hmm
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[01:01:12] <dv_> could be a font rasterization error
[01:01:20] <dv_> a kerning/hinting issue
[01:01:45] <rutski> perhaps hinting; yea
[01:01:51] <rutski> I'm trying to figure out how to
[01:02:00] <rutski> how to look at the pixel data
[01:02:11] <rutski> perhaps it's time to learn to use libpng
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[01:56:50] <kiras> rnx: you were totally right, took me a while to get it but it's so much cooler now :)
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[04:45:47] <jparishy> Hey, can anyone help me you? I have this function http://rafb.net/p/3QZY3i67.html but it only draws half of the image. http://img442.imageshack.us/img442/5468/picture1fv0.png
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[04:47:57] <jparishy> Anyone know what I'm doing wrong here?
[04:49:08] <hibread> have you got back face culling on and issue the vertex winding the wrong way round?
[04:49:19] <hibread> unless you're drawing a quad...
[04:49:26] <jparishy> no, it's opengl es
[04:49:31] <jparishy> I had to use GL_TRIANGLES
[04:49:49] <hibread> try disabling culling first
[04:49:59] <hibread> glDisable( GL_CULL_FACE);
[04:50:27] <hibread> if that fixed the problem, then its a vertex winding issue
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[04:51:54] <jparishy> Nope, that's not it
[04:53:43] <hibread> hmmm
[04:54:59] <hibread> you've looked over your vertex and texture coordinates a few times to make sure everything is as it should? I dont have any time to go over them...
[04:55:12] <hibread> hmm shouldn't you be using GL_TRIANGLES?
[04:55:16] <hibread> and not triangle strip?
[04:56:10] <Satan_Inside> yep
[04:56:20] <hibread> looks like you've defined 6 vertices and 6 texture coordinates, but you're using triangle strip... off the top of my head i think that might be the issue
[04:56:57] <hibread> for this instance, i'd just think about drawing 2 distint triangles as opposed to a triangle strip. Using the same draw call ofcourse though
[04:57:03] <hibread> *distinct
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[05:03:49] <jparishy> forget it, this is annoying. i'm going to sleep
[05:03:55] <jparishy> night, and thanks for the help
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[05:15:18] <hibread> i ment to say *single* draw call up there... oh well
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[08:16:44] <Ragnarok> whats the difference between ambient and diffuse?
[08:16:49] * Ragnarok feels so n00bish
[08:18:27] <Jupp3> There are seweral pages that explain all the components
[08:18:37] <Jupp3> Basically ambient is always added everywhere
[08:18:42] <Jupp3> With or without light
[08:19:27] <Jupp3> Basically it's like vertexcolor=ambient+x*diffuse+y*specular
[08:19:32] <Jupp3> if that helps
[08:19:54] <Jupp3> won't describe what x and y are, but you get the idea :)
[08:20:18] <Jupp3> humm
[08:20:21] <Ragnarok> yeah i always had this problem couldn't remember the difference
[08:20:28] <Ragnarok> so always use ambient with diffuse eh?
[08:20:29] <Jupp3> of course there has to be light that emits ambient too
[08:20:39] <Jupp3> but angle doesn't change anything for ambient
[08:21:01] <Jupp3> always use light components as you think looks the best
[08:21:22] <Ragnarok> so anywhere I move a light to perce, it will always reflect in every direction, except spotlight(directional?)?
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[08:25:57] <Jupp3> no
[08:26:03] <Jupp3> there's also directional light source
[08:26:14] <Jupp3> but point light source emits light in all directions
[08:27:38] <Ragnarok> bvlah i guess everyone gets confused when they first start eh?
[08:40:22] <Lacerta> and quite many times after that >:/
[08:40:24] <Jupp3> nope, it's only you :)
[08:41:50] <Jupp3> Ragnarok: For a general "sun is shining in the distance" situation directional light source is better
[08:42:06] <Jupp3> Or don't know about better, but maths are at least supposed to be slightly more lightweight
[08:42:20] <Jupp3> But how much does that matter nowadays is another question
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[09:28:49] <[AD]Turbo> yo
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[16:18:50] <MarcC> how do I know if I have an opengl 2.0 video card?
[16:19:39] <tmccrary> What OS?
[16:19:44] <MarcC> linux
[16:20:19] <tmccrary> glxinfo | grep version
[16:20:26] <tmccrary> look for "OpenGL version string:"
[16:20:41] <MarcC> 2.12, excellent
[16:20:43] <MarcC> thank you
[16:20:46] <tmccrary> np
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[16:26:05] <grumbel> How does OpenGL-ES relate to OpenGL? Is it a complete subset of OpenGL or is there more to it?
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[16:26:48] <Ragnarok> OGL-ES is for mobile devices
[16:27:22] <tmccrary> its essentially a simplification of opengl
[16:27:34] <Ragnarok> i duno
[16:29:08] <grumbel> In case it is a subset I assume I can just grab http://www.khronos.org/registry/gles/api/1.1/gl.h and compile my program with that instead of the default OpenGL header to make sure its OpenGL-ES compliant, correct?
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[17:42:40] <rutski> I hear that there are two ways to render text; either use OpenGL's bit blitting functions, or render the rasterized text into a texture and then display it on rectangular polygon
[17:42:53] <rutski> I've yet to hear anything beyond ascetic arguments for both methods though
[17:42:56] <HuntsMan> yup
[17:42:58] <rutski> is there anything more to it?
[17:43:06] <HuntsMan> use textures, glBitmap is slow
[17:43:09] <tmccrary> "aesthetic"
[17:43:31] <tmccrary> http://en.wikipedia.org/wiki/Asceticism
[17:43:39] <rutski> heh, right; aesthetic, sorry
[17:43:58] <rutski> ah, is it really slow?
[17:44:16] <rutski> so then when I see things like video players implemented via OpenGL, I can assume that they're very likely not using glBitmap?
[17:44:24] <tmccrary> yeah
[17:44:26] <HuntsMan> yep, they use texture uploading
[17:44:30] <HuntsMan> probably using PBO's
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[17:48:36] <quicksilver> rutski: one approach which is popular is make a texture with a 'whole font' on it
[17:48:51] <quicksilver> rutski: I.e. abcdef...ABCDE...12345..any other symbols you need.
[17:49:01] <quicksilver> rutski: then you can render as you wish just by careful use of texture coords.
[17:49:14] <quicksilver> that's nice and simple for fixed-width fonts.
[17:49:21] <quicksilver> for variable width it's a bit fiddlier.
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[17:49:38] <quicksilver> and if you want to support nice modern truetype things like proper kerning, you're going to need to render each word so it won't work.
[17:49:57] <rutski> it's probably not that much harder for variable width
[17:50:04] <tmccrary> it isn't
[17:50:14] <rutski> all you'd have to do is save away each glyph, taking it's measurement as well
[17:50:14] <tmccrary> you just need to store offsets/baselines/etc
[17:50:22] <tmccrary> and keep those in mind when you render
[17:50:25] <rutski> and IIIRC freetype has functions for ripping a glyph out of the face's glyph slot
[17:50:40] <rutski> ah, this is interesting; check it out
[17:50:43] <rutski> 1 sec
[17:50:50] <quicksilver> tmccrary: fiddly, not hard :)
[17:51:04] <rutski> heh, yea :)
[17:51:15] <quicksilver> I render each word separately.
[17:51:22] <quicksilver> Then you get kerning and ligatures
[17:51:24] <belou> if you are in a linux/gnome environment you can use directly pango
[17:51:27] <quicksilver> (like 'ffi')
[17:51:29] <rutski> so I did a font rendering test last night: http://www.rutski89.com:31597/upload/Picture%2012.png
[17:51:33] <rutski> and the B came out really weird
[17:51:44] <rutski> if I change the text size the it fixes it
[17:51:53] <quicksilver> looks like an scaling glitch of some kind.
[17:52:02] <rutski> but moving it around the screen doesn't change the weirdness
[17:52:12] <quicksilver> did you try moving it by half a pixel or less?
[17:52:16] <rutski> right, I thought I had an improperly sized polygon or something
[17:52:17] <quicksilver> if it's just missing the sample points.
[17:52:20] <rutski> quicksilver: yep, I did
[17:52:24] <quicksilver> odd, then.
[17:52:32] <rutski> but then this morning I took out 2 hours and write a tga dumper
[17:52:58] <rutski> and check it out: rutski89.com:31597/upload/foo.tga
[17:52:59] <quicksilver> I'm actually using wxWidgets to render my text at the moment (because I have it installed, and its cross-platform)
[17:53:04] <tmccrary> http://seventh-sun.com/tmack/fonteditor.png
[17:53:12] <quicksilver> and I just intelligently cache if I've already rendered the word before
[17:53:17] <quicksilver> so I'm not uploading new texures each frame
[17:53:18] <rutski> so it's freetype that's making the rendering mistake
[17:53:19] <rutski> by I can't imagine why
[17:53:35] <quicksilver> freetype is forbidden from using the font hints, IIRC
[17:53:39] <quicksilver> because they're patented.
[17:53:48] <rutski> (can you guys view tga by the way, I've noticed that often people's viewers can't load tga)
[17:54:03] <quicksilver> you can often get better results by rendering too large and scaling down.
[17:54:06] <rutski> yea, but, it's just a few op codes in the hinting VM that apple has patented
[17:54:12] <rutski> not all of them by far
[17:54:25] <quicksilver> I scale all over the place anyway, so I render at a totally arbitrary '48 point in a 256 pix texture'
[17:54:28] <rutski> oh, hmm; really? I thought the whole point was that fonts didn't turn out great when scaled down
[17:54:29] <quicksilver> and then scale down
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[17:54:39] <quicksilver> if you start big and scale down it looks OK.
[17:54:49] <quicksilver> although if you mess around and scale twice things get fuzzy.
[17:54:56] <tmccrary> You can use distange fields to make them work almost like vector fonts
[17:55:01] <tmccrary> "distance fields"
[17:55:02] <rutski> but can it be said that proper hinting is still better?
[17:55:11] <quicksilver> it's not going to look as sharp as MacOs rendered text.
[17:55:17] <quicksilver> OSX has a lovely text engine.
[17:55:22] <rutski> yea; I know
[17:55:22] <rutski> :)
[17:55:28] <rutski> I really don't know why people slam it so much
[17:55:48] <quicksilver> all kinds of reasons, but generally not for the quality of the subpixel AA :P
[17:56:00] <quicksilver> I slam it for not having a decent package management system, for example.
[17:56:14] <rutski> I heard that people think that the subpixel AA makes the text look blurrly
[17:56:16] <rutski> **burly
[17:56:30] <rutski> whereas they claim that non-AA Windows fonts by MS look "crisp"
[17:56:42] <tmccrary> http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf
[17:57:32] <rutski> wow
[17:57:41] <rutski> that's really a scale up for a 64x64 raster image?
[17:57:47] <tmccrary> yeah
[17:58:19] <rutski> nice; I'm definitely saving that for a later read
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[17:58:27] <rutski> oh, I almost forgot
[17:58:33] <rutski> is there a good reason that glBitmap is slow?
[17:58:37] <quicksilver> rutski: then they're (a) blind and stupid or (b) viewing the text on the wrong kind of monitor.
[17:58:52] <quicksilver> rutski: it's very sensitive to the precise kind of monitor its designed for
[17:59:00] <quicksilver> (correct relative positioning of R G B dots)
[17:59:01] <rutski> ah, I see
[17:59:03] <rutski> you mean an LCD?
[17:59:08] <quicksilver> not just any LCD.
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[17:59:12] <quicksilver> the *right* LCD.
[17:59:15] <rutski> ah, I see
[17:59:30] <tmccrary> rutski: Most performance optimization work goes to texures, because that's one of the most highly used parts of the API
[17:59:30] <rutski> before I got this iMac I was running a mac mini on a crappy old CRT
[17:59:35] <quicksilver> glBitmap is slow because the video drivers haven't bothered to make it fast.
[17:59:40] <rutski> and I never noticed blurry fonts
[17:59:43] <quicksilver> because it's not seen as a common path.
[17:59:56] <rutski> ah, ok; good enough
[18:00:12] <quicksilver> rutski: if the mac mini knows it's a CRT (which is does, if you configure it right) then it uses a different AA algorithm
[18:00:16] <quicksilver> which looks better on CRTs :)
[18:00:20] <rutski> ah
[18:00:22] <rutski> interesting
[18:00:38] <quicksilver> having said that I've used glBitmap and it's not S...L...O...W
[18:00:40] <quicksilver> not by any means
[18:00:52] <quicksilver> it's OK for casual use and programs whicha ren't trying to stretch to the limit.
[18:00:53] <rutski> oh, heh
[18:00:58] <quicksilver> actualyl it might be glDrawPixels I used.
[18:01:09] <quicksilver> anyhow, I used some of that old bitmap/pixmap stuff and it does still work.
[18:01:13] <rutski> I was thinking about using it instead since it seems more proper for rendering rasterized fonts
[18:01:14] <quicksilver> it's not 1 second per call or anything.
[18:01:24] <quicksilver> just slower than proper textures which get uploaded to the card
[18:01:52] <rutski> oh, shoot; with glBitmap I couldn't upload the data to the card could I?
[18:02:25] <hibread> rutski: ill request that you never speak of CRTs like that again MR!
[18:02:35] <quicksilver> if you use the basic GLUT fonts, for example, I think they're implemented by drawPixels underneath.
[18:02:36] <rutski> heh
[18:02:41] <quicksilver> and they do still work for simple stuff
[18:02:42] <rutski> it was just really really faded
[18:02:45] <quicksilver> (I mean the bitmap ones)
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[18:02:53] <hibread> :)
[18:02:59] <rutski> by "crappy CRT" I meant "crappy since it's faded", not "crappy since it's a CRT"
[18:03:18] <tmccrary> yeah, in that case its "Blurry because its a CRT"
[18:03:19] <tmccrary> ;)
[18:03:33] <rutski> heh
[18:03:59] <hibread> I dread the day when my two 22in Diamond Pro (trinitron) die
[18:04:16] <Ingenu> I moved to LCD ASAP and I'm very happy with that
[18:04:25] <tmccrary> Do what I did: get a Dell or Apple 30 incher
[18:04:28] <Ingenu> was back in 2000 or 2001
[18:04:31] <tmccrary> freaking awesome, awesome monitor
[18:04:43] <hibread> Ingenu: back in 2000 you were happy with the LCD tech?
[18:04:48] <hibread> quality wise?
[18:04:49] <tmccrary> The dell is a little cheaper and has more features
[18:04:59] <Ingenu> yeah huge improvement over CRT in the headach department
[18:05:04] <Ingenu> could use it much longer
[18:05:17] <tmccrary> http://www.dell.com/content/topics/topic.aspx/global/products/monitors/topics/en/monitor_3007wfp?c=us&l=en&s=gen
[18:05:20] <hibread> The only LCD in the house is the Sony Bravier 40in X-series
[18:05:22] <Ingenu> of course they weren't nearly as good as today
[18:05:27] <tmccrary> Its worth the money, I'm telling you
[18:05:47] <hibread> are the blacks black?
[18:05:53] <tmccrary> yes
[18:06:03] <rutski> tmccrary: I have a 24" iMac
[18:06:06] <rutski> 24" is plenty big enough
[18:06:10] <hibread> every LCD i witness the image of, disgust me with grey blacks
[18:06:16] <tmccrary> no, its not
[18:06:19] <rutski> somehow I get the feeling that if I had a 30" then I couldn't get the mouse to the other side of the screen
[18:06:22] <tmccrary> the dual link 2560x1600 is awesome
[18:06:46] <tmccrary> believe me, its a totally different experience using a monitor with a res at 2560x1600
[18:07:03] <rutski> hibread: it's worth noting that on macs I always have to adjust the color profile to get rid of the grey blacks
[18:07:06] <tmccrary> for programming its awesome
[18:07:10] <Ingenu> have a 1600*1200 20"
[18:07:11] <hibread> tmccrary: ok put it this way. Its night time, i turn all lights off... and i cannot see my monitors at all when they're on showing a black image
[18:07:14] <Ingenu> good enough
[18:07:26] <rutski> heh
[18:07:26] <Ingenu> dual 1600*1200 at work
[18:07:31] <Ingenu> more pixels !
[18:07:36] <Ingenu> (not)
[18:07:39] <hibread> I use 2048x1536 (both monitors)
[18:07:54] <tmccrary> I have 3 on my desk at work
[18:07:59] <tmccrary> not the 30"
[18:08:02] <tmccrary> 21"
[18:08:03] <Ingenu> you need dual link dvi for 2560*1600
[18:08:07] <tmccrary> yeah
[18:08:17] <tmccrary> Although dual link is everywhere nowadays
[18:08:27] <tmccrary> when I got the 30", like 1-2 cards had digital dual link support
[18:08:40] <tmccrary> now a $100 8 series nvidia card has it
[18:09:49] <Ingenu> true
[18:09:59] <hibread> rutski: the non-black blacks issue i speak of involves the little liquid crystals (?) not being able to block all light
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[18:10:03] <Ingenu> what's the new standard already ?
[18:10:13] <Ingenu> display-port isn't it ?
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[18:10:22] <tmccrary> maybe, I'm not sure
[18:10:25] <hibread> Ingenu: how annoying do you find non-native resolutions?
[18:10:42] <hibread> big-small-big-small pixels.... etc
[18:10:43] <Ingenu> I don't run anything at non native resolution
[18:10:56] <Ingenu> it's a simple as that ^^
[18:11:02] <rutski> hibread: ah, I see
[18:11:05] <rutski> I never knew
[18:11:24] <Ingenu> yes different screens have different quality
[18:11:29] <Ingenu> there's a nice website comparing them
[18:11:32] <hibread> yeah i guess that would be fair enough... but for someone who likes runing there games at sub 2560x1600? :)
[18:11:38] <Ingenu> but atm I can't remember the english version
[18:11:51] <tmccrary> That's why I got an 8800 GTX for it
[18:11:58] <tmccrary> and before that a 7590GX2
[18:12:10] <Ingenu> then either deal with stretching or just ask teh monitor not to stretch it
[18:12:14] <hibread> and that runs recent games at 60fps+ ? :)
[18:12:22] <Ingenu> of course it'll not cover the whole area, but you'll keep the quality
[18:12:26] <hibread> hehe its ok.. i still can't come to buy an LCD yet
[18:12:30] <tmccrary> A lot of them
[18:12:31] <rutski> I wonder if it's illegal to turn out the truetype font hinter just to play around with
[18:12:36] <tmccrary> Crysis has to run at like 1024x768
[18:12:41] <rutski> (in freetype)
[18:13:03] <tmccrary> But I really only play games on the linux platform anyway (ETQW, Warcraft 3)
[18:13:15] <tmccrary> Valve is supposedly porting the source engine client to Linux
[18:13:18] <tmccrary> that should be cool
[18:13:31] <tmccrary> its interesting too, since the guys who started valve are microsoft millionaries
[18:13:53] <hibread> tmccrary: you mean they owned shares in them?
[18:14:02] <Ingenu> www.lesnumeriques.com does good LCD reviews
[18:14:06] <rutski> ah, you play ETQW?
[18:14:07] <Ingenu> best I've seen
[18:14:12] <rutski> I'm not much into video games; but that's one that I do play
[18:14:14] <Ingenu> can't remember the english version url though
[18:14:18] <rutski> do you play on the ESM servers?
[18:14:29] <tmccrary> I'm not sure about that, I just know they made a ton of cash at microsoft and starting their own game dev studio
[18:14:42] <tmccrary> Yeah, I play on a few
[18:14:55] <tmccrary> your nick seems familiar too :)
[18:15:16] <prophile> how long should i wait before taking apart a CRT?
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[18:15:29] <tmccrary> I wonder how hard it will be for valve to port the rendering subsystem to opengl
[18:15:51] <hibread> prophile: ive heard quite sometime...
[18:15:54] <hibread> a day or so?
[18:15:56] <Coke> Hi! Any C libraries that can render any common 3d model (like Obj or similar)?
[18:15:58] <Ingenu> http://www.digitalversus.com/
[18:16:01] <prophile> a day?
[18:16:03] <prophile> oh good
[18:16:04] <Ingenu> stupid flags
[18:16:08] <hibread> the capacitors or something?
[18:16:11] <prophile> this has been off for 3 months
[18:16:16] <Coke> (something which isn't an entire scenegraph)
[18:16:19] <prophile> yeah, capacitors hold charge
[18:16:40] <hibread> so you've waited 3 months to rip it apart? :)
[18:16:53] <prophile> well, i've had it lying around
[18:17:02] <prophile> and it's only today i decided to cannibalize the GPU out of it
[18:17:06] <hibread> can you get new "guns" for them?
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[18:17:16] <prophile> but i don't want to touch HV bits of the CRT
[18:17:40] <hibread> i gues they're all inside that big glass thing :p
[18:17:55] <hibread> prophile: just wear some gardening gloves
[18:18:01] <prophile> yeah, well so's the bit i'm trying to get at
[18:18:18] <prophile> thing is i'm poking around with a screwdriver and that can melt and cause spectacular blindness even if it doesn't kill you
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[18:19:36] <tmccrary> and sunblock
[18:19:45] <prophile> ha ha ha.
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[18:28:28] <quicksilver> tmccrary: holy shit. That's awesome.
[18:28:44] <quicksilver> tmccrary: I just read the alpha-tested paper which I had opened in a background window.
[18:29:05] <dv__> hmm
[18:29:24] <dv__> anybody knows any good opengl ambient occlusion demos?
[18:29:29] <tmccrary> yeah, pretty cool trick
[18:32:56] <rutski> would it be legal to turn on freetype's hinting VM despite that it's patented by Apple"
[18:32:59] <rutski> **Apple?
[18:33:10] <rutski> just to play around with it; not to use it in a product or anything
[18:33:47] <quicksilver> that's between you and apple.
[18:33:54] <quicksilver> I'm not a lawyer. I don't think they'll sue you.
[18:34:04] <rutski> heh, yea; I know
[18:34:07] <quicksilver> but it's your call.
[18:35:07] <rutski> I'm just curious about patent law in the US in general
[18:35:29] <tmccrary> yeah you can do anything you want personally
[18:35:39] <rutski> if the patent only bans people from distributing products with said patented feature, or if it goes further to ban people even playing with it
[18:35:57] <tmccrary> patents offer commercial protection
[18:36:00] <tmccrary> thats it
[18:36:00] <rutski> ah
[18:36:16] <rutski> well, in that case; I rendered the B with turetype's hinting VM turned on
[18:36:18] <rutski> and it's SO much better
[18:36:21] <rutski> can I show a screenshot?
[18:36:40] <Ingenu> yep
[18:36:41] <tmccrary> yeah
[18:37:22] <rutski> http://www.rutski89.com:31597/upload/Picture%201.png
[18:37:42] <rutski> just guess which is which :)
[18:37:59] <tmccrary> the blurry one? ;0
[18:38:27] <rutski> heh
[18:38:42] <rutski> I wonder what it would cost to license this from apple
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[18:38:57] <rutski> because I am building a commercial product
[18:39:04] <rutski> or perhaps I should just switch to non-AA text?
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[18:41:43] <abionnnn> there's always http://www.antigrain.com/
[18:43:31] <dv__> rutski, tried rendering that B with no hinting at all?
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[19:15:59] <rutski> dv__: about to now
[19:16:14] <rutski> dv__: oh... wait; you mean without hinting but WITH AA?
[19:16:20] <dv__> yes
[19:16:40] <rutski> hmm, nope; that hadn't even crossed my mind. But now that you mention it I'll give it a go
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[19:20:39] <rutski> dv__: pretty horrid results :(
[19:20:46] <dv__> hm
[19:20:48] <rutski> the B itself doesn't look too bad; but other letters are awful
[19:20:53] <dv__> fonts have to be made for this
[19:21:00] <dv__> hinting is a huge topic
[19:21:19] <rutski> yea :(
[19:21:35] <rutski> http://rutski89.com:31597/upload/Picture%202.png
[19:22:21] <abionnnn> rutski, ew
[19:22:27] <rutski> heh; yea
[19:22:48] <abionnnn> rutski: though, that font looks useful for those threatening letters created out of newspaper clippings
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[19:23:03] <rutski> lol, yea :)
[19:23:08] * abionnnn saves a copy for later
[19:23:11] <abionnnn> j/k :)
[19:23:12] <rutski> it's just courier new by the way
[19:24:21] <dv__> rutski, and hinting but no AA?
[19:24:41] <rutski> on it
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[19:40:00] <rutski> hmm, when I tell it to render with FT_LOAD_MONOCHROME it packs 8 pixels into a single byte
[19:40:10] <rutski> I'm having trouble unpacking that for use with OpenGL textures
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[19:43:22] <rutski> this is od
[19:43:23] <rutski> **odd
[19:43:39] <rutski> I tried passing GL_BITMAP to glTexImage2d, only get an INVALID_ENUM error
[19:44:14] <Jupp3> rutski: So basically it has one pixel per bit?
[19:44:31] <rutski> right, just on or off; completely monochrome
[19:44:44] <Jupp3> For each byte, check the byte againist 8 suitable bitmasks?
[19:44:54] <rutski> right
[19:45:11] <rutski> but I don't feel like unpacking it that way manually, seeing as how TexImage2d takes a GL_BITMAP option
[19:45:44] <Jupp3> You can do a for loop from 0 to 7, which defines how much to rotate 1 to get suitable bitmask for that particular pixel
[19:46:01] <Jupp3> And you're sure that it's totally same format?
[19:46:24] <rutski> right, I did said for loop
[19:46:28] <rutski> but it's broken somewhoere
[19:46:33] <Xmas|> GL_INVALID_ENUM is generated if type is GL_BITMAP and format is not GL_COLOR_INDEX.
[19:46:43] <rutski> **somewhere, and I don't feel like fixing it if OpenGL can take bitmap data straight up
[19:46:47] <rutski> ah
[19:47:31] <rutski> all better now
[19:47:34] <rutski> however, it's not displaying anything
[19:47:57] <Jupp3> So you are asking us for different working solution now?
[19:48:23] <rutski> nope; now I'm looking into it myself
[19:48:24] <Xmas|> do you know how GL_COLOR_INDEX works?
[19:48:31] <rutski> Xmas|: that's what I'm looking into
[19:48:49] <Jupp3> Anyway, that won't definitely work on OpenGL ES
[19:48:59] <Jupp3> Or many other partial OpenGL implementations
[19:49:14] <Jupp3> And wouldn't be surprised if there were bugs related to that elsewhere aswell
[19:49:20] <rutski> doesn't bother me; this is just a test
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[19:51:08] <Jupp3> rutski: It would definitely bother me, if I had to use 8bits-per-pixel mode in OpenGL :)
[19:51:29] <Jupp3> Anyway, no idea about GL_COLOR_INDEX really, especially with textures
[19:51:37] <rutski> yea, me neither
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[19:51:44] <rutski> I'm going back to trying to fix the loop
[19:51:45] <Jupp3> Or can you use such textures in >8bpp modes
[19:52:02] <Jupp3> But I think you can count on that, 8bpp modes are rarely accelerated
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[20:06:12] <hibread> look what can happen if you just stuff around with shaders :) http://img384.imageshack.us/img384/7046/testaostuffaroundec6.png
[20:08:04] <Xmas|> interesting... is this single-pass?
[20:08:34] <hibread> im "trying" to impliment SSAO
[20:09:00] <hibread> and just started playing about "randomly" with different functions/variables
[20:09:39] <hibread> my implimentation is definitely not up to scratch yet... some weird issues. But that image isn't an issue.. just playring around
[20:13:50] <rutski> wow, stunning http://en.wikipedia.org/wiki/Screen_Space_Ambient_Occlusion
[20:15:44] <hibread> rutski: yeah pretty nifty concept
[20:16:01] <rutski> yea
[20:16:10] <rutski> the effect is particularly well illustrated in http://en.wikipedia.org/wiki/Image:Ssaoleadwerks.jpg
[20:16:29] <hibread> rutski: yes and no :)
[20:16:46] <hibread> there are some artifacts in that image
[20:17:17] <rutski> behond just compression artifacts?
[20:17:20] <rutski> **beyond
[20:17:53] <hibread> which i think are artifacts.. and not just ment to be there. Check out, for instance, the 2nd closest pillar. The one left of the closest
[20:18:04] <hibread> looks like there is a shadow behind the pillar
[20:18:24] <hibread> shadow onto the floor
[20:18:50] <rutski> ah, right
[20:18:51] <rutski> very weird
[20:18:57] <rutski> also the one that's to the left of that pillar
[20:19:10] <rutski> has these weird stripes
[20:19:15] <rutski> caused by said shadow
[20:20:59] <hibread> that issue should have been solved in that implimentation
[20:22:08] <rutski> yea
[20:22:10] <rutski> agreed
[20:22:22] <hibread> rutski: did ya check out the crysis clip?
[20:22:30] <rutski> nope
[20:22:35] <rutski> but I played crysis
[20:22:45] <hibread> http://video.google.com/videoplay?docid=-2592720445119800709&hl=en
[20:22:53] <hibread> shows the SSAO in action
[20:24:36] <hibread> that issue is still visible in that clip. But its probably not obvious enough to matter at all. The SSAO effect is definitely worth it regardless
[20:24:50] <rutski> ah, nice
[20:24:57] <rutski> oh, really?
[20:25:00] <rutski> I don't see that in the clip
[20:25:11] <rutski> then again I'm playing ETQW at the same time
[20:25:58] <hibread> its not really that obvious. Or as bad as that other image
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[20:31:59] <rutski> do most high end games like Crysis use GLSL, or NV?
[20:33:42] <Xmas|> I guess you meant Cg
[20:33:45] <Xmas|> but most games use HLSL
[20:34:00] <rutski> oh, right Cg; my bad
[20:34:11] <rutski> I haven't gotten into shaders much yet; if you haven't noticed :)
[20:34:24] <rutski> My progression in learning OpenGL has been extremely slow
[20:34:50] <rutski> or rather; perhaps not
[20:35:04] <rutski> perhaps I just think my pace is slow; but it's really not
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[20:35:18] <rutski> how far were you guys after about 1.5 years of being interested in it?
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[20:35:50] <rutski> or maybe it's been more like 2.5-3
[20:35:57] <rutski> I really can't recall when I first got the redbook
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[20:43:34] <hibread> rutski: you meed to be more than just interested, although being interested is the key in it all. You need to be active in learning nearly on a daily basis. Read as much as you can (books, forums, papers etc) and continually impliment the features... practice makes perfect
[20:45:06] <rutski> hibread: you're not running on a mac, are you?
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[20:45:24] <hibread> haha. Is it that obvious?
[20:45:32] <rutski> oh, nope; it was just a guess
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[20:45:50] <rutski> if you're curious; this is my latest project: http://www.rutski89.com:31597/upload/bounce-universal.app.zip
[20:45:51] <hibread> nah, im happy with my install of linux
[20:45:57] <rutski> it should show just about how far along I am
[20:45:58] <rutski> ah
[20:46:05] <rutski> so you're not on a mac then?
[20:46:23] <hibread> nope
[20:46:27] <rutski> ah
[20:47:09] <rutski> ah, well; in that case: http://lifethoughtsandsoftware.blogspot.com/2008/04/physics-simulation-first-attempt.html
[20:47:21] <rutski> do you have a method by which to play .mov files?
[20:47:25] <rutski> I hear they're pretty mac specific
[20:48:28] <hibread> yeah pretty sure i can play them
[20:48:33] <ville> nothing mac specific about it
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[20:48:52] <rutski> no, I mean; they encoding originated on OSX; no?
[20:48:57] <rutski> **the enc
[20:49:17] <ville> Yes apple is behind the Quicktime format
[20:49:43] <hibread> rutski: we'll have to talk about this another day
[20:49:52] <hibread> its 4:20am here... and i really should get some sleep
[20:49:55] <rutski> ah, ouch
[20:49:58] <rutski> sleep tight
[20:50:09] <hibread> haha, yep. That is what i'll do
[20:50:14] <hibread> later!
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[23:05:43] <eu-prleu-peupe1> hello
[23:05:57] <eu-prleu-peupe1> is open scene graph used on the industry ?
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   May 13, 2008  
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