[00:00:33] <speedy1> buffer them and then draw all at once in the render loop
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[00:01:07] <peda_> ok
[00:01:11] <peda_> thanks
[00:01:14] <speedy1> drivers tend to have nasty bugs in multi-threaded operation
[00:01:29] <speedy1> esp. if you share data between contexts
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[00:01:38] <speedy1> np. :)
[00:01:43] <prophile> OS X seems to cope alright, at least on Intel macs
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[00:01:59] <prophile> which reminds me
[00:02:03] <prophile> any sign of feelgood recently?
[00:02:50] <speedy1> no idea - feelgood is glYoda?
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[00:03:04] <prophile> feelgood aka RTFM aka glYoda
[00:03:13] <prophile> glYoda was a nickname given by me, in fact
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[00:03:41] <speedy1> haven't seen him recently
[00:04:00] <prophile> bloody man
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[02:40:43] <conal> does/can opengl use premultiplied alpha in colors?
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[02:51:18] <domino14> if i want to create many nurbs curves, do i need to have many nurbs objects?
[02:51:23] <domino14> gluNurbsObj ?
[02:51:35] <domino14> err GLUnurbsObj
[02:51:49] <domino14> or can i call gluBeginCurve(), etc many times
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[03:00:58] <domino14> can i reuse the same glunurbsobj for many curves?
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[03:36:05] <meteors> Larry King is about to discuss the release of those British UFO files.
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[03:39:13] <meteors> oops - sorry
[03:41:02] <Tenac> Where is a tutotiral + source on how to apply a normal map/bump map texture to my textures?.
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[04:37:29] <LiQuiDninja> are there any source explanations of the functions of OGL? for example if i need to find the code that a glrotate() call will execute is there any way? ask here i guess
[04:38:20] <Ragnarok> LiQuiDninja, what system?
[04:38:34] <Ragnarok> I know in my linux distros thy have man pages for opengl
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[04:40:45] <LiQuiDninja> win32 64bit with annoyingly 32bit vista i paid for 32bit then upgraded
[04:41:24] <Ragnarok> theres the opengl reference
[04:41:25] <LiQuiDninja> someone with a maths knowledge could tell me the way glrotate performs euler matrix manipulations
[04:42:02] <Ragnarok> book*
[04:43:05] <Ragnarok> there you go
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[04:49:05] <LiQuiDninja> is this true, a 3x3 matrix multiplied by another 3x3 is not commutative and will not produce a euler rotation however a 3x4 or a 4x4 will?
[04:51:16] <pekuja> it's not commutative, but you can use a 3x3 matrix for rotation just fine
[04:51:21] <hibread> LiQuiDninja: opengl is just a specification. Its up to the vendor to produce the implimentation (afaik)
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[04:51:32] <pekuja> you'll likely want 4x4 to get translations though
[04:52:47] <LiQuiDninja> pekuja: can you give me an example of how to make a 3 separate rotations of a 3x3 matrix for a camera with yaw pitch roll
[04:52:58] <LiQuiDninja> each rotation must not interfere with the other
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[04:54:00] <pekuja> LiQuiDninja, yes I can. I'd rather you just google it though
[04:56:11] <LiQuiDninja> pekuja: nvm
[04:56:37] <pekuja> found it?
[04:57:40] <LiQuiDninja> maybe, the API im using convertes to and from quaternions to frequent then seems normal
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[04:57:55] <LiQuiDninja> excuse my english
[04:59:15] <LiQuiDninja> ill make a paste
[04:59:32] <LiQuiDninja> you can glance at it and tell me instantly whats up
[05:01:05] <LiQuiDninja> i_YRotate is a NxMat33
[05:03:14] <pekuja> ?
[05:03:19] <pekuja> so what's the problem?
[05:04:19] <LiQuiDninja> the rotation is a gimbal spherical rotation like multiplying two quaternions its also commutative, i want to rotate by one axis then another without the two rotations interfering with each other
[05:04:36] <LiQuiDninja> roll pitch and yaw
[05:05:05] <LiQuiDninja> you could imagine setting a camera with three floats one for x rotation one for y rotation and one for z rotation
[05:05:41] <pekuja> so that one doesn't work?
[05:05:42] <Ragnarok> whats the difference between glFrustum and glPerspective?
[05:05:57] <Ragnarok> gluPerspective*
[05:06:14] <LiQuiDninja> pekuja: AFAIK that same as multiplying two quaternions
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[05:07:47] <pekuja> LiQuiDninja, you need to save i_Rotation and multiply it with another rotation for it to work independent of what rotations you've done previously
[05:08:56] <LiQuiDninja> i_Rotation = i_Rotation * i_YRotate;
[05:08:56] <LiQuiDninja> i_Rotation = i_Rotation * i_ZRotate;
[05:09:18] <pekuja> the other way around I think
[05:10:02] <LiQuiDninja> my point is that it shouldnt make a difference
[05:10:05] * LiQuiDninja grumbles
[05:10:13] <pekuja> why?
[05:10:24] <pekuja> if that's not it, I don't really understand what the problem is
[05:10:55] <pekuja> how's it wrong now?
[05:11:04] <pekuja> the code you pasted
[05:11:16] <pekuja> I don't understand what's supposed to be wrong with it
[05:11:45] <LiQuiDninja> the rotations should be independant of each other
[05:11:54] <LiQuiDninja> im testing both ways, the first worked,...
[05:12:54] <pekuja> oh, I see what you mean
[05:14:32] <LiQuiDninja> and the second is the same :P
[05:15:01] <pekuja> yeah I thought you meant something different
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[05:19:41] <pekuja> no actually I don't think you can do them completely independently
[05:20:36] <pekuja> I have this gut feeling that I should be wrong about that, but I can't figure out how they would work independently
[05:25:16] <pekuja> like if I imagine an aeroplane and think about what happens if you roll it, then adjust your pitch, or vice-versa
[05:25:29] <pekuja> you just don't get the same results if you do it in different order
[05:26:00] <pekuja> maybe you can do some kind of independent rotations, but that's probably not it
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[06:24:08] <Tenac> Is there a tutorial + source on how to apply a normal map/bump map texture to my textures?
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[07:20:24] <LiQuiDninja> Tenac: no of course not, that requires normally shaders and a lighting system
[07:26:21] <LiQuiDninja> im still playing with matrix multiplications...
[07:27:04] <LiQuiDninja> can anyone make a paste of how to achieve this matrix using quaternions and/or Mat3x3
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[07:56:17] <LiQuiDninja> can you convert this to Mat3x3
[07:56:26] <LiQuiDninja> of using quaternions
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[08:38:42] <LiQuiDninja> hi ingenu
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[08:54:56] <LiQuiDninja> groton: can you help me?
[08:55:25] <groton> LiQuiDninja, sure, as anyone else in this channel :)
[08:56:07] <LiQuiDninja> ok i must implement these functions using quaternions and matrices
[08:56:29] <LiQuiDninja> if you could make a paste ill be very gratefull
[08:57:04] <groton> LiQuiDninja, homework?
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[08:57:45] <LiQuiDninja> projectwork, cant find the solution and taking forever
[08:57:58] <LiQuiDninja> maths should just function
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[08:58:08] <groton> s/function/work :)
[08:58:42] <groton> i really havent got exactly your question though :)
[08:59:09] <LiQuiDninja> using quaternions and 3 by 3 matrices implement the matrices multiplication in my paste
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[08:59:41] <groton> the web is plenty of quaternion and matrix classes in C++
[09:00:12] <LiQuiDninja> my project uses 3-4 separate classes for both
[09:00:36] <LiQuiDninja> but how to arrange the quaternions and matrices?
[09:00:42] <LiQuiDninja> which calls where
[09:01:00] <LiQuiDninja> the order should not matter if the rotation is working
[09:01:36] <LiQuiDninja> not rotating in a sphere is the goal
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[09:11:03] <LiQuiDninja> ok so apparently im trying to create 'gimbal lock'
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[09:18:03] <[AD]Turbo> yo
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[09:32:48] <karabash> hi
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[09:56:27] <belou> hi
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[10:30:44] <groton> salut belou
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[12:09:38] <TheFinal> hi all, i really need a good quaternion class... where can i find one?... going through google doesn't help much
[12:24:24] <quicksilver> write one yourself, it's much easier :)
[12:25:04] <Adrinael> Ogre contains one. Boost's some lib contains one, I think UBLAS is the one...
[12:25:23] <TheFinal> not so much easier
[12:25:50] <TheFinal> i need to be able to retrieve the euler angle from a quaternion for some particular methods...
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[12:31:22] <quicksilver> the point I'm making, really, is that to actually *use* a Q-lib written by someone else you still need to understand quaternions pretty damn well, because it's fiddl.
[12:31:38] <quicksilver> furthermore you need to work out how their interface works.
[12:31:49] <quicksilver> by which time you probably could have written just the operation you needed yourself :)
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[12:53:31] <Adrinael> quicksilver, and then you can spend a few moments hunting bugs in your own implementation which might be hard to even detect at first
[12:53:51] <quicksilver> Adrinael: maybe, yes. I don't think they're that hard :)
[12:54:18] <Adrinael> I wrote a vector class once, because "sheesh, this is easy, no need to find a suitable lib"
[12:54:47] <Adrinael> Then after a long while debugging my IK solver, I found the error in a sign error in the cross product function >_<
[12:54:58] <quicksilver> such things happen but they're normally obvious.
[12:55:15] <quicksilver> I write cross product quite often, I know what it looks like when I get a sign wrong :)
[12:55:53] <TheFinal> of course i have already written a quaternion class, but i's a buggy one, based on info taken through google...
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[12:56:54] <quicksilver> ah :)
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[12:57:38] <TheFinal> i have understood the basics, but i have problems in some transformation (euler->quat / quat -> euler)
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[12:58:20] <TheFinal> and i have checked on google and there are pages like martin baker's one with some code, but for some reason it doesn't work in the right way...
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[13:04:31] <Adrinael> TheFinal, did you read the Matrix FAQ at j3d.org
[13:04:42] <TheFinal> reading
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[13:15:25] <nikitis> When will OpenGL support a Hardware Cursor?
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[14:47:44] <hailviral> how do i set the depth to which one of my skybox side doesn't disapear when i move the camera back
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[15:24:20] <quicksilver> hailviral: make the skybox bigger!
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[18:07:42] <BadChoice> hi
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[18:25:01] <BadChoice> I would like to draw some ttf text in an opengl application
[18:25:11] <BadChoice> do you know what is the best way
[18:25:13] <BadChoice> ?
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[18:27:10] <HuntsMan> using FreeType
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[18:29:22] <rnx> there is no "best" way
[18:29:35] <rnx> but ftgl is worth a look
[18:31:53] <quicksilver> I've use wx to draw text before, mostly because I had a wx binding for my library and not a ftgl one.
[18:32:16] <BadChoice> mmm
[18:32:31] <BadChoice> when I said best, I mean easy and good performance
[18:32:46] <BadChoice> I'll take a look to ftgl
[18:33:11] <Watermelon2> performance is your least concern...
[18:33:22] <Watermelon2> for draw a few character bitmap/quads...
[18:33:38] <BadChoice> I'm developing a quickview for gnu/linux...
[18:34:24] <BadChoice> I've the coverflow working, now I'll add the filename in the bottom, then I'll make an application to show every file preview with opengl
[18:34:45] <glYoda> post a screenshot
[18:34:52] <BadChoice> and I want it all very fast, because its a preview and it has to be look and out
[18:36:01] <BadChoice> I'm open to any contribution
[18:36:11] <BadChoice> here is the screenshoot
[18:36:29] <BadChoice> I have it running quite well, whit nice transition and fast response
[18:36:57] <BadChoice> when I have the file name text I'll upload it to youtube
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[18:46:16] <BadChoice> ftgl only draws 3d text?
[18:47:57] <prophile> ftgl does 2D
[18:48:08] <prophile> personally I favour SDL_ttf when I hack together a text renderer
[18:48:16] <bobbens> I wrote my own
[18:48:22] <bobbens> but I need a unicode alternative :)
[18:48:58] <BadChoice> I've been searching for SDL_ttf... and I didn't find anything so good...
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[18:51:06] <quicksilver> I decided I didn't really like coverflow's approach
[18:53:31] <BadChoice> wuouu so coool
[18:54:29] <quicksilver> I wanted more of each album cover visible at once
[18:54:35] <quicksilver> I don't find it easy to recognise them side-on
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[18:57:57] <BadChoice> true
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[18:58:16] <BadChoice> yo used sdl_ttf for render the fonts?
[18:58:47] <quicksilver> I used wxWidgets actually
[18:58:50] <quicksilver> strangely enough
[18:58:57] <quicksilver> because I had a working binding for WX
[18:59:10] <BadChoice> aps
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[18:59:19] <BadChoice> I'll try with sdl_ttf
[18:59:47] <BadChoice> then my major problem to do the previews is to convert each filetype to an image... but it doesn't concert about OpenGL
[18:59:48] <BadChoice> :P
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[19:00:03] <quicksilver> I used wx for that as well, it can load most kinds of images.
[19:00:12] <quicksilver> In fact, that's the main reason I started using wx.
[19:00:24] <BadChoice> but if you want a .pdf?
[19:00:36] <quicksilver> that's a bit harder :)
[19:00:39] <BadChoice> jeje
[19:00:46] <BadChoice> yes...
[19:00:54] <quicksilver> use imagemagick to convert it to a tiff or something and load that :)
[19:01:03] <BadChoice> I want a code that converts pdf pages to images
[19:01:12] <BadChoice> I think that imagemagick cant' do taht
[19:01:14] <BadChoice> I'm wrong?
[19:01:26] <quicksilver> I thought it could.
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[19:02:04] <BadChoice> I'll search
[19:02:11] <BadChoice> then I also need html to image..
[19:02:13] <BadChoice> txt to image..
[19:02:16] <BadChoice> doc to image...
[19:02:24] <BadChoice> I't will be the hardest of the program
[19:03:32] <BadChoice> I think that imagemagic does the inverse.. converts images to pdf
[19:06:47] <quicksilver> imagemagick can convert from anything to anything.
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[19:09:56] <BadChoice> youre right!
[19:10:02] <BadChoice> wuooo
[19:10:15] <BadChoice> it will solve a part of problem
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[19:12:25] <BadChoice> and it's very fast!
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[19:14:25] <BadChoice> i't will be great if I can get the image without saving it to the disk...
[19:14:37] <BadChoice> but I think it will be impossible..
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