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[00:17:38] <randity> Hi. My major language is C, and I don't feel like learning the windows API. Should I go ahead and dive into the red book?
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[00:23:18] <rnx> no need to learn a platform specific api for opengl
[00:23:49] <rnx> sdl, glut, ... plenty of open cross-platform libraries available
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[02:57:36] <rooly> so
[02:57:46] <rooly> my shaders don't seem to be loading in my program
[02:58:00] <rooly> actually, brb
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[02:59:25] <rooly> so right
[02:59:29] <DragonRift> wb
[02:59:30] <DragonRift> :p
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[03:54:38] <Ralith> Can anyone give me some pointers for minimum polygon convex decomposition of arbitrary polygons?
[03:54:57] <Ralith> two-dimensional, that is
[04:06:59] <hibread> Ralith: i gather that means to construct triangles out an arbitrary polygon?
[04:08:59] <Ralith> hibread: no, that's maximum polygon convex decomposition of arbitrary polygons.
[04:10:08] <Ralith> why use a large number of triangles when you could instead use a small number of convex polygons?
[04:10:36] <hibread> Ralith: for what purpose is this anyway? Opengl will convert your "polygons" to triangles anyway
[04:12:08] <Ralith> hibread: physics simulation, actually
[04:12:47] <hibread> "minimum polygon convex decomposition of arbitrary polygons" <-- i read that, but don't entirely know what it means
[04:13:19] <Ralith> I'm trying to allow a user to draw arbitrary shapes, but most physics engines don't handle concave (or even more complex) polygons very well
[04:13:29] <Ralith> so it has to be decomposed before being added to the simulation
[04:14:31] <Ralith> hibread: http://www2.toki.or.id/book/AlgDesignManual/BOOK/BOOK5/NODE194.HTM has a description of what I want to achieve
[04:14:33] <hibread> i see... make potentially a group of unspecified (concave or convex) polygons in to a set of convex polgyons?
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[04:15:05] <hibread> yep i see
[04:15:16] <Ralith> a single polygon.
[04:15:49] <Ralith> I'd be ok with an algo that only handled simple polygons, but I'd really prefer one with support for holes and even self-intersection
[04:16:13] <hibread> well.. ive seriously never pondered this before, but could you just start at vertex 'a', and walk until you've found a discontinuinty in each "direction", causing a concave poly?
[04:16:34] <Ralith> discontinuity?
[04:16:59] <hibread> discontinuity is the wrong word
[04:17:07] <hibread> a change in desired direction/angle
[04:17:26] <Ralith> desired?
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[04:17:53] <hibread> start at vertex 'a'
[04:17:53] <Ralith> this isn't an easily soluble problem
[04:17:55] <hibread> go to 'b'
[04:18:08] <hibread> then go back one to a - 1
[04:18:16] <hibread> check the angle between those 2 vectors
[04:18:35] <hibread> then go to vertex c (next to b), and check the angle from b to c
[04:18:58] <Ralith> that doesn't deal with selfintersection or holes at all
[04:19:04] <Ralith> and I'm not sure it would even work
[04:19:27] <hibread> haha well then you're on your own... that sounds like quite a algorithm to engineer
[04:19:32] <Ralith> it's been done
[04:19:35] <Ralith> many times over
[04:19:44] <hibread> certainly :) But i haven't done it
[04:19:45] <Ralith> I just need a good explanation of *how*
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[04:20:24] <hibread> I guess for starters you'd need know which side of the "line" is the "object"
[04:20:34] <hibread> and which side is "Space"
[04:20:56] <ginoman> I've looked all over google... how do you use 3Ds Max models in OpenGL?
[04:21:11] <hibread> ginoman: hehe good question
[04:21:12] <Ralith> ginoman: you don't.
[04:21:15] <hibread> any reason why you want to use 3ds?
[04:21:29] <Ralith> ginoman: you use sets of vertexes in OpenGL.
[04:21:29] <ginoman> favorite editor
[04:21:40] <Ralith> ginoman: how you store and read your vertex sets is up to you
[04:21:46] <hibread> ginoman: you can export in obj format or something can't you?
[04:21:51] <hibread> a human readable format?
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[04:22:01] <Ralith> human readable has nothing to do with it
[04:22:20] <hibread> ive built an importer for 3ds files.. quite fun that was
[04:22:42] <hibread> the reading part is simple, but then recreating the mesh from smoothing groups/angles etc is a little involved
[04:22:55] <ginoman> how about ShockWave 3D
[04:23:03] <hibread> Ralith: ther is lib3ds
[04:23:29] <hibread> Ralith: http://lib3ds.sourceforge.net/
[04:23:40] <Ralith> hibread: what
[04:23:43] <Ralith> hibread: that's not part of opengl
[04:23:54] <Ralith> ginoman: I don't think you understand what OpenGL is.
[04:23:54] <hibread> sorry, ginoman
[04:23:55] <hibread> i ment
[04:24:15] <ginoman> OpenGL provides a bare interface to the accelerated graphics hardware
[04:24:29] <hibread> ginoman: yeah i do believe also you are quite mis-informed about what opengl is, and how it works
[04:24:34] <Ralith> bare? I wouldn't call it that.
[04:24:41] <Ralith> and it's not for interfacing to hardware, either
[04:24:47] <Ralith> it's for rendering.
[04:24:56] <ginoman> ok.... enlighten me.... because I have no idea what I'm doing
[04:24:58] <Ralith> A particular implementation may use hardware to accelerate that process, and most do.
[04:25:11] <ginoman> I'm trying to write an engine to make first person shooter's from
[04:25:15] <Ralith> however, OpenGL works just fine on systems without any such acceleration hardware.
[04:25:28] <Ralith> ginoman: you're in way over your head.
[04:25:51] <ginoman> and I'm too cheap to just use the unreal, quake, or steam engines
[04:25:52] <Satan_Inside> actually the OpenGL API (just as the Direct3D API) is a hardware interface
[04:26:06] <Satan_Inside> a highly abstracted hardware interface of course
[04:26:07] <Ralith> ginoman: there's no such thing as the 'steam' engine
[04:26:20] <hibread> ginoman: there are other engines for you to use
[04:26:27] <hibread> ginoman: such as Ogre
[04:26:29] <ginoman> maybe I am in over my head
[04:26:32] <hibread> Ogre3d
[04:26:35] <Ralith> Satan_Inside: no, I'm pretty certain OpenGL is and has always been a rendering toolkit standard which is frequently implemented in such a way as to use hardware acceleration.
[04:27:02] <Satan_Inside> and what makes you think that the CPU isn't "hardware"
[04:27:13] <Satan_Inside> and that the OpenGL API isn't somehow an interface to that?
[04:27:18] <Ralith> you clearly aren't familiar with the relevant terminology.
[04:27:21] <Satan_Inside> hint -- it is
[04:27:33] <Ralith> either that, or you're just uninterested in useful debate :P
[04:27:38] <Satan_Inside> and you clearly aren't familiar with reality :P
[04:28:04] <Ralith> you're not a very good troll.
[04:28:34] <Satan_Inside> the fact of the matter is that it *is* a highly abstracted interface to rendering hardware... hardware being FPGAs (if you wanted), a GPU or GPUs, a CPU or CPUs, another coprocessor, ...
[04:28:47] <Satan_Inside> and there isn't anything trollish about what I've just stated
[04:29:29] <Satan_Inside> its quite obvious -- I'm imagine completely obvious to damn near everyone else on this channel in fact :P
[04:29:34] <Satan_Inside> err I'd imagine
[04:31:56] <hibread> Ralith: anyway, as far as an explanation of this decomposition is concerned, there'd have to be some papers out there. Asking such a question in a chan such as ##opengl, will get you near on nowhere :)
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[04:47:47] <hibread> Ralith: just a passing thought, could you initially divide the system up into triangles, then find the triangles that share a side, but also allow a convex shape?
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[05:01:00] <Ralith> hibread: yeah, that's one way, but it's a good bit less computationally efficient than the 'true' algorithms
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[05:03:14] <ginoman> hey, I'm thinking of beginning to use torque game builder to make games... is there a way to make the cursor the windows cursor instead of the generated cursor
[05:03:49] <Ralith> ginoman: does this look like #torque to you?
[05:04:06] <ginoman> n/m
[05:04:08] <ginoman> :(
[05:04:18] <ginoman> I guess I'll have to ask there
[05:04:34] <Ralith> you should probably take numerous steps back and start off with some simple demos in your programming language of choice
[05:04:50] <ginoman> all I know is the language
[05:04:59] <Ralith> 'the language'?
[05:05:01] <ginoman> I don't even know all the extra STL things
[05:05:08] <ginoman> I know C++
[05:05:15] <Ralith> C++ is a language
[05:05:18] <ginoman> yes
[05:05:25] <ginoman> I don't know the STL very well though
[05:05:37] <ginoman> I know streams, strings, and fstreams
[05:05:47] <Ralith> ok?
[05:06:11] <ginoman> I tried to learn DirectX and hated it because I could never get it to work
[05:06:32] <Ralith> OpenGL is nice and simple. Go work through some of the NeHe tutorials, for starters.
[05:06:43] <ginoman> I was learning Qt 4 until I switched to windows to play games
[05:06:53] <ginoman> so I decided to try and learn OpenGL
[05:06:59] <Ralith> Qt runs on windows
[05:07:02] <ginoman> I know
[05:07:06] <Ralith> but it doesn't offer 3D rendering of any sort
[05:07:16] <Ralith> (except insofar as allowing you to embed OpenGL contexts)
[05:07:17] <ginoman> but I don't feel like coercing it to work with visual studio 2003
[05:07:34] <Ralith> that is probably a major challenge, yeah
[05:07:51] <ginoman> ya
[05:08:08] <Ralith> so, yeah, go through nehe's tutorials
[05:08:13] <Ralith> they're pretty good
[05:08:20] <Ralith> and designed for windows, too
[05:08:39] <ginoman> I went through the first few.... I got the programs to work but I didn't quite understand everything that was going on
[05:08:58] <ginoman> I tried playing around with the code but It didn't help
[05:09:09] <Ralith> reread the text of the tutorial, and if there's still something you don't understand ask about it here
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[05:12:25] <ginoman> ok
[05:18:36] <ginoman> what's better... the nehe tutorials, or the red-book?
[05:18:40] <ginoman> for a beginner like me?
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[05:19:10] <Ralith> the red book is, afaik, primarily a reference book, and not terribly newbie friendly
[05:19:12] <Satan_Inside> the red book or something like the GL superbible IMHO
[05:19:31] <Satan_Inside> the latter text is a good one to start with
[05:19:47] <Ralith> the NeHe tutorials will get you familiar with the basics quickly, at which point you can go where you like
[05:19:47] <Satan_Inside> furthermore it has a wonderful set of exercises
[05:20:05] <Satan_Inside> they are also utter shit for a number of well known reasons
[05:20:21] <Satan_Inside> which isn't at all the case with the text mentioned above
[05:20:29] <Satan_Inside> of course that *does* cost money :)
[05:21:39] <ginoman> unless you use *cough* bittorrent *cough*
[05:22:13] <Satan_Inside> no surprise
[05:22:32] <ginoman> I'm too poor to buy a copy of the book
[05:22:46] <ginoman> I make minimum wage for 5 hours a week
[05:23:19] <ginoman> just keeping my car filled on gas is hard
[05:23:24] <Satan_Inside> indeed
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[06:43:01] <DragonRift> hi
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[06:53:15] <Ragnarok> do I have to have light working for the fog to show?
[06:54:07] <Ragnarok> because all it does it my my wireframe gray and thats it
[06:55:52] <Ralith> Ragnarok: I'm not sure, but I think fog might only effect the rendering of surfaces, and not a void
[06:56:09] <Ralith> so you can only see it when there's something behind it
[06:56:19] <Ragnarok> hmm
[06:56:28] <Ragnarok> i was trying to make it look like this
[06:56:29] <Ragnarok> http://nehe.gamedev.net/data/lessons/lesson16.jpg
[06:57:02] <Ralith> set the background color to the same as the fog?
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[07:02:32] <Ragnarok> hmm that makes it not show (heightmap) but oh well
[07:03:06] <Ralith> what
[07:03:21] <Ragnarok> its not thati mportant, i won't probably ever use it
[07:03:26] <Ragnarok> important*
[07:03:39] <Ralith> that's probably because you've got your wireframe so far into the fog and/or the fog configured to be so dense that it goes completely grey
[07:03:42] <Ralith> which is expected behavior
[07:05:22] <Ragnarok> ah okay
[07:05:25] <Ragnarok> gotcha
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[07:32:18] <Ragnarok> so if i create my own vector class, i still have to make calls to a glVector?
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[07:33:17] <Ralith> Ragnarok: remind me what you call glVector for?
[07:33:45] <HuntsMan> glVector?
[07:34:10] <Ragnarok> glVectorX()
[07:34:21] <HuntsMan> does that exist?
[07:34:24] <Ragnarok> no
[07:34:29] <HuntsMan> then?
[07:34:33] <Ragnarok> X is a place holder
[07:34:53] <HuntsMan> i think you mean glVertex
[07:35:01] <Ragnarok> yeah
[07:35:04] <Ragnarok> my bad
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[07:35:53] <HuntsMan> and, yes, making vector classes doesn't change how you provide data to OpenGL
[07:36:05] <HuntsMan> probably it would be best to use VBO's rather than glVertex (Immediate mode)
[07:36:36] <Ragnarok> i haven't learned VBO yet
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[08:54:57] <Ragnarok> HuntsMan, where good place to learn VBO?
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[09:04:53] <quicksilver> google. :P
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[09:09:05] <quicksilver> Ragnarok: simply googling for VBO opengl gives quite a few promising results.
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[09:30:10] <[AD]Turbo> yo
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[10:09:32] <groton> ciao [AD]Turbo
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[12:52:06] <parapete> ahoy there, is anyone in the market for an nvidia quadro fx 5600 for ~£600?
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[15:12:24] <hibread> gday peoples!
[15:15:24] <belou_> gay people !
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[15:16:37] <p3sho> Hello! Is there any way to emulate GLSL shaders on an Intel i915 graphics card?
[15:17:15] <p3sho> using the CPU
[15:17:37] <TenOfTen> maybe mesa got support?
[15:17:42] <quicksilver> I thought that modern openGL implmenetations could go GLSL in software, yes.
[15:17:44] <quicksilver> e.g. mesa.
[15:17:55] <quicksilver> but (a) will be damn slow (b) I'm not 100% sure.
[15:18:02] <p3sho> damn slow is ok
[15:18:12] <TenOfTen> its good for debugging
[15:18:13] <p3sho> I just want to see if it works
[15:18:16] <p3sho> exactly
[15:18:23] <TenOfTen> stepping cpu-code is easier than gpu
[15:18:23] <Satan_Inside> yep as long as you have a software rasterizer you can do this
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[16:40:59] <Ragnarok> wtf glew fails because of missing GL version
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[21:02:38] <quicksilver> so I wanted to use blender to model stuff
[21:02:41] <quicksilver> and I had to write a model loader.
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[21:02:53] <quicksilver> Simplest thing seemed to be OBJ. I did that. It works. Yay \o/
[21:03:06] <quicksilver> now I'm wondering about exporting blender animations.
[21:03:17] <quicksilver> What's a good model format that supports animations that's not too hard to write a loader for?
[21:04:52] <dv_> well
[21:04:59] <dv_> most people just design their own format
[21:05:32] <TenOfTen> quicksilver: write an exporter for blender
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[21:11:37] <quicksilver> oh, ok.
[21:11:52] <quicksilver> seems surprising, I'd have thought there would be a decent format out there :)
[21:15:32] <prophile> there needs to be
[21:17:19] <quicksilver> someone in some web apge suggested MD2 or MD5
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[21:26:05] <Jupp3> quicksilver: raw triangle export is easier :D
[21:26:17] <Jupp3> Sorry, raw FACE export
[21:26:29] <Jupp3> Think they changed that, and now it exports quads aswell
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   May 21, 2008  
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