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[00:09:13] <KU0N> hello
[00:10:14] <KU0N> To add shadow on spaceships, what technique would you use? Each ships cast shadow on itself and is lighted by one light source the sun.
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[00:11:53] <MatthiasM> KU0N: only self shadowing ?
[00:12:27] <KU0N> yea
[00:12:33] <KU0N> other ships will be too far
[00:12:51] <MatthiasM> then use a 16bit depth shadow map with znear/zfar set to just the bounding box of your space ship
[00:13:02] <KU0N> maybe stations, but for this, I can use very rough algo (basically, you are behind it or not)
[00:13:07] <MatthiasM> and only do shadows for ships near the camera
[00:13:21] <MatthiasM> good idea
[00:13:35] <KU0N> it's mostly for the ships the player is piloting
[00:13:51] <KU0N> the ship*
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[00:15:05] <KU0N> MatthiasM: you mean I render from the light point of view into a depth texture, then I use it during my render?
[00:15:13] <MatthiasM> yes
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[00:16:16] <KU0N> I should use FBO? (the engine does not need to be compatible with older hardware, but it needs to be ready for the future)
[00:17:05] <MatthiasM> yes
[00:17:15] <KU0N> ok, this is what I thought
[00:17:31] <MatthiasM> post screenshots once it's in :)
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[00:18:42] <KU0N> in fact, I can simply have a loop, creating a shadow depth texture for each ship that will have shadow (player ship and very close ones). I setup FBO, load the correct matrix, draw my ship, and voilà
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[00:20:30] <KU0N> Or would you render all ships that has to be shadowed in one pass?
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[00:21:38] <lexs> prophile: hehe, i've seem to have gotten hang on it now :)
[00:21:40] <lexs> ie it works
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[00:37:11] <RTFM_FTW> actually in a GLSL shader like this (http://paste.lisp.org/display/61432 -- a slightly cleaner version of the one linked earlier in this channel) since the compiler knows the terminating condition of both loops at compile time it can unroll during a optimization pass if its necessary to do so
[00:37:47] <RTFM_FTW> you do run a risk of generating more texture instructions than a given ASIC might be capable of with such a shader though
[00:38:07] <RTFM_FTW> (that being true on fairly old hardware... anything current won't have this problem)
[00:39:30] <RTFM_FTW> furthermore you are generating *many* texture fetches in this shader and those (w/o ALU ops to hide latency) are expensive
[00:40:47] <RTFM_FTW> especially true with current generation hardware when looking for performance gains in the programmable pipeline prefer math over texture sampling
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[00:48:58] <RTFM_FTW> GL_OES_framebuffer_object would be the FBO extension
[00:50:06] <Xmas|> no pbuffers
[00:53:42] <RTFM_FTW> Hmm? pbuffer definitely isn't a preferred path
[00:54:15] <RTFM_FTW> in any case as I said FBO is supported and I'd imagine that the latest SDK docs discuss this so use it
[00:54:43] <KU0N> yea FBO are simple to use:)
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[01:03:10] <prophile> hey RTFM_FTW
[01:03:17] <prophile> I love your descriptive variable names
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[01:03:27] <prophile> T0, T1, and T2
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[01:04:35] <RTFM_FTW> meh you should see what the underlying ASM looks like
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[01:24:13] <RTFM_FTW> for the shader I posted above here is a manually optimized version (what can I say... I'm bored) -- http://paste.lisp.org/display/61432#2
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[01:24:49] <RTFM_FTW> eliminating the loops and a great many redundant operations
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[01:25:08] <RTFM_FTW> as you can clearly see this specific shader is entirely fetch limited
[01:26:14] <MatthiasM> are you sure that the unrooled loop fetches the same samples ?
[01:26:55] <RTFM_FTW> note the original loop
[01:27:00] <RTFM_FTW> so yes
[01:27:31] <MatthiasM> shouldn't it be T1 + vec2(....) ?
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[01:27:38] <MatthiasM> *T0
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[01:29:25] <RTFM_FTW> ah yep... my typo
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[01:29:40] <RTFM_FTW> in any case that doesn't change the fact that its entirely fetch limited
[01:29:49] <MatthiasM> :)
[01:30:00] <RTFM_FTW> and furthermore there isn't enough ALU work to keep from being so
[01:30:35] <RTFM_FTW> oh well I worked for 15 hours straight today so I'm tired... very fucking tired
[01:30:46] <MatthiasM> time for sleep then :)
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[02:14:08] <RTFM_FTW> mmm Steak for dinner... woohoo
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[02:14:34] <RTFM_FTW> BTW here is a correct version of what I mentioned earlier -- http://pastie.caboo.se/205742
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[05:03:22] <sup> can you do transformations on gluLookAt?
[05:07:33] <hibread> sup: what do you mean? Can you call gluLookAt() then something like glTranslate() straight after?
[05:07:58] <sup> i want an in car camera basically
[05:08:19] <sup> i can get the gluLookAt to travel with the car, but when i turn the car, my COI gets all screwy
[05:08:24] <hibread> al you neeed to know is that gluLookAt modifies the glModelViewMatrix
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[05:25:59] <sup> i still cant calculate the COI
[05:26:11] <sup> my COI stays the same while the vehicle rotates
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[06:03:58] <itzsid> Hi, is there a method to load 3ds models in opengl, with good performance
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[06:16:53] <itzsid> Hi, nybody here
[06:17:30] <itzsid> Hi, is there a method to load 3ds models in opengl, with good performance
[06:17:37] <HuntsMan> no
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[06:34:02] <selimeki_> hi people
[06:34:05] <selimeki_> ant opengl gurus here?
[06:34:08] <selimeki_> i need instant help
[06:34:37] <HuntsMan> just ask your question
[06:35:06] <selimeki_> i need to convert corrdinates that i take from my webcam as input to opengl corrdinates
[06:35:35] <selimeki_> i know how to convert the mouse coordinates, but the function doesn't work for me
[06:35:41] <HuntsMan> there's no opengl coordinates concept
[06:35:55] <selimeki_> i mean world corrdinates
[06:36:03] <selimeki_> or whatever they are called
[06:36:10] <HuntsMan> the same applies
[06:36:21] <HuntsMan> world/model/object/view coordinates are what exactly you want
[06:36:29] <selimeki_> the thing is
[06:36:48] <selimeki_> i'm working on a multi-tocuh table like the one of jeff han
[06:36:50] <selimeki_> touch*
[06:37:02] <selimeki_> i need to drag the photos and move them
[06:37:33] <selimeki_> however, i can't drag them because the converted coordinates are not correct
[06:37:58] <mm765> and where is the difference between your finger and a mousepointer in that context ?
[06:38:09] <selimeki_> actually there shouldn't
[06:38:18] <mm765> actually there isnt
[06:38:22] <selimeki_> but the code doesn't work
[06:38:27] <mm765> lol
[06:38:32] <mm765> that much is obvious
[06:38:44] <HuntsMan> selimeki_: did you use gluProject()/
[06:38:46] <HuntsMan> ?
[06:38:54] <selimeki_> yes
[06:38:59] <selimeki_> and it worked for mouse corrdinates
[06:39:13] <selimeki_> now the coordinates i'm passing are the same
[06:39:24] <selimeki_> but it doesn't work correctly
[06:40:12] <MatthiasM> itzsid: there are enough 3ds loaders out there - just STW
[06:41:10] <itzsid> yeah....i tried out lib3ds...but it was not up to the mark
[06:42:43] <itzsid> i want openscene graph like functionalities but rendering should be done through opengl
[06:43:34] <MatthiasM> OSG uses OpenGL
[06:47:34] <itzsid> for that i need to overload their built in functions
[06:47:56] <itzsid> is there any easy way for the same
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[06:48:47] <MatthiasM> itzsid: you doesn't make sense - I suggest that you READ what OSG is, and maybe take a look a libs like Ogre3D too
[06:49:08] <itzsid> ok, thanks
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[08:00:48] <Ragnarok> i don't understanf glArrayElement
[08:17:03] <Ragnarok> i got it nevermind
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[08:41:23] <polywaffle> how do i get the gears test up?
[08:43:19] <HuntsMan> glxgears?
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[09:22:22] <polywaffle> thanks for that
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[09:26:22] <[AD]Turbo> hi
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[09:37:49] <[AD]Turbo> ciao groton
[09:37:59] <groton> ciao
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[10:57:35] <selimeki> hey people
[10:57:46] <selimeki> i need instant help
[10:57:55] <selimeki> got to present my project in a few hours and i'm not done yet
[10:58:05] <selimeki> can anyone help?
[10:59:14] <Weiss> selimeki: eek
[10:59:44] <groton> selimeki, shot
[10:59:50] <groton> selimeki, not to your self
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[11:00:29] <selimeki> i drag some pictures on the canvas. when i click and drag them, there should be drawn a sphere ob the position of the cursor
[11:00:48] <selimeki> i calculate the opengl coordinates of the mouse (glunproject stuff)
[11:01:02] <selimeki> if a click on the images it works perfectly
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[11:01:31] <selimeki> however if i click somewhere else, the opengl coordinates are calculated incorrect even if i pass correct screen coordinates.
[11:02:04] <selimeki> and when the cursor and the sphere meet it follows the mouse
[11:02:15] <selimeki> i can't understand what's going on
[11:02:26] <Weiss> selimeki: some kind of divison by zero due to not having anything to click on? work through the maths by hand
[11:03:01] <selimeki> on every click and move i record the x and y coordinates of the mouse
[11:03:32] <selimeki> and on the display callback function i translate by x and y of the cursor position and draw the sphere
[11:04:12] <selimeki> when i click on an image everything works as supposed
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[11:16:45] <selimeki> fixed it
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[11:40:56] <Weiss> selimeki: congratulations
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[13:32:38] <selimeki> hey there
[13:32:46] <selimeki> a quick question
[13:33:02] <selimeki> in a few minutes i'll be making a presentation of my opengl course project
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[13:43:58] <Skarab> amsg hi
[13:46:10] <belou> yop
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[16:53:34] <WhitAnglAtWork> do anyone know if there is a template for siggraph08 powerpoint presentation?
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[17:40:30] <Ingenu> no clue
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[17:43:56] <atharis> hey, I have a question: Are 2^n+1 size textures natively supported on any hardware?
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[17:45:06] <atharis|reconnec> hey, I have a question: Are 2^n+1 size textures natively supported on any hardware? (sry if it's a repost)
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[17:45:45] <Ingenu> non power of two textures work on many hardware now
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[17:46:16] <atharis|reconnec> thanks
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[17:49:52] <quicksilver> 2^n+2 works if all the border is uniform even on old hardware :)
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[17:50:47] <atharis|reconnec> yes, I knew that one, but I actually need the image data in that extra pixel since I'm working with heightmaps for terrains of 2^n * 2^n patches (therefore 2^n+1 vertices per side)
[17:51:38] <atharis|reconnec> I don't really care about old hardware though, I'm using stuff like hardware displacement mapping anyway
[17:51:43] <quicksilver> ext_texture_rectangle
[17:51:47] <quicksilver> has been supported for years and years
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[17:53:38] <Ingenu> yeah but the texcoords are different
[17:53:42] <Ingenu> 0..dim
[17:53:47] <Ingenu> instead of 0..1
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[17:56:17] <Ragnarok> blah im tired
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[18:11:25] <quicksilver> Ingenu: true but as long as you bear that in mind it works :)
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[18:35:29] <RTFM_FTW> ARB_texture_rectangle is natively supported on both ATI (going back to the original Radeon) and Nvidia (going back to the GeForce3 as I recall)
[18:35:52] <RTFM_FTW> which is a fairly limited NPOT texturing extension
[18:36:41] <RTFM_FTW> and converting from non-normalized into normalized coords is quite trivial
[18:36:52] <RTFM_FTW> although it is an extra step I suppose
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[20:03:46] <Ragnarok> anyone here?
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[20:05:31] <sin> hey guys, how can I save the current matrix in a float pointer array ? sth like glSaveMatrix(GLfloat *matrix); or so but this function does not exist, any ideas ?
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[20:07:15] <dindinx> sin: glGetFloatv
[20:08:02] <Ragnarok> is it possible to have Vec3 [*/+-] Vec2?
[20:08:02] <sin> dindinx, thanks
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[20:11:03] <Xmas|> Ragnarok, what do you expect the result to be?
[20:11:27] <Ragnarok> inline Vec3 operator*(const Vec2& v) { return Vec3(x * v.x, y * v.y, z); };
[20:11:29] <Ragnarok> like that
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[20:12:23] <Ragnarok> but i guess matrices can only do that
[20:12:59] <Xmas|> then why don't you just write vec3.xy?
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[20:13:18] <Xmas|> or multiply by vec3(vec2, 1.0)?
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[20:55:27] <gotan666> Can anyone explane me the Kd-Tree traversal as an acceleration for raytracing? :)
[20:55:53] <gotan666> I am stucked ... :/
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[20:57:12] <Skarab> +
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[21:46:31] <gotan666> hm
[21:48:22] <gotan666> I need the sourceode of a raytracer with kd-tree acceleration where I can "turn of" the acceleration so show the effection of the kd tree. Does anyone know where I can get this?
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[21:52:43] <speedy1> gotan: what do you need it for?
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[21:54:13] <gotan666> its for a speech I have to give and its just a small part of it so I dont want to spend that much time but I want to run the raytracer in real time during the speech with and without kd tree acceleration
[21:56:19] <speedy1> i got what you want, but have to ask a friend if I can give it, as it is unreleased
[21:56:23] <speedy1> as of yet
[21:56:44] <speedy1> before that, try the open source ones
[21:58:03] <gotan666> ah okay
[21:58:38] <gotan666> the main problem is to turn the kd tree of in realtime during the speech without much coding
[21:58:46] <gotan666> off
[21:59:29] <gotan666> so you can see the acceleration of the raytracer
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[22:08:35] <gotan666> speedy1: but If the code of your friend is able to this and you could ask him it would be much help for me
[22:09:39] <speedy1> will do when he shows up
[22:10:04] <gotan666> k
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[22:24:44] <gotan666> hm speedy1 I have to go but maybe you can querry me if ur friend will show up. I am also tomorrow online
[22:24:54] <gotan666> I would be very pleased :)
[22:25:53] <speedy1> sure, might surprise you
[22:26:36] <gotan666> :) k like surprises
[22:26:40] <gotan666> bb
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[23:24:13] <speedy1> someone correct me if I'm wrong, but to be able to interpolate or clamp vectors in normalized device coordinates, I would have to build a special projection matrix which gives linear Z distribution?
[23:25:55] <x0rx0r> speedy1, what exactly do u want to do ?
[23:25:57] <MatthiasM> speedy1: that doesn't make sense - the Z value is not modified by the projection
[23:26:34] <MatthiasM> atleast not in any perspective way - just assign your z value after multiplying with the model view projection matrix to a varying
[23:27:00] <speedy1> i want to clamp the vertex extrusion amount by the screen space movement
[23:27:30] <MatthiasM> then do the extrusion in the vertex shader
[23:27:53] <speedy1> and I can do it only in NDC as clip space is homogeneous, but NDC has non-linear Z
[23:27:53] <MatthiasM> you can estimate the screen size by doing a manual projection of the vertex coordinate
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[23:28:23] <speedy1> yeah, that's easy, but I want to scale the extrusion based on screen space movement
[23:28:46] <speedy1> what I want is to limit the extrusion to say 10 pixels length
[23:29:28] <MatthiasM> if you know the extrusion vector and the z value of the pixel you can limit the extrusion by solving the projection equaltion
[23:29:30] <Ragnarok> should I continue learning OpenGL or go with Ogre? Would going with Ogre hinder my chance of getting a gaming job?
[23:30:10] <MatthiasM> Ragnarok: depends on your target job
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[23:30:17] <Ragnarok> whatcha mean
[23:30:35] <Ragnarok> I wanna go for ID in a couple of years
[23:30:53] <MatthiasM> ID?
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[23:31:13] <Ragnarok> http://www.idsoftware.com/
[23:31:50] <speedy1> matthias: yeah, that would be the implicit way - might be faster then this linearZ matrix and manual clamping and then returning from NDC to clip space
[23:32:05] <Madsy> Their webpage design is still from 1997 :x
[23:32:13] <Madsy> I think it could need an update
[23:32:13] <Ragnarok> lol
[23:32:41] <Madsy> It's true. The webpage has looked like this since they released Quake 2
[23:32:54] <Ragnarok> i dun remember
[23:32:56] <MatthiasM> Ragnarok: then you should ask them what they need :)
[23:32:58] <Madsy> Brown and difficult to read.
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[23:33:57] <Ragnarok> :P
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   May 30, 2008  
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