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   January 5, 2009  
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[00:01:57] <LoboOscuro> ][][][-::::: Hola? :::::-][][][
[00:02:17] <LoboOscuro> ][][][-::::: Estoy interesado en manejar OpenGL... :::::-][][][
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[00:04:39] <AlastairLynn> Nadie habla español aquí, e incluso si lo hicieran, no porque la respuesta a su mensaje se ve estúpido. Retire la puntuacion y colores extraños y hacer su pregunta en Inglés
[00:05:33] <LoboOscuro> ][][][-::::: son todos iguales que ares, nadie decente para hablar. Mierda! :::::-][][][
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[00:15:29] <HuntsMan> LOL
[00:16:07] <tmccrary> no hablo espanol
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[00:40:29] <paul424> hey I implemented zoom like this and it seems to run quite slowly ....... http://codepad.org/74fxhPQV
[00:42:39] <paul424> oh never mind already fixed
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[02:17:13] <Jophish> ok, say I have a bmp, where each pixel is a uv coord of a particular texture. What would be the fastest way of displaying this?
[02:17:35] <Jophish> the only way of doing it seems to be an array of points
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[02:25:00] <MatthiasM> Jophish: use a shader with a 2 level texture lookup: tc0 ->tex A -> texB -> color
[02:25:24] <Jophish> ah thanks
[02:25:40] <Jophish> that makes sense
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[04:15:48] <yates> what's the difference between GL_CLAMP and GL_CLAMP_TO_BORDER? in the GL_TEXTURE_WRAP_S parameter?
[04:18:02] <yates> it looks like the color of my texture at texcoord 0 (this is a 1d texture) is being set to an interpolation between the beginning texture and the end texture.
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[04:24:48] <RTFM_FTW> what happens when sampling outside of the defined coordinate range (i.e. either [0, ..., 1], [0, ..., 1] *or* [0, ..., w], [0, ..., h] in the RECT case)
[04:27:21] <yates> but i'm not
[04:27:26] <yates> i foudn it
[04:27:49] <yates> i had to set GL_TEXTURE_WRAP_T and _S to GL_CLAMP_TO_BORDER
[04:28:43] <yates> thanks though. good night
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[04:37:22] <mccbaka> Hi, question, last night I tried adding an accumulation buffer feature to my program. The results were ridiculously slow, like a program that had been running at like 30-60 FPS went down to like 2-3 FPS with a single copy to and from an accumulation buffer. When I asked around about this I was told that apparently the accumulation buffer really is just super slow and everyone except me knew about this.
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[04:37:55] <mccbaka> So, I just wanted to ask real quick: Is there a similar slowdown associated with the stencil buffer? If I add a stencil buffer feature, is it going to kill my framerate like the accumulation buffer thing did?
[04:38:44] <mccbaka> Like, I'm told the reason the accumulation buffer is so slow is it has to actually copy the pixels out of the video card into software, perform a transform there, then copy back. Does the stencil buffer have similar limitations or is that hardware-accelerated?
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[04:43:35] <RTFM_FTW> accumulation buffers are ancient and (generally speaking) not well supported... use FBO
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[04:44:08] <RTFM_FTW> stencil is fully HW supported and has been for several generations now
[04:52:49] <mccbaka> cool
[04:52:54] <mccbaka> FBO is ... "frame buffer objects"?
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[04:54:22] <RTFM_FTW> yes
[04:54:40] <RTFM_FTW> EXT_framebuffer_object or ARB_framebuffer_object
[04:58:14] <mccbaka> ok. how new of a video card do you have to have to support that?
[04:59:01] <mccbaka> one related question, let's say that I want to darken (multiply by a constant) the entirety of my back buffer. Is there a specific way to do that? Or should I just draw a black 50% alpha polygon over the entire screen or something?
[05:02:36] <mccbaka> anyhow thanks much for the help
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[05:26:39] <e-roder> hey
[05:27:46] <e-roder> can you guys think of any scenario where using 2 subsequent projection rotations (first around the y axis, then around a resultant axis) will fail?
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[06:30:41] <mccbaka> is there any reason to request more than 1 bit of stencil buffer data ever
[06:31:10] <e-roder> sure
[06:31:17] <e-roder> you can increment and decrement
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[06:33:23] <mccbaka> ok
[06:33:32] <e-roder> for example
[06:33:37] <e-roder> i'm doing shadow volumes right now
[06:33:53] <e-roder> using carmack's reverse
[06:34:01] <e-roder> you would do that
[06:56:14] <tmccrary> That's patented, you may want to get a license
[06:56:28] <e-roder> i dont think i'm gonna get sued
[06:56:38] <e-roder> but thanks for the head's up all the same
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[07:09:00] <k00giez> sup
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[07:14:22] <mccbaka> So, let's say I say: glClear(GL_STENCIL_BUFFER_BIT); glStencilFunc(GL_NEVER, 1, ~0); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); . Then I draw a polygon. What I think will happen here is that the polygon area will be written to 1 in the stencil buffer, but will not appear on the screen. Is this correct?
[07:15:22] <e-roder> well
[07:15:30] <e-roder> it's correct if that's what the computer did
[07:15:49] <e-roder> ~0?
[07:15:54] <e-roder> why not just 1
[07:16:10] <e-roder> ah i guess i see why ok
[07:16:15] <mccbaka> i don't know... i'm not sure what that even does
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[07:16:23] <mccbaka> the manpage seems to indicate the default for that value is all FFs
[07:16:24] <e-roder> you should read about them i think
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[07:16:29] <e-roder> yeah
[07:16:37] <e-roder> GL_NEVER means it never passes the stencil test
[07:16:39] <mccbaka> and i don't think i want to change that value because I dont' think i use the mask
[07:16:43] <e-roder> did you turn on the stencil buffer?
[07:16:56] <e-roder> i think you should read more about what they do
[07:17:03] <mccbaka> yes. i think :) i set the sdl_gl attribute and i enable GL_STENCIL_TEST
[07:17:11] <mccbaka> ok. i will keep looking
[07:17:17] <mccbaka> also i guess i will test and see what this code does :P
[07:18:34] <mccbaka> thanks
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[08:12:47] <gct> is it possible to pass an array of floats as vertices for lines? glBegin(GL_LINE_STRIP); gl...(data); glEnd(); ?
[08:13:03] <gct> rather than glVertex2f(x, y)
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[08:14:58] <gct> glArrayElement?
[08:15:28] <gct> ah, maybe glDrawElements
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[12:40:56] <HideousNashimoto> Did anyone had problems with using SDL_FULLSCREEN on Windows?? It doesn't seem to work
[12:41:20] <HideousNashimoto> While same code work on linux
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[12:56:54] <exDM69> with or without opengl?
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[12:59:51] <HideousNashimoto> with, but I found problem, it looks like SDL_WM_ToggleFullScreen doesn't work on windows
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[13:00:58] <exDM69> hmm, I recall hearing some issues about it in the past
[13:01:38] <exDM69> http://sdl.beuc.net/sdl.wiki/SDL_WM_ToggleFullScreen
[13:01:54] <exDM69> "X11 is the only target currently supported, BeOS support is experimental"
[13:02:25] <quicksilver> pretty important they get that beos support working
[13:02:36] <quicksilver> both of the beos users are pretty stoked about it.
[13:04:47] <Renderwahn> lol
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[14:10:36] <HideousNashimoto> Is this .obj good for games https://people.scs.fsu.edu/~burkardt/data/obj/cessna.obj
[14:10:40] <HideousNashimoto> thanks :)
[14:10:52] <HideousNashimoto> a Cessna airplane, using 3745 nodes and 3897 faces with orders from 3 up to 32.
[14:10:57] <HideousNashimoto> Is it?
[14:12:00] <quicksilver> not likely to be a problem.
[14:12:06] <quicksilver> you can always post process it in game
[14:12:15] <quicksilver> re-tesselate or simplify.
[14:13:15] <HideousNashimoto> Guy told me that it has too much polygons, and that game would run like crap if I use that
[14:13:17] <HideousNashimoto> model
[14:13:24] <HideousNashimoto> quicksilver, is taht true?
[14:14:02] <Renderwahn> from 4k polygons?
[14:14:05] <Renderwahn> no
[14:15:02] <HideousNashimoto> so, what can you guys conclude about that guy
[14:15:10] <MatthiasM> HideousNashimoto: 4k polys is ok - that is if you don't want to display a few k of these :)
[14:15:17] <MatthiasM> also apply this to your model: http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
[14:17:04] <quicksilver> HideousNashimoto: too many polygons is a very simplistic comment
[14:17:26] <HideousNashimoto> Guy told me he is creating 3D engine using OpenGL and SDL,
[14:17:30] <quicksilver> HideousNashimoto: how many models on screen at once? how well written is your engine? what spec hardware are you targetting? what frame rates do you want?
[14:17:37] <quicksilver> all these questions affect it.
[14:17:56] <quicksilver> Modern games generally have between 10,000 and 200,000 polygons on screen at once.
[14:18:01] <MatthiasM> on todays HW it's normaly not a problem to display 100K-1M triangle/frame
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[14:18:39] <MatthiasM> but not all users have the latest HW
[14:19:43] <HideousNashimoto> What means that normals would be terrible?
[14:20:10] <MatthiasM> a normal is used for lighting
[14:20:48] <HideousNashimoto> I quote him: "It has too much polygons, normals would be terrible"
[14:20:57] <quicksilver> HideousNashimoto: you probably need to stop listening to this person.
[14:21:05] <HideousNashimoto> I think that too
[14:21:06] <quicksilver> He does not appear to be giving useful or constructive advice.
[14:21:42] <quicksilver> if you have long thin triangles you can get some rather odd lighting effects from per-vertex lighting.
[14:21:57] <quicksilver> If you use a pixel shader to do per-pixel lightning (which is common these days) that artefact goes away.
[14:22:00] <HideousNashimoto> how much chances is that someone uses SDL and OpenGL, with C, adn doesn't know about IRC?
[14:22:02] <Weiss> my experience has been that good textures and shading can more than make up for reduced polygon counts for the purposes of "making it look good"
[14:22:34] <HideousNashimoto> This guy is fake, that's why I hate going in any kind of "dev teams" on interent
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[15:04:55] <x0rx0r> hi all
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[17:50:15] <boghog> anyone know a tutorial about GLX that works with version 1.2? I have some code that stopped working (errors with http://pastebin.com/m8f5a309 on the glXMakeContextCurrent call) ever since I switched to the ATI binary drivers which seems to come with GLX 1.2 instead of 1.3 that I got with the nvidia binary driver (or at least that's what glXQueryVersion tells me)
[17:50:56] <MatthiasM> try glxinfo for a complete list of extensions and versions
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[17:51:24] <MatthiasM> but I can't help you with glx - maybe take a look at freeglut or glfw
[17:52:01] <boghog> yeah glxinfo says the server GLX is 1.2, and client GLX is 1.3, though I'm not sure what that means
[17:52:21] <boghog> I guess I just need to figure out why I'm getting the error
[17:58:17] <Weiss> any reason you're using GLX directly?
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[18:06:57] <boghog> none that I can think of at the moment
[18:07:23] <boghog> but the code is there, I just figured it would be easier to figure out whats wrong with it than to remove all of it and use glut or something else
[18:07:30] <Weiss> ah ok
[18:08:14] <MatthiasM> but you could still try if glut or glfw is working - and if it is use this as a reference to fix your app
[18:08:34] <Weiss> i have a feeling it could be to do with a mismatch of client and server GLX bits
[18:08:48] <Weiss> such that your client ends up sending something wrong to the server
[18:11:55] <boghog> yeah I seem to vaguely remember reading something about GLX 1.3 having an easier way to setup a GL-capable window compared to 1.2, but I'm not sure what or where I read it, but I'll have a look at glfw like MatthiasM suggested to see how they do it
[18:13:15] <Weiss> maybe your GLX libraries or headers are mismatched after you installed the ATI drivers?
[18:14:57] <boghog> hmm, I'll try compiling some other opengl app and see if that runs, Wine (compiled from source) seems to work though running 3D apps
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[18:40:39] <georgeaf> hey guys, i just installed gnubik and it says "Can't get visual". I checked the source and found that it says that when gdk_gl_config_new fails. The attributes for that function are int attribs[]={GDK_GL_RGBA,GDK_GL_RED_SIZE, 1, GDK_GL_GREEN_SIZE, 1,GDK_GL_BLUE_SIZE, 1,GDK_GL_DOUBLEBUFFER,GDK_GL_DEPTH_SIZE ,1,GDK_GL_ACCUM_RED_SIZE, 1,GDK_GL_ACCUM_GREEN_SIZE, 1,GDK_GL_ACCUM_BLUE_SIZE, 1, GDK_GL_ATTRIB_LIST_NONE}; in the source. Any idea why it may f
[18:40:40] <georgeaf> ail ?
[18:41:23] <Kyuuketsuki> i've been reading the red book and ran across chapter 18, which tells me how to define a selection from the mouse. i am told there is a better way to do this. "ray-triangle intersection testing" apparently. does anyone have information on doing this, and hopefully a sample in action?
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[18:45:21] <MatthiasM> Kyuuketsuki: http://www.realtimerendering.com/intersections.html
[18:45:32] <TheLorax> are there are good linux glsl IDEs out there? (lumina doesn't count)
[18:45:56] <MatthiasM> TheLorax: what's wrong with lumina ?
[18:46:19] <TheLorax> MatthiasM, I have to admit, I have never used it. (because I refuse to install qt)
[18:46:30] <TheLorax> it I read about it and it seems like to have to script scenes
[18:46:35] <MatthiasM> you should give it a try
[18:46:42] <TheLorax> and that seems like it defeats the purpose
[18:46:56] <MatthiasM> well - if you want to test a shader - you need some scene
[18:47:05] <MatthiasM> you can use a few predifined shapes
[18:47:11] <MatthiasM> or create your own geometry
[18:47:13] <TheLorax> I think it would be best to be able to drag drop a scene together
[18:47:24] <MatthiasM> and if you need to animate parameters etc scripts are an easy way
[18:47:35] <MatthiasM> you can
[18:47:50] <TheLorax> MatthiasM, are you the author? you seem pretty enthuiastic
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[18:48:03] <MatthiasM> no - but I took a look at it
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[18:48:54] <MatthiasM> oc2k1 is the author
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[18:49:10] <TheLorax> on freenode?
[18:49:24] <MatthiasM> in this channel (not online currently)
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[18:50:02] <TheLorax> I'm developing my own shader ide. I'll post some screens sometime
[18:50:17] <TheLorax> I just came here to make sure I'm not reinventing the wheel
[18:50:59] <groton> are you enthusiastic of your shader ide? :)
[18:51:56] <TheLorax> it takes a different approch.
[18:52:29] <TheLorax> kinda, I dunnno. I hope it works out. that's my main concern
[18:52:44] <TheLorax> 2 years in development now
[18:52:56] <groton> oh, has it been released?
[18:53:01] <TheLorax> no
[18:53:14] <TheLorax> I'll eventually gpl it
[18:53:22] <TheLorax> it's those node based ones
[18:53:35] <TheLorax> where you write glsl code in boxes and link them together
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[18:54:06] <groton> well, it would be awesome to have it :)
[18:54:08] <TheLorax> blender has it for materials, and windows has a few. but linux seems neglected.
[18:54:43] <TheLorax> the plan it to write something worthy then try to sell it under the gpl to the FSF
[18:55:14] <TheLorax> has anybody even done that?
[18:55:22] <MatthiasM> sell?
[18:55:30] <TheLorax> the source code.
[18:55:44] <MatthiasM> why should they want to even buy it ?
[18:55:54] <MatthiasM> if it's GPL then everyone can use the tool
[18:55:58] <groton> well, for blender the source code has been bought
[18:56:08] <Renderwahn> o0
[18:56:20] <MatthiasM> groton: you mean the copyright ?
[18:56:22] <TheLorax> MatthiasM, it's not gpl yet
[18:57:00] <groton> MatthiasM, i thought the Blender source code has been bought some years ago by the community interested in it
[18:57:06] <TheLorax> I figure it's the same as putting up a website with "ide source (gpl): 5k -Add to cart-"
[18:57:22] <TheLorax> groton, right, with donations
[18:57:34] <MatthiasM> well - you can sell the copyright
[18:57:42] <TheLorax> MatthiasM, I don't have to
[18:57:48] <MatthiasM> only the copyright owner can dictate the license
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[18:58:03] <TheLorax> right, and I could say I could gpl it
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[18:58:15] <MatthiasM> but once one version of it is released you can keep using it with this license
[18:58:28] <MatthiasM> but when you upgrade yiou must accept the new license
[18:58:31] <TheLorax> MatthiasM, at which point I'd maintain it for free
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[19:00:53] <Kyuuketsuki> MatthiasM: let's see if i have this right. I need to make a ray and iterate through each surface to see if it's a hit?
[19:01:18] <MatthiasM> Kyuuketsuki: well - if you iterator through each surface then you would do the same as GL
[19:01:37] <MatthiasM> but if you use bounding spheres or boxes around your object you can speed it up a lot
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[19:02:41] <MatthiasM> Kyuuketsuki: try http://www.matthiasmann.de/java/worldscape/btttest.jnlp and enable "show terrain picking" in the lower left
[19:03:51] <MatthiasM> this shows ray terrain intersection of 6M triangles
[19:03:56] <Kyuuketsuki> huh. i don't have the minimum opengl?
[19:04:12] <MatthiasM> ohh - yeah - this app requires GL 1.5 + GLSL shaders
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[19:04:23] <MatthiasM> http://www.matthiasmann.de/content/view/12/26/ <-- triangles
[19:04:29] <MatthiasM> argh - screenshots !
[19:05:36] <Kyuuketsuki> hm
[19:05:57] <Kyuuketsuki> okay, this is more than i meant
[19:06:07] <Kyuuketsuki> certainly i can group things
[19:06:08] <Kyuuketsuki> like
[19:06:13] <Kyuuketsuki> ground
[19:06:19] <Kyuuketsuki> into a box or a few boxes
[19:06:33] <Kyuuketsuki> the question is "then what" with the grouped objects?
[19:06:58] <Kyuuketsuki> as I see it, you check the surfaces of the simplifed box
[19:07:37] <MatthiasM> I use a quad tree for the terrain
[19:07:54] <Kyuuketsuki> i have a cube
[19:07:55] <MatthiasM> and the smallest cell of the quad tree contains 2 triangles
[19:08:17] <Kyuuketsuki> a cube attached to an arcball implementation
[19:08:47] <Kyuuketsuki> I'm also using C++ and do not have a quadtree implementation as of yet
[19:09:25] <MatthiasM> well - Java also has no (useable) quadtree for this kind of things
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[19:10:38] <Kyuuketsuki> okay, so
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[19:10:53] <Kyuuketsuki> i have an object, let us say. it is bound within a box
[19:11:10] <Kyuuketsuki> on this box, do I test individual surfaces, or something else?
[19:11:56] <MatthiasM> you use the ray vs AABB box math from the side I linked you
[19:12:06] <MatthiasM> AABB => axis aligned bounding box
[19:12:07] <Kyuuketsuki> aah
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[19:12:09] <Kyuuketsuki> AABB
[19:12:33] <Kyuuketsuki> what, then, is OBB?
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[19:13:18] <MatthiasM> oriented bounding box
[19:13:28] <MatthiasM> basicly an AABB + 4x4 matrix
[19:13:56] <MatthiasM> they allow a tighter fit - but require more work to test
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[19:14:23] <MatthiasM> but if you use an AABB around your geometry - and you transform this geometry in 3d - then you get an OBB
[19:14:37] <Kyuuketsuki> so i'll need OBB then
[19:14:48] <MatthiasM> or use a bounding sphere
[19:14:53] <MatthiasM> they are cheapest to test
[19:14:56] <Kyuuketsuki> since everything's bound to an arcball
[19:15:22] <Kyuuketsuki> well, there's an issue with spheres and me
[19:15:36] <MatthiasM> ?
[19:15:39] <chriswright> what's the issue?
[19:15:43] <Kyuuketsuki> in my first use, it's basically a building where you can select a floor
[19:15:56] <Kyuuketsuki> so using a sphere would render a lot of false hits
[19:16:17] <MatthiasM> well - use a bounding sphere only to deceide if you need more detail tests
[19:16:59] <Kyuuketsuki> so trial and error, is your advice? try sphere since it's fast, if fail, try OBB?
[19:17:11] <chriswright> You could possibly even try scaled bounding spheres without too much trouble/added expense (spheres squished/stretched on a specified axis)
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[19:17:48] <MatthiasM> Kyuuketsuki: a ray vs sphere test is very cheap - if it tells you that the ray doesn't hit the speher - you can stop
[19:17:51] <Kyuuketsuki> i wish i had a util to show these bound areas, heh
[19:17:58] <MatthiasM> otherwise you may have a hit
[19:18:07] <chriswright> you'll want to do the sphere test first, and things that pass the sphere test get texted against the OBB
[19:18:23] <Kyuuketsuki> ah, a drilldown then
[19:18:23] <chriswright> texted -> tested :/
[19:18:31] <MatthiasM> well - just render a sphere/box with the dimension of the bounding volume
[19:18:36] <Renderwahn> ok, I'm a bloody noob, but can't you render every object with a solid color without lightning, estimate over which pixel the mouse is and get the object id by it's color and than render the real image?
[19:18:49] <MatthiasM> divide and conquer :DD
[19:19:06] <MatthiasM> Renderwahn: you can do that
[19:19:10] <chriswright> Renderwahn: I think that's what select buffers are for (?)
[19:19:29] <MatthiasM> but the question is if the time it takes to render and query is smaller then the bit math
[19:19:35] <Renderwahn> oh, thought it is maybe a bloody stupid idea :)
[19:19:56] <MatthiasM> chriswright: select buffers intersect each triangle
[19:20:09] <MatthiasM> no HW acceleration on current drivers
[19:20:17] <chriswright> good points :)
[19:20:43] <chriswright> (I'm not advocating their use, by the way, just saying that they're perhaps more proper to use than the solid color no lighting thing mentioned)
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[19:21:34] <MatthiasM> picking using the color schema stops working if you need to test also on the server (think networked game)
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[19:21:46] <Renderwahn> right
[19:21:52] <Renderwahn> that is a good reason against it
[19:23:08] <MatthiasM> and the test against my terrain with ~6M triangles (where around max ~1.5M are visible) takes mostly <50 BB tests and <20 triangle tests
[19:23:35] <MatthiasM> (I don't render 1.5M triangles - it is using LOD and renders between 10k-100k)
[19:26:51] <MatthiasM> and these test are much faster - and more exact - as color picking
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[19:32:09] <NightVisio> hallo
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[19:47:56] <SilentAssassin> are there any tutorials on using gluLookAt with mouse? I know how it works but i dont know how to get it working properly.. cause my method never lets you look down...
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[20:06:23] <HideousNashimoto> You may be a victim of software counterfeiting
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[20:13:15] <exDM69> SilentAssassin: gluLookAt may not be the best choice with a mouse
[20:13:56] <exDM69> it's probably easier to do some rotation and translation
[20:16:01] <MatthiasM> SilentAssassin: what kind of rotation do you want ?
[20:16:08] <MatthiasM> 6DOF ?
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[20:33:56] <SilentAssassin> ah nevermind i used rotate pitch and yaw , and negative translation
[20:34:00] <SilentAssassin> looks like its working
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[21:26:08] <lewymati> hey, does any1 knows Composite standard?
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[21:26:53] <lewymati> im wondering if it would be nice to use that Composite within drawing objects in opengl
[21:27:11] <MatthiasM> huh? CVBS ?
[21:27:18] <lewymati> (2d game engine)
[21:27:43] <lewymati> what CVBS is?
[21:28:55] <MatthiasM> ahh - analog video signal - also called composite :P
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[21:29:45] <lewymati> nooo
[21:29:53] <lewymati> http://codepad.org/MXDEOsXc
[21:32:08] <HideousNashimoto> That syntax
[21:32:15] <HideousNashimoto> feels like I cut my finger with knife
[21:32:54] <lewymati> (it isnt my code)
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[21:33:23] <lewymati> i ment Composite pattern
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[21:34:10] <lewymati> http://en.wikipedia.org/wiki/Composite_pattern
[21:34:26] <TheFlash> lewymati: Composite design pattern as in GoF:s book?
[21:34:41] <lewymati> didnt read that GoD:S book
[21:34:45] <MatthiasM> lewymati: I go even a step further for my UI system
[21:34:47] <lewymati> look at wiki page
[21:36:05] <TheFlash> You should read it =)
[21:37:19] <TheFlash> And yes, that particular pattern has it's uses in drawing things in OpenGL.
[21:38:22] <lewymati> i'm trying to write 2d game engine with c++ and opengl... I use ortho view and i need to draw objects in specified order
[21:38:48] <lewymati> first background, then next layer, etc
[21:39:10] <lewymati> and some objects are in same "z position" and has same texture
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[21:39:41] <lewymati> so is it nice to organize these objects into that composite?
[21:41:12] <lewymati> (im kinda beginner at opengl and patterns, that's why i ask)
[21:42:46] <lewymati> MatthiasM: what do you mean? :P
[21:43:46] <MatthiasM> an example: http://rafb.net/p/7VPFoL63.html
[21:45:09] <lewymati> ou
[21:47:05] <lewymati> rly nice gui :D
[21:49:13] <MatthiasM> :)
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[22:07:15] <paul424> hi everybody , I know you were waiting for me ^_^
[22:07:39] <paul424> I just cannot understand whether the opengl uses the axis - angle or euler rotations .......
[22:08:17] <paul424> I mean when I do use 3 orthogonal rotations one by one by glRotationf I indeed use the euler angles, do I ?
[22:09:50] <paul424> quicksilver: ?
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[22:14:52] <TheFlash> glRotatef takes angle (in degrees) and an axis.
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[22:15:51] <exDM69> paul424: you can do euler angles with glRotatef
[22:16:17] <exDM69> but you have to do the rotations in correct order
[22:16:47] <paul424> ok I have found that...
[22:16:52] <TheFlash> glRotatef(angle, x, y, z) => glRotate produces a rotation of angle degrees around the vector (x, y, z)
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[22:17:05] <exDM69> or you can just calculate the rotation matrix from the euler angles and use that
[22:17:30] <paul424> are the euler restricted by anything like the angles must be 0......... 90.0 .........
[22:17:43] <exDM69> yep
[22:17:53] <exDM69> euler angles suffer from limitations
[22:18:33] <exDM69> and the gimbal lock
[22:18:50] <paul424> I know about this .......
[22:19:43] <paul424> exDM69: but look at this picture at wiki : http://en.wikipedia.org/wiki/File:Eulerangles.svg.... why I can't just do one rotation around by x , y , z axis by a proper angle ?
[22:20:40] <paul424> why there is this N axis, is it neccessesry ?
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[22:23:44] <TheFlash> MatthiasM: I got a MalformedURLException. (tried that gluiExample of your).
[22:23:55] <MatthiasM> TheFlash: you are on MacOS
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[22:24:02] <MatthiasM> and use Java 1.5.0_06 ?
[22:24:52] <TheFlash> OS X and java version "1.5.0_16"
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[22:25:53] <TheFlash> MatthiasM: You want a stacktrace?
[22:25:55] <MatthiasM> yeah - 16 :) this one is damaged - complain to apple and upgrade
[22:25:58] <MatthiasM> no
[22:26:03] <TheFlash> Okei.
[22:26:15] <MatthiasM> as the exception is inside the JRE
[22:29:09] <paul424> TheFlash: : ?
[22:29:29] <TheFlash> paul424: ? :
[22:30:08] <paul424> if you could scroll and read my last question regarding euler angles
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[22:34:13] <TheFlash> If you want to use euler angles, create a function that builds a matrix and calls glMultMatrix.
[22:34:17] <TheFlash> Or something
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[22:41:32] <yates> are norms only used when glEnable(GL_LIGHTING) is issued?
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[22:41:46] <yates> are norms only used when glEnable(GL_LIGHTING) is issued?
[22:43:29] <Ingenu> yes
[22:43:31] <Ingenu> normals
[22:43:46] <Ingenu> are only useful when you use lighting in fixed function OpenGL
[22:45:25] <paul424> TheFlash: if you could just look at the wikipedia site I provided or at least picture, because there is something I don't get it ......
[22:45:39] <yates> Ingenu: thanks
[22:47:52] <TheFlash> paul424: "Euler angles - The xyz (fixed) system is shown in blue, the XYZ (rotated) system is shown in red. The line of nodes, labeled N, is shown in green."
[22:48:13] <paul424> yeah why do I need the line of nodes .........
[22:48:32] <paul424> just why not rotate along x,yz axises ?
[22:48:49] <TheFlash> I don't know about that N thing...
[22:49:32] <TheFlash> There's no N in the equation...
[22:49:51] <yates> i'm getting a black mirror image of my triangles about the x axis. why?
[22:50:04] <yates> i didn't notice it until i changed my background color from black to gray
[22:50:34] <yates> http://galois.digitalsignallabs.com/wxwaterfall/
[22:51:47] <paul424> TheFlash: yes , that's I am asking because the wiki writes about something diffrent than other sites ....... about these N axis all the rotations are done ....strange isn't it ?
[22:52:58] <yates> MatthiasM: any ideas?
[22:53:07] <yates> RTFM_FTW: ?
[22:53:43] <TheFlash> paul424: Maybe it tries to illustrate that while doing euler rotations, the order is important.
[22:55:16] <yates> why is opengl giving me a mirror image?!
[22:56:08] <TheFlash> yates: You are doing it wrong?
[22:56:47] <paul424> TheFlash: That N axis is the intersection of XY axis ..........
[22:56:52] <yates> TheFlash: brilliant!
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[22:57:05] <yates> i think i figured that much out.
[22:57:14] <paul424> but is there a way to rotate by X Y Z axises .......
[22:57:37] <yates> paul424: try (ahem) glRotate
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[22:58:07] <paul424> yates: ehem you are not in topic
[22:58:20] <yates> huh?
[22:58:59] <TheFlash> paul424: glRotatef( ax, 1.0, 0.0, 0.0); glRotatef( ay, 0.0, 1.0, 0.0); glRotatef( az, 0.0, 0.0, 1.0); // Maybe you want this?
[22:59:33] <yates> afm
[22:59:38] <paul424> yes I want.... but the wikipedia have made so much confusion ... ok thanks to everyone and EOD
[23:01:04] <TheFlash> You must remember, that around x, y and then z is different than around z, y, and then x.
[23:01:20] <yates> rotations aren't commutative
[23:01:55] <yates> i had the same problem, paul424 - you just gotta get your mind around it
[23:02:16] <yates> i think everyone encounters the same issue who works with opengl
[23:03:47] <paul424> so should I calculate the next rotation after I had made one ... like rotated alpha around X ,... calculate beta rotate beta around Y
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[23:04:52] <TheFlash> No.
[23:05:08] <TheFlash> Just make sure to do it allways in the same order.
[23:06:18] <TheFlash> There's a matrix representation in Wikipedia, you could also use that and glMultMatrix.
[23:07:12] <paul424> ok... for every frame generated I make LoadIdentify and then rotate translate and so on ..........
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[23:08:13] <paul424> but If i should do it in the same order it means that rotating around X affects rotating around Y and rotating around Z ........so I shall calculate angles in way I just wrote ........... ?:
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[23:09:03] <paul424> TheFlash: ???
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[23:10:00] <TheFlash> Yes...
[23:10:22] <TheFlash> paul424: What are you using those rotations for?
[23:11:00] <paul424> to things: first to allow observer lookintg around the scene...
[23:11:18] <TheFlash> If you're representing object orientations in your app, use 4x4 matrices.
[23:12:18] <x0rx0r> paul424, use gluLookAt :P
[23:12:18] <TheFlash> If you want to animate orientations and use quaternions+vectors.
[23:12:20] <paul424> second : to write a mode in which observer should look travel throught certein path .... and he would look at the scene at some point .......
[23:13:05] <paul424> upps I was not clear enough ....
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[23:13:51] <paul424> He will have to look from fixed point at other fixed point, fixed by a programmer
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[23:14:21] <x0rx0r> paul424, use gluLookAt + waypoints
[23:14:46] <x0rx0r> each waypoint should contain the camera position, view point and up vector
[23:14:59] <paul424> x0rx0r: yeap that's probably the solution for the beginer such as I ..........
[23:15:10] <x0rx0r> (and use some nice curve interpolation to smooth everything out)
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[23:15:56] <x0rx0r> well if your objective is to rotate/move the actual camera, gluLookAt is the solution
[23:16:00] <TheFlash> Or just linear interpolation with enough waypoints.
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[23:16:38] <x0rx0r> yes, if you're a beginner that will be more easy to code
[23:17:18] <TheFlash> I did some similar thing with quaternion interpolation (SLERP/LERP) some time ago.
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[23:18:17] <TheFlash> Not too hard to do, but if you feel yourself "newbie", use the gluLookAt.
[23:18:39] <paul424> x0rx0r: the thing is I would use all the time gluLookAt but dont know how to implement rotation, because it requires to specify a point you look at ....... so than how do you rotate up and down .....
[23:19:29] <paul424> the thing I just put some point in front of the observer and then use standard equetions to describe the point position on the sphere using two angles .........
[23:20:23] <x0rx0r> paul424, but if the waypoints can be pre-set, there is no point in over-complicating
[23:21:19] <paul424> then it was wrongly implemented .... but know I know where the error lies : the pole of the sphere was in a wrong place therefore looking around provided like making circles with the observers head ;)
[23:21:51] <paul424> x0rx0r: I said there are two mods ... one with a waypoints second with a free look
[23:22:44] <TheFlash> paul424: Consider using matrices for orientation/position information...
[23:23:09] <paul424> TheFlash: ok ok ;)
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[23:51:19] <pist0l-fish> hi all, I am having trouble with glBlendFunc. I would like it to behave like normal RGBA layering does, but I am not too familiar with the parameters. Any help would be appreciated. Thanks in advance.
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[23:52:21] <b0000> glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); ?
[23:53:26] <pist0l-fish> b0000: absolutely :) thank you
[23:53:36] <b0000> your welcome :D
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