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[05:21:06]
<signalsea> Can anyone tell me why I am always getting hits in this section of code?: http://pastebin.com/d1261517a (see function pressMouse)
[05:23:13] <signalsea> That is, when I click anywhere in the window, not just on the squares drawn.
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[05:59:29] <sparky> evenin
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[06:01:41] <kbotnen_> evening.
[06:01:58] <boghog> hello
[06:19:16] <Madsy> morning
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[06:23:51] <kbotnen_> how can I draw a border around my window? using ortho mode? Want a 2D border, or a bitmap of a frame around my 3Dperspective. I have managed to set and leave ortho / perspective in correct manner, so I only need to figure out what coordinates I should use for the ortho draw.
[06:24:45] <kbotnen_> I am currently drawing a quad with texture in orthomode. I only need to make it fit (right coords for the vertex2f() calls).
[06:25:24] <HuntsMan> you want a border in the native window?
[06:25:34] <tamlin> If the border is to be pixel-precise, use 0.5 offsets for x/y.
[06:26:09] <kbotnen_> I want a border surrounding my "app". My display is 640x480, and thats also the size of my viewport.
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[06:26:51] <HuntsMan> kbotnen_: well you can't draw with OpenGL outside of your window, if that's what you mean
[06:26:52] <kbotnen_> The border is just a "test". if it works I can use same methods to draw onscreen 2D menus later if needed.
[06:27:01] <kbotnen_> inside my window.
[06:27:05] <kbotnen_> ofc :)
[06:30:32] <kbotnen_> 0,0 is lower left right?
[06:30:57] <kbotnen_> and the first that has to be drawn?
[06:31:07] <tamlin> Yes, and no.
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[06:32:05] <jedir0x> Is there a VerticalSync extension to OpenGL similar to wglSwapInterval for GLX ?
[06:32:42] <jedir0x> if so, i'd really appreciate some pointing in the right direction, i'ved grepped glext.h and found nothing
[06:33:15] <jedir0x> but that doesn't look right for some reason
[06:33:36] <HuntsMan> yes, but i can't recall the name
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[06:34:48] <HuntsMan> you should be looking into glxext.h BTW
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[06:35:20] <HuntsMan> GLX_SGI_swap_control
[06:35:27] <jedir0x> sweet, thanks
[06:35:28] <jedir0x> yeah
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[06:36:42] <signalsea> Can anyone help me with my code? Not sure if no one was around earlier
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[06:37:19] <tamlin> signalsea: What's the problem?
[06:37:52] <signalsea> I always get a hit, no matter where I click
[06:38:03] <signalsea> that's not the full code, just the drawing and mouse portions
[06:38:42] <signalsea> and a bunch of global variables
[06:39:37] <tamlin> Is 'colorstate' a vector of pointers?
[06:39:54] <signalsea> that shouldn't matter it's just part of a color switch
[06:40:52] <signalsea> though yes, it is
[06:41:16] <tamlin> OK. What do you get in hitnums? Always 1?
[06:41:21] <signalsea> yes
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[06:42:55] <jedir0x> thanks for the help guys
[06:42:59] <jedir0x> later
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[06:43:46] <signalsea> i feel like maybe I am doing something wrong with gluPickMatrix
[06:44:08] <signalsea> but I am trying to get by without totally understanding projection matrices
[06:45:15] <signalsea> oh
[06:45:25] <signalsea> that's probably exactly my problem.
[06:45:26] <tamlin> Well, PICK_TOL must be width and height of the picking region. Is it?
[06:45:41] <signalsea> yeah, it's 3
[06:45:45] <signalsea> that's in pixels, right?
[06:46:20] <tamlin> Close enough.
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[06:47:11] <signalsea> Would i be correct in thinking that if the projection matrix is set up to render the whole thing, that it will always give a hit?
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[06:47:23] <signalsea> the whole thing being not just the part around the cursor
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[06:48:06] <tamlin> What do you think? Does that make sense or not?
[06:48:15] <tamlin> ;-)
[06:49:02] <tamlin> If you have something filling the whole viewport, would it make sense for any x/y coord picking to always return something?
[06:51:06] <signalsea> I will tinker some more :)
[06:51:37] <signalsea> I didn't quite understand how gluPickMatrix was deciding whether or not to elicit a hit
[06:51:48] <signalsea> until i read the doc just now
[06:51:52] <signalsea> "To effectively use the generated pick matrix for picking, first call glLoadIdentity to load an identity matrix onto the perspective matrix stack. Then call gluPickMatrix, and finally, call a command (such as gluPerspective) to multiply the perspective matrix bythe pick matrix."
[06:51:56] <signalsea> :)
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[06:52:27] <signalsea> thanks regardless
[06:52:47] <tamlin> Read doc's first. Ask questions later. You're welcome.
[06:53:29] <signalsea> yes yes, i know... I had overlooked that one
[06:54:46] <tamlin> No worries. Happy hacking.
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[08:20:26] <Tenac> Is the only way to get perfect per-pixel object selection by rendering the entire scene twice, once with each mesh having a unique color, checking what color the mouse is over, and then re-rendering everything with textures?
[08:22:38] <mlucassmith> no
[08:23:01] <Tenac> Or I guess there is ray/triangle collision from shooting a ray from the camera out to the scene, but then I'd need to limit what triangles to test for collision or else that would be slow
[08:23:23] <mlucassmith> instead, you can read from the z-buffer, then apply the window x, y with the z from the z-buffer at that x, y, then put that 3d coordinate through your various matrix transforms and do a bounding volume check to see if the point is in your object
[08:23:43] <mlucassmith> that way you're only testing on your geometry, not on triangles or ray casting or rendering twice
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[08:25:09] <Tenac> a "bounding volume check" would only be a bounding sphere/box, right?
[08:25:20] <mlucassmith> depends on what geometry objects you've got
[08:25:32] <Tenac> Weird shaped triangle meshes
[08:25:42] <mlucassmith> something defined those right?
[08:25:54] <mlucassmith> like, a set of bezier patches?
[08:26:20] <Tenac> No, just imported meshes and such
[08:26:34] <mlucassmith> oof
[08:26:40] <mlucassmith> that's kind of low level :)
[08:26:48] <Tenac> =\
[08:27:11] <mlucassmith> the approach i described means you can do forces too, since you know -where- on the object they clicked
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[08:28:21] <Tenac> I have the code to find the 3D location of where the mouse is over the mesh
[08:28:45] <mlucassmith> Anyway, the first approach you described works well (from experience)
[08:28:45] <Tenac> But I don't have any matrix math set up and don't know too much about it
[08:29:02] <mlucassmith> well.. you can use gluUnproject if you really need to
[08:29:58] <mlucassmith> Yeah I could tell that from your description :)
[08:30:32] <mlucassmith> you can do it in one pass btw, just build your own framebuffer and render on to the screen and your separate buffer in your fragment shader
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[08:31:18] <mlucassmith> Then you can copy only a bit of the renderbuffer back that is near where the mouse cursor is to see what's there, should be very fast
[08:34:47] <Tenac> I don't know much about framebuffers, so I think I'm just going to attempt ray/bounding box collision
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[09:18:12] <[AD]Turbo> yo
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[10:48:43] <pa> mh.. suppose i have a rotation of angle n around axis a. how could i extract a sequence of 3 rotations around x, y and z which reflects in the initial rotation?
[10:49:26] <electrostatic> I've asked this a couple of times before, but here it goes again... Does anyone know a definitive, standardized way of ensure that an asynchronous PBO read has completed?
[10:50:20] <MatthiasM> electrostatic: what do you mean ?
[10:50:49] <MatthiasM> pa: search for "matrix and quaternion FAQ"
[10:51:38] <LtJax> electrostatic: I think that's one of the extensions in GL3, but before that, you are out of luck
[10:52:45] <electrostatic> MatthiasM: When you start a readPixels in a PBO, it starts reading the pixels in a different thread, and apparently has no way of blocking or even checking for completion...
[10:52:58] <electrostatic> LtJax: That is seriously messed up
[10:53:06] <electrostatic> How could the not notice that?
[10:53:07] <LtJax> why? it's automatically blocking
[10:53:15] <MatthiasM> electrostatic: when you map the buffer it is done
[10:53:24] <LtJax> exactly.
[10:53:39] <MatthiasM> glMapBuffer will block until all gl operations on that buffer are finished
[10:53:56] <MatthiasM> but this is stated clearly in the spec !
[10:54:00] <electrostatic> MatthiasM: I must have a bug in my drive r then, because it isn't
[10:54:14] <MatthiasM> paste code
[10:55:07] <pa> thanks!
[10:55:40] <MatthiasM> :)
[10:56:09] <electrostatic> one sec...
[10:59:59] <electrostatic> And if I uncomment the for loop, so it just "spins" for a bit, all of those ugly black lines go away
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[11:00:36] <MatthiasM> electrostatic: why do you map/unmap the buffer directly ?
[11:00:53] <electrostatic> I do not have to
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[11:00:59] <MatthiasM> and why do you use PBO to transfer data inside OGL ?
[11:01:10] <electrostatic> I was only trying to find some way to get it to block until it was finished
[11:01:18] <electrostatic> I don't need to map any of them at all
[11:01:20] <LtJax> you don't check for valid mapping return values either
[11:03:25] <electrostatic> All the returns are valis, just checked
[11:03:29] <electrostatic> *valid
[11:03:31] <MatthiasM> electrostatic: make a small test case which shows this bug - and use (if possible) only 1 texture, 1 PBO etc
[11:03:39] <electrostatic> k
[11:04:01] <MatthiasM> and then send a bug report
[11:04:07] <MatthiasM> or ask RTFM_FTW
[11:04:30] <MatthiasM> but you use PBO in a way for which it was not intended to be used
[11:04:53] <MatthiasM> and can you rty to write the buffer after the mapping into a file and check that file ?
[11:05:16] <MatthiasM> if the lines are also there after the glMapBuffer in line 11
[11:05:43] <electrostatic> MatthiasM: The spec is very precise in that you can use it for anything that is leagal for a buffer
[11:06:09] <electrostatic> You can even use it to store vertex coords
[11:06:12] <LtJax> electrostatic: I agree
[11:06:27] <MatthiasM> well - maybe they missed this usecase in the synchronisation ?
[11:06:35] <LtJax> everything that the spec allows is perfectly valid
[11:06:52] <electrostatic> And for the record, I was testing out unpacking YUYV image data on the GPU
[11:06:56] <MatthiasM> because you could use glCopyTex...
[11:06:58] <LtJax> then again, stuff like this sometimes uses the ostrich algorithm for error handling ;)
[11:07:11] <electrostatic> and this was the least GPU intensive way I could find to do some of the operations
[11:08:14] <LtJax> but you'd still get some nice error values from the mapping commands - you did not just check them with a debugger, did you?
[11:10:05] <electrostatic> 0x793000 - ponter, 0x7b9000 - ponter, 0x793000 - ponter, 0x7b9000 - ponter, and GL_ERROR 0x0
[11:10:17] <MatthiasM> ponter?
[11:10:26] <electrostatic> Those were the 4 returns I got and the resulting GL_ERROR code
[11:10:30] <electrostatic> lol
[11:10:32] <electrostatic> lointer
[11:10:36] <electrostatic> gah
[11:10:40] <electrostatic> *POINTER
[11:10:41] <MatthiasM> heh
[11:11:30] <MatthiasM> and if you remove all glMapBuffer calls it also happens ?
[11:11:46] <electrostatic> yes, and a bit worse
[11:11:58] <electrostatic> If I uncomment the spin loop it doesn't happen at all
[11:12:18] <electrostatic> For the life of me, it just seems like it hasn't finished yet and doesn't care
[11:12:18] <MatthiasM> ok, then make a test where you map one buffer after the glReadPixels and write that into a image file
[11:12:44] <electrostatic> That probably wouldn't show it
[11:12:50] <MatthiasM> try it
[11:12:58] <electrostatic> becasue writing would be slower than the transfer
[11:13:11] <MatthiasM> ten copy it into another buffer and write later
[11:13:18] <MatthiasM> just use memcpy
[11:13:28] <electrostatic> I might later, but It's almost 2:30 here now
[11:13:52] <electrostatic> The memcopy might be a good idea though
[11:14:51] <electrostatic> One more thing, can glCopyTex be used to change the color depth vs size of the image like I am doing?
[11:15:01] <MatthiasM> no
[11:15:26] <electrostatic> ANd actually, that part doesn't do that, but the Y plane does
[11:15:27] <MatthiasM> but why do you need it ?
[11:16:07] <electrostatic> Trying for very fast packing / unpacking of YUYV to YUVP
[11:16:27] <electrostatic> So you read a YUYV frame in as RGBA
[11:16:51] <MatthiasM> why not just use a shader with MRT ?
[11:16:51] <electrostatic> Nad B=Y1 and B=Y2
[11:18:02] <electrostatic> Well, I might be able to do that, acually
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[11:18:23] <electrostatic> If I read the data as LUMA_ALPHA into the texture
[11:18:49] <MatthiasM> you could upload the image as 1 channel texture instead of RGBA
[11:19:08] <MatthiasM> and use ARB_texture_rectangle
[11:19:23] <electrostatic> But then you still would have to take out the UV "gaps" to get the Y plane
[11:19:33] <MatthiasM> and then use +0 for Y1, +1 for U, +2 for Y2 and +3 for V
[11:19:36] <electrostatic> I have figered out how to do that, using GL_NEAREST
[11:19:41] <MatthiasM> yep
[11:20:10] <electrostatic> But you need a min tex size of 4096 to handle HD that way
[11:20:29] <MatthiasM> you could address the texture unsing ((int)texCoordS)*4 + channel
[11:21:51] <electrostatic> Somehow I do not think that would be as optimized as using the vector conversions
[11:22:47] <electrostatic> BAnd it still doesn't solve the texture size problem
[11:23:22] <electrostatic> But If I read it as RGBA and used CopyTex to get a LUMA_ALPHA copy also I think I could do it pretty easy
[11:24:34] <electrostatic> But I couldn't use copytex for that
[11:24:37] <electrostatic> meh
[11:25:13] <electrostatic> I could, however, do the U and V palnes without a PBO
[11:25:30] <electrostatic> Which means I could limit my PBO to just the Y plane
[11:25:48] <electrostatic> and do the U and V between the PACK and UNPACK
[11:26:31] <electrostatic> Or better yet, PACK, do U plane, UNPACK, do V palne
[11:26:39] <electrostatic> *plane
[11:26:51] <electrostatic> oh well, time for sleep tonight anyway
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[14:58:43] <pro-rsoft> Hi, what can be wrong if CopyTexImage2D throws an "invalid operation" ?
[15:00:27] <pro-rsoft> I did. I did everything it says
[15:00:33] <pro-rsoft> it only happens on depth textures.
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[16:26:01] <pa> do you have a clue what RADIANS could be?
[16:29:15] <brutopia> it's probably a factor that converts degrees to radians when applied
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[16:50:52] <sparky> pa: I didn't see RADIANS in there
[16:52:03] <sparky> but radians is when you measure your angle in "actual" length along the unit circle
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[17:02:47] <pa> ah ok thanks
[17:06:44] <sparky> pa: in other words 2*pi is 360 degrees
[17:07:04] <sparky> since that's the length all the way around a unit circle
[17:07:27] <sparky> pa: got it?
[17:07:55] <sparky> this is also why you convert between radians and degrees the following way
[17:08:35] <sparky> rad = deg * (PI / 180) and deg = rad * (180 / PI)
[17:08:54] <sparky> since 2*pi corresponds to 360 degrees
[17:11:03] <MatthiasM> pa: the sin/cos math function in math libraries of common programming languages also takes radians as parameter
[17:13:06] <pa> yes i see
[17:13:10] <pa> thanks : )
[17:13:45] <pa> alltough he uses asin before multiplying with RADIANS
[17:14:45] <MatthiasM> well - asin returns radians
[17:15:22] <MatthiasM> pa: and if you read the code and the comments it's clear what this constant does
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[17:16:45] <pa> is it? not to me..
[17:17:06] <MatthiasM> pa: the return values are in the range 0..360 - eg degree
[17:17:21] <MatthiasM> pa: and asin return ratians: -pi ... +pi
[17:17:30] <pa> ok got it
[17:17:31] <pa> true
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[18:08:03] <lewymati> s -m krakow.irc.pl
[18:08:18] <lewymati> damn sry
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[18:28:07] <|Veji|> hi
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[18:28:40] <|Veji|> does anyone know where i can find a 3D model loader?
[18:29:23] <|Veji|> i just need to test my app with 3 scenes at least
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[18:29:42] <|Veji|> C/C++
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[18:33:07] <AlastairLynn> for what format?
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[18:34:41] <|Veji|> .3ds or .max
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[18:35:15] <AlastairLynn> *shrug*
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[18:37:31] <|Veji|> but any format would be great because i didn't found anything in my searches
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[18:39:05] <MatthiasM> |Veji|: a) use another nick - without |
[18:39:13] <MatthiasM> b) .max is not a published format
[18:39:30] <MatthiasM> c) try WaveFront OBJ - that's a text based format and easy to parse
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[18:43:41] <Veji_> ok i'm going to check that
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[18:43:56] <Veji_> thanks
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[20:00:20] <TuomasT> Can a dithering algorithm, that processes pixels in order, and each pixel which gets processed affects the coming pixels near it, be expressed in GPU (SIMD) way?
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[20:01:42] <MatthiasM> unlikly - except if you add constraints on how other pixels are affected
[20:01:55] <exDM69> and GPU's aren't SIMD
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[20:02:44] <MatthiasM> exDM69: assuming that a lot of GPUs have vector operations you can consider them SIMD
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[20:03:05] <exDM69> TuomasT: you may be able to do this with a multi pass algorithm
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[20:03:49] <exDM69> MatthiasM: yes, true. GPU's use SIMD too
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[20:04:36] <TuomasT> Another thing is that I know how to in a fragment program (GLSL) do certain stuff to one pixel (in parallel), but can I process eg. four pixels in a single program
[20:04:37] <exDM69> but that's only instruction level parellelism, when CPU's run several programs in parellel
[20:05:12] <MatthiasM> TuomasT: a fragment shader doesn't know about neighbour pixels - butr you can use MRT
[20:05:24] <TuomasT> MatthiasM: MRT?
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[20:05:25] <MatthiasM> exDM69: huh?
[20:05:36] <MatthiasM> TuomasT: multiple render targets
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[20:07:10] <exDM69> MatthiasM: oops, GPU's have program level parallelism, too.
[20:07:16] <MatthiasM> exDM69: SIMD means that one opcode executes the same operation on multiple data elements - like adding 2 vectors together
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[20:07:40] <MatthiasM> it doesn't say anything about single/multi core, or super scalar etc
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[20:11:30] <exDM69> MatthiasM: exactly. my intent was to say that GPU programming is not best described with the term SIMD
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[20:11:49] <TuomasT> In this dithering algorithm every other pixel in each row of pixels at a time could be processed in parallel. And the same for the next row. I guess that means it might execute fast on GPU?
[20:12:12] <MatthiasM> exDM69: it does - just look at the GLSL or even the assembler like language - you have vector data types, and vector operations - so you write SIMD code
[20:12:32] <TuomasT> How would I use this MTR though.. if I process one pixel and it effects another pixel then how does MTR help here?
[20:12:55] <MatthiasM> TuomasT: I did not say that MRT helps your goal
[20:13:16] <exDM69> MatthiasM: yeah, true. but I think that more important is the fact that it's parallel at program level
[20:13:18] <MatthiasM> I don't think that you can implement dithering with a shader in a reasonable way
[20:13:21] <exDM69> esp. if coding with cuda
[20:13:36] <MatthiasM> exDM69: huh?
[20:13:39] <TuomasT> I think the difference between CPU SIMD and GPU "SIMD" is that on CPU you have 4-16 or so parallelism and on GPU you have a lot more
[20:14:13] <MatthiasM> the number of cores available doesn't matter at all for SIMD
[20:14:25] <TuomasT> Thus I guess the best term for GPU is stream processing or massive SIMD
[20:14:47] <MatthiasM> the only thing that matters is how many independant data values you can process with a single instruction
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[20:14:54] <TuomasT> MatthiasM: No, but SSE does 4 or 8 things in parallel
[20:15:08] <TuomasT> Larrabee 12 I think
[20:15:38] <exDM69> TuomasT: SIMD is instruction level parellelism. GPU's don't run the same instruction in all programs
[20:15:41] <MatthiasM> TuomasT: using SSE you can process 16 bytes, 8 shorts, 4 ints/float or 2 double at once
[20:15:58] <MatthiasM> exDM69: you got SIMD wrong
[20:16:20] <exDM69> MatthiasM: no, I figure you understand me wrong. I agree with what you say about SIMD
[20:16:21] <TuomasT> exDM69: They don't?
[20:16:32] <MatthiasM> exDM69: the assembly level shaders and the GLSL level shaders allows you to write SIMD operations with up to 4 values
[20:17:03] <MatthiasM> and how many programs are executed in paralell does not matter for SIMD at all
[20:17:05] <exDM69> TuomasT: no, consider two shader threads running with an if statement.
[20:17:32] <exDM69> MatthiasM: yes, I know.
[20:17:42] <MatthiasM> exDM69: some GPUs have shared instruction sequencers - other independant - and others inbetween
[20:17:44] <exDM69> adding two vectors together is SIMD
[20:17:47] <MatthiasM> and this doesn't matter
[20:18:52] <MatthiasM> and GF 8+ cards don't execute SIMD instructions at HW level (according to the published description on various websites)
[20:19:05] <MatthiasM> but the programming interface through OpenGL is SIMD
[20:19:39] <exDM69> yeah, new nvidia GPU's are scalar, not vector
[20:20:24] <TuomasT> exDM69: I doubt that is true in strict sense
[20:21:04] <exDM69> that's what I heard. don't know the details
[20:21:33] <MatthiasM> the details don't matter at all
[20:21:50] <MatthiasM> it's the job of the driver to match the API spec to the HW
[20:21:52] <exDM69> TuomasT: a dithering algorithm could be written with a gpu in a multi pass algorithm
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[20:22:34] <TuomasT> exDM69: How?
[20:23:08] <exDM69> TuomasT: by splitting the dithering algorithm into different phases that can be made run in parallel
[20:24:05] <TuomasT> exDM69: So how would you split it? I up there said you could split the algorithm so it processes each other pixel in a row in parallel, but I have no idea how to implement so one pixel affects other pixels
[20:24:33] <TuomasT> Perhaps writing to a texture in each of the pixels if I know in the program what pixel it is
[20:25:08] <MatthiasM> you can check the texture coordinate when reading to decide what code path to execute on that pixel
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[20:26:03] <MatthiasM> but a lot of GPUs share branch control for several fragment - and mostly in 4x4 or similar blocks - so every other pixel causes both pathes to be executed per fragment
[20:26:09] <MatthiasM> so it will be slower#
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[20:28:29] <TuomasT> Well one could also use an algorithm where each pixel sees two or three pixels near it. That way I think 4x4 per one pixel would not be wasting things
[20:29:23] <MatthiasM> you can fetch as many texels as you like
[20:31:36] <TuomasT> To divide things like "every other pixel" I need to create a new texture with eg. half the width of the full texture and then process that with fragment program?
[20:32:29] <MatthiasM> no
[20:33:00] <TuomasT> How then?
[20:33:06] <MatthiasM> I told you
[20:33:54] <TuomasT> I don't see how MRT is revelant
[20:34:00] <TuomasT> relevant here
[20:34:09] <MatthiasM> <MatthiasM> you can check the texture coordinate when reading to decide what code path to execute on that pixel
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[20:34:44] <TuomasT> Ah ok so every other pixel would just be made to terminate the program right away
[20:34:53] <MatthiasM> because splitting a texture into even/odd pixels will take the same or even more time
[20:35:00] <MatthiasM> no
[20:35:38] <TuomasT> remember that in this algorithm you can't process a pixel until you have processed a pixel before it
[20:35:40] <MatthiasM> if you want to execute a program per frament - then you can do it in one
[20:36:02] <MatthiasM> if that is true for all pixels - then the last pixels depend on all pixels before it
[20:36:14] <MatthiasM> and that can't be done effectivly on a GPU
[20:37:22] <MatthiasM> and the last time I coded a dithering algorithm - it used error accumulation over all columns and the current row
[20:37:31] <MatthiasM> eg 2d dithering
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[20:39:17] <TuomasT> I guess I will have to either do this in CPU or come up with more suitable dithering algorith
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[20:44:28] <_JSC415> damn .
[20:44:39] <_JSC415> anyone knows how to disable those errors ?
[20:44:44] <_JSC415> on gcc ?
[20:44:53] <_JSC415> ;P
[20:44:59] <MatthiasM> you can't disable errors :DD
[20:45:06] <_JSC415> how ?
[20:45:19] <_JSC415> i realy need it.
[20:45:23] <MatthiasM> learn to read
[20:45:32] <_JSC415> because it makes it hard to use console sometimes
[20:46:06] <_JSC415> damn. not that again.
[20:46:19] <_JSC415> its going to be something like rickrol thing
[20:46:30] <_JSC415> i hate to see those page.
[20:46:48] <_JSC415> i just need a damn gcc option
[20:47:05] <_JSC415> damn nick.
[20:47:09] <MatthiasM> you don't get it - do you ?
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[20:47:37] <_THEGOD> what i were hawe to get ?
[20:48:06] <_THEGOD> blah.
[20:48:21] <_THEGOD> is you..
[20:48:40] <_THEGOD> because you dont even capable to answer a stupid gcc option wuestion .
[20:48:42] <_THEGOD> hm..
[20:48:44] <_THEGOD> lols.
[20:48:46] <_THEGOD> sorry
[20:48:52] <_THEGOD> you were using java ?
[20:49:13] <_THEGOD> so you dont know it actually. ;P
[20:49:15] <predaeus> _THEGOD, please stop pressing enter so often.
[20:49:17] <MatthiasM> I can't answer stupid question - because they contain no useable information that can be answered
[20:49:50] <_THEGOD> yeah a thing that does not exist ius not useable ;P
[20:50:15] <_THEGOD> lols anyway now i dont hate you that much,
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[20:50:38] <MatthiasM> _THEGOD: do you even read the shit you write ?
[20:50:59] <_THEGOD> because you dont know it so you don hawe to say it.
[20:51:09] <_THEGOD> i mean that gcc option.
[20:51:49] <MatthiasM> and I answered your question
[20:51:59] <MatthiasM> but you can't understand it
[20:53:05] <_THEGOD> lols :P
[20:53:08] <_THEGOD> [20:44:59] <MatthiasM> you can't disable errors :DD ?
[20:53:32] <_THEGOD> it looks like i didnt see the 't'
[20:53:35] <_THEGOD> ok.
[20:53:37] <_THEGOD> sorry.
[20:53:51] <_THEGOD> but if its possible to show all -Wall
[20:54:11] <_THEGOD> so shouldn't it be possible to disable too ?
[20:54:18] <MouserSVK> _THEGOD there's difference between "Warning" and "Error"
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[20:54:28] <_THEGOD> hm..
[20:54:33] <tuxer`> Hello World!
[20:54:36] <MatthiasM> _THEGOD: there is also a GCC manual - but it requires reading
[20:54:45] <_THEGOD> may be i asked wrong thing.
[20:54:54] <_THEGOD> i nedd to disable errors ?
[20:55:02] <_THEGOD> is this what were said before ?
[20:55:03] <MouserSVK> that's why you got 2 links to web sites how to ask
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[20:55:21] <MouserSVK> you can't disable errors ;)
[20:55:23] <MouserSVK> Error is error
[20:55:26] <MouserSVK> end of line
[20:55:33] <MouserSVK> you can't do anything about it
[20:55:39] <MatthiasM> _THEGOD: I suggest to stop writing anything into this chat until you understood what is written in these links
[20:55:46] <_THEGOD> yeah may be but i dont wanna disable errors.
[20:55:52] <MouserSVK> it's just like if I was asking you to make gold from water
[20:55:53] <_THEGOD> i want to disable warnings.
[20:56:01] <MouserSVK> it is error to do such thing
[20:56:02] <_THEGOD> which does not makes much sense .
[20:56:03] <MouserSVK> impossible :)
[20:56:31] <_THEGOD> nothing is impossible. ;P
[20:56:38] <_THEGOD> its may take too long.
[20:56:54] <_THEGOD> but not impossible :P
[20:57:22] <_THEGOD> hm..
[20:57:23] <MatthiasM> it's impossible that _THEGOD learns to read
[20:57:54] <_THEGOD> may be not anything anyway. ;P
[20:57:54] <MouserSVK> letmegooglethatforyou.com doesn't work :(
[20:58:22] <MatthiasM> MouserSVK: don't give him links
[20:58:26] <MouserSVK> next time, it will be (for all of us) faster to use google
[20:59:38] <MatthiasM> it's easy for anywone half way interrested to find the answer to such questions in less then 5 minutes
[21:00:13] <MouserSVK> this was the kind of link i wanted to give him
[21:00:28] <MouserSVK> yeah, you're right
[21:02:12] <MatthiasM> I bet he believes in nosmoke.exe too :P
[21:02:25] <predaeus> hahaha, cool page
[21:02:49] <_THEGOD> hm.. my gcc says unrecognised option for -Wno-#warnings
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[21:04:06] <MouserSVK> _THEGOD.. then you are doing something wrong
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[21:04:18] <MouserSVK> you should really learn to read carefully
[21:04:25] <sysRPL> hello
[21:04:41] <sysRPL> has any of you here looked at crayon physics deluxe?
[21:04:50] <b0000> _THEGOD: when you are as big a noob as you clearly are i think you should leave warnings on, and fix them properly, warnings are designed to help noobs
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[21:05:59] <MatthiasM> b0000: warnings are to help everyone
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[21:06:32] <MouserSVK> sysRPL I've seen the vids
[21:06:46] <b0000> MatthiasM: sure, thats why i normally compile with highest warning level, and disable just a few
[21:06:50] <sysRPL> it's somewhat interesting
[21:07:05] <sysRPL> i like the whole hand crayon drawn look to the graphics
[21:07:13] <sysRPL> and of course the paper background
[21:07:23] <b0000> MatthiasM: my point being, if you are a noob and do not know if a warning is safe or not you should probably fix it
[21:07:36] <MatthiasM> yes - languages like C/C++ are way to complex to see and prevent every dangerous construct at source code level
[21:07:38] <sysRPL> i was wondering if some of it uses opengl, because they have an iphone version
[21:07:39] <MatthiasM> exactly
[21:07:47] <sysRPL> i figured they used opengles
[21:08:17] <MatthiasM> sysRPL: a physic library should not use a graphic library - only examples should
[21:08:56] <sysRPL> MatthiasM: the game isn't a library
[21:09:17] <sysRPL> i was referring to the visuals
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[21:55:41] <TuomasT> MatthiasM: Could you direct me to how I can know in fragment shader whether "this" is even or odd pixel (in x and y)?
[21:56:01] <MatthiasM> you have the texture coordinate - the rest is math
[21:56:44] <TuomasT> MatthiasM: You mean this: gl_TexCoord[0].st ?
[21:57:12] <TuomasT> My shader starts like ( vec4 color = texture2D(tex,gl_TexCoord[0].st); )
[21:57:37] <MatthiasM> yep
[21:58:05] <TuomasT> Is that .st an integer value from 0..last pixel?
[21:59:01] <MatthiasM> depends
[22:02:29] <TheFlash> .st is same as .xy
[22:02:49] <TheFlash> Or .bg
[22:02:57] <MatthiasM> TheFlash: the same components but different semantic
[22:03:02] <MatthiasM> and no - rg
[22:03:19] <TheFlash> ?
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[22:03:25] <MatthiasM> .x == .r
[22:03:47] <_THEGOD> kububtu sucks.
[22:03:49] <TheFlash> .y == .g
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[22:04:11] <_THEGOD> do anyone knows how to install gl.h to kubuntu ?
[22:04:23] <TheFlash> .xy == .rg, or is it illegal to get only 2 component out of vector?
[22:04:25] <_THEGOD> i downloaded it but its ill.
[22:04:28] <_THEGOD> no g++
[22:04:33] <_THEGOD> just gcc
[22:04:38] <MatthiasM> TheFlash: you can get any combinations out of a vector
[22:04:50] <MatthiasM> TheFlash: you can also do .raag
[22:04:58] <_THEGOD> im about to download knoppix dvd. 5.3
[22:05:00] <TheFlash> So, .xy would be .rg ?
[22:05:06] <TheFlash> +same as
[22:05:18] <_THEGOD> and i know it has all i need.
[22:05:21] <MatthiasM> _THEGOD: stop posting shit into the channel
[22:05:33] <_THEGOD> when i look too statistical referances ;P
[22:05:43] <MatthiasM> TheFlash: yes - but you can't do - .ry
[22:05:52] <TheFlash> I know.
[22:05:53] <_THEGOD> .ry ?
[22:06:05] <_THEGOD> what that means ?
[22:06:12] <MatthiasM> we talk about GLSL
[22:06:31] <_THEGOD> shading effects ?
[22:06:39] <TheFlash> You can't mix them.
[22:06:40] <MatthiasM> no - the language
[22:07:33] <TuomasT> MatthiasM: So should this be a valid "x is even" check: if (mod(gl_TexCoord[0].s,2) == 0) ?
[22:07:41] <MatthiasM> _THEGOD: you are a) unable to read manuals b) use google c) the correct IRC channel for the questions you ask - so STFU
[22:08:01] <MatthiasM> TuomasT: it's float point math - so better to compare < 0.5
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[22:08:32] <TuomasT> MatthiasM: But isn't gl_TexCoord[0].s integer?
[22:08:33] <TheFlash> TuomasT: Texels are 0..1 floats, by default.
[22:08:35] <MatthiasM> TuomasT: but GL_TEXTURE_2D uses coords from 0..1
[22:08:51] <MatthiasM> TuomasT: how did you declare it ?
[22:08:58] <TheFlash> Oh that was coordinate. Not a sampler value.
[22:09:04] <MatthiasM> ahh - wait built ins - they are float
[22:09:21] <TuomasT> In vertex shader I have: gl_TexCoord[0] = gl_MultiTexCoord0; ..
[22:09:43] <MatthiasM> yep - get the GLSL spec - it has the definition of all built in variables
[22:11:02] <TuomasT> Hmm. So I should check from 0..1 pixel value whether something is odd or even? I don't see how
[22:11:15] <MatthiasM> try ARB_texture_rectangle
[22:11:27] <TheFlash> Multiply it to another domain.
[22:11:29] <MatthiasM> TuomasT: you would need to multiply by the texture size first
[22:11:52] <TuomasT> Do I need to supply that manually from program?
[22:12:06] <TheFlash> No.
[22:12:13] <TheFlash> Of course not.
[22:12:15] <_THEGOD> hey do anyone knows any coll things as a opengl programmer about kubuntu or any ubuntu ?
[22:12:35] <MatthiasM> TuomasT: yes you need to pass the texture size for GSLSL < 1.3
[22:12:36] <TheFlash> If you mean your main program that runs on CPU, not on GPU.
[22:12:37] <_THEGOD> there is a empire about ubuntu.peoples who thinks its awesome
[22:12:38] <MatthiasM> *GLSL
[22:12:47] <_THEGOD> and i cant see any better about it ;P
[22:12:48] <TuomasT> MatthiasM: I'm using 2.0
[22:12:56] <TuomasT> Or rather, I require 2.0
[22:13:06] <_THEGOD> i was goint to use it as peoples says.
[22:13:09] <TheFlash> TuomasT: GL3 ?
[22:13:18] <MatthiasM> TuomasT: GLSL version != GL version - but it's likely that you only have GLSL 1.2 or even 1.1
[22:13:27] <MatthiasM> _THEGOD: RTFM !!!!!
[22:13:46] <_THEGOD> RTFM ?
[22:13:50] <_THEGOD> what that means ?
[22:13:55] <b0000> _THEGOD: google it
[22:14:01] <MatthiasM> read the f*** manual !
[22:14:05] <_THEGOD> run time file memory ?
[22:14:09] <MatthiasM> and the important part is READ
[22:14:17] <MatthiasM> but you can't read
[22:14:19] <TuomasT> Why stars? Its read the fine manual
[22:14:40] <MatthiasM> TuomasT: heh :DD
[22:14:44] <tmccrary1> read the fearsome manual
[22:15:18] <_THEGOD> the ubuntu manuals says ubuntu has no root password ;P
[22:15:20] <_THEGOD> lols.
[22:15:28] <TheFlash> TuomasT: What do you want to do with texels that have odd s-coordinate. (just if we can come up with some alternatives)
[22:15:31] <_THEGOD> then how could it be used ?
[22:15:55] <MatthiasM> _THEGOD: are you so stupid ? read it !
[22:16:02] <TheFlash> _THEGOD: Does this look like #ubuntu?
[22:16:03] <TuomasT> TheFlash: Implement ordered dithering. Trying out 2x2 first.
[22:16:07] <b0000> _THEGOD: how did you get so stupid?
[22:16:20] <_THEGOD> i dunno.
[22:16:32] <_THEGOD> damn. usas awerage is stupid them me anyway ;P
[22:16:47] <_THEGOD> they chosed a foreigner as their minister ;P
[22:17:08] <b0000> _THEGOD: you are by far the stupidest person ive seen in a long time
[22:17:12] <_THEGOD> thats the most stupid a nation or banch of animals ewer can do ;P
[22:17:27] <_THEGOD> the most stupid thing i mean
[22:17:39] <_THEGOD> yeah may be.
[22:17:53] <_THEGOD> we cahe to do a cechnmark test for that
[22:18:03] <_THEGOD> who is the stupidest man you ewer saw ?
[22:18:17] <b0000> _THEGOD: i find your racism highly offensive too
[22:18:29] <_THEGOD> racism ?
[22:18:43] <TheFlash> I thought I had a high typo rate...
[22:18:52] <_THEGOD> its not offensive .
[22:19:05] <_THEGOD> if you are not allready offended by default ;P
[22:19:09] <b0000> TheFlash: typo tends to suggest one knows how to spell the word in the first place
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[22:19:49] <MatthiasM> TheFlash: tell me how it's possible to misstype a V as a W ?
[22:20:09] <_THEGOD> well. ve call them booth wwwwwwww.
[22:20:13] <_THEGOD> vvvvvvvvvv. ;P
[22:20:19] <oliveira_> Oh just shut up
[22:20:21] <MatthiasM> no
[22:20:35] <TheFlash> MatthiasM: Maybe with some odd keyboard layout?
[22:20:38] <b0000> ./ignore _THEGOD
[22:20:41] <MatthiasM> heh - yeah :)
[22:20:44] <_THEGOD> and visually too they looks some when we look .
[22:21:51] * vade sighs
[22:21:55] <vade> on inter-tubez
[22:21:58] <vade> how you amuse me
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[22:22:32] <TuomasT> Can I in fragremt program say: "print this variable to command line" (for debugging)?
[22:22:32] <TheFlash> TuomasT: Is it important that your dithering thing is... "looking just correct"?
[22:23:01] <vade> TuomasT: not that I am aware
[22:23:14] <TuomasT> TheFlash: Well ordered-dithering is not very great way to do dithering to begin with
[22:23:23] <vade> the best way to debug is to set the gl_FragmentColor to the variable you want to debug
[22:23:27] <vade> so you can 'visualize' its output
[22:23:29] <TheFlash> TuomasT: If not, you could just multiply that .s with some integer and take frac() of that product and compare it with < 0.5.
[22:23:41] <b0000> TuomasT: unfortunately not, but you could write it to gl_FragColor
[22:23:52] <vade> er yes gl_FragColor :D
[22:24:23] <b0000> shame opengl doesnt have anything close to NV PerfHUD
[22:24:40] <MatthiasM> there are shader debuggers
[22:25:20] <b0000> MatthiasM: please direct me towards one that even slightly compares to PerfHUD on windows, and doesnt cost money
[22:25:23] <TheFlash> Printing out debug values to console would be great...
[22:25:37] <MatthiasM> you may want to get a 30 day trail of gDEBugger
[22:25:47] <TheFlash> gdb like debuggers would also...
[22:25:53] <vade> Shader Builder on OS X? (maybe?)
[22:25:54] <_THEGOD> anyway... i found pelib. on my pc and wen.
[22:26:01] * vade shrug
[22:26:07] <vade> and OpenGL profiler is sexy as fuck on OS X
[22:26:13] <_THEGOD> sad i dont hawe to find missing files again from web ;(
[22:26:13] <TheFlash> b0000: What does that PerfHUD do?
[22:26:14] <MatthiasM> well - use MESA software rasterisor and single step it
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[22:26:22] <_THEGOD> time.
[22:26:36] <b0000> MatthiasM: i wasted my gDEBugger 30 day liscence years ago
[22:26:49] <MatthiasM> b0000: maybe it works again ?
[22:26:55] <_THEGOD> gDEBugger ?
[22:27:05] <MatthiasM> last time I tried gDEBugger it crashed once my app started :(
[22:27:09] <_THEGOD> i had wstudio 8 pro ;P
[22:27:11] <b0000> TheFlash: profiles dx, allows you to single step draw calls, debug shaders and many other features
[22:27:17] <_THEGOD> its web designer is cool.
[22:27:20] <_THEGOD> i like it.
[22:27:31] <MatthiasM> _THEGOD: you are the stupiest thing on IRC that I have seen
[22:27:36] <TheFlash> b0000: Sounds handy...
[22:27:37] <_THEGOD> but c++ editor works but not good enough.
[22:27:48] <_THEGOD> but still can help a bit for some works
[22:27:49] <b0000> MatthiasM: i could apply for an extension i think but id rather have something i can use for a reasonable amount of time
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[22:28:18] <MatthiasM> b0000: I heared of a GLSL debugger for linux - which allows single stepping - but I don't remember the name :(
[22:28:34] <predaeus> TuomasT, there is also FragCoord if you want screen relative and not primitive relative coordinates.
[22:28:36] <_THEGOD> yeah remembering is pain ;P
[22:29:10] <MatthiasM> I would avoid gl_FragCoord - some ATI drivers returned inverted y coordinates
[22:29:12] <b0000> MatthiasM: i tried it before, it was slow as hell
[22:29:19] <b0000> MatthiasM: ill try it again now though
[22:29:24] <MatthiasM> b0000: well - slow is better then nothing at all :)
[22:29:36] <b0000> MatthiasM: it was unbearably slow
[22:29:49] <TuomasT> This works: " if (fract(gl_TexCoord[0].s * 1024.0/2.0) < 0.5) " for getting a striped result in x ( the texture is 1024 width, don't know why it has to be divided)
[22:29:51] <b0000> MatthiasM: like 400x slower than normal :/
[22:30:54] <b0000> MatthiasM: ill try it again on my uber rig though, and maybe its matured somewhat
[22:31:28] <MatthiasM> TuomasT: because .s * 1024 will give you the texel location - if you divide by 2 you get 2 texels in the range 0...1
[22:32:00] <MatthiasM> b0000: I think you need to strip your app down to the minimum - eg using glScissor etc
[22:32:30] <predaeus> how advanced are GLSL compilers? maybe better use * 0.5 instead of divide.
[22:33:55] <MatthiasM> predaeus: you can assume that this basic constant folder is performed
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[22:37:57] <b0000> MatthiasM: ok glslDevil has improved a lot since i last used it, or maybe its just my pc
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[22:38:10] <MatthiasM> good to know :)
[22:38:36] <b0000> MatthiasM: give it another year and it might actually come close to perfhud :D
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[22:41:10] <prak> does it matter which opengl development tutorial i use to get myself started, considering that there are different types of api packages?
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[22:42:01] <MatthiasM> prak: OpenGL itself will not change between bindings - only how you create the window and receive input events
[22:42:56] <prak> that means any type of opengl tutorials would be fine?
[22:43:29] <MatthiasM> prak: try the red book
[22:43:38] <prak> the red book?
[22:44:57] <MatthiasM> yes - the online version is an old version
[22:45:03] <MatthiasM> but it's a good start
[22:47:05] <prak> ok
[22:47:07] <prak> thanks a lot
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