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[00:21:01] <emzic> hello, is it possible to get a value back from a GLSL shader?
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[00:28:19] <MatthiasM> emzic: only by rendering to screen (back buffer) or to a texture
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[00:39:06] <yates> RTFM_FTM: you should get a copy of the latest IEEE Spectrum magazine. they have an article on Larrabee and compare it to nvidia's CUDA.
[00:39:36] <yates> and they say Larrabee will come out on top
[00:39:58] <emzic> matthiasm: thanks, so i cant put a uniform float in the shader, modify it there, and then read its value back to the application?
[00:40:23] <MatthiasM> emzic: you can't modify a uniform in the shader
[00:40:29] <emzic> right
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[00:40:38] <yates> s/RTFM_FTM/RTFM_FTW/
[00:40:57] <MatthiasM> but you can compute something using this uniform and write it to the frame buffer
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[00:42:02] <MatthiasM> emzic: shaders are not useful to compute general stuff based on uniforms
[00:42:16] <emzic> ok
[00:42:32] <MatthiasM> use them to work with textures - to compute lots of different values at once (eg a rectangle)
[00:42:40] <emzic> what's all this GPGPU computing all about?
[00:42:58] <emzic> i thought they do general purpose computing using shaders?
[00:43:05] <MatthiasM> emzic: read www.gpgpu.org
[00:43:19] <emzic> ok
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[00:43:59] <emzic> thanks
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[03:36:21] <aep> hm i'm drawing some text with FGTL on something set with glOrtho. the text moves right every repaint
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[03:54:54] <GuShH> aep : make sure you're handling the matrixes correctly. ie. pop what you've pushed, etc.
[03:55:06] <GuShH> I suggest reading the redbook.
[04:00:27] <rnx> check glGetError
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[04:02:36] <aep> well updating ftgl made the problem disapear :/
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[04:05:44] <AndyCR> I know this isn't strictly on-topic, and feel free to tell me to ask somewhere else, but I'm programming for a pocketpc using opengl es and am looking for opinions on what image loading library to use that plays well with opengl on mobile devices.
[04:06:10] <AndyCR> I'd like to load JPEG's, as well as resize and save them for caching purposes
[04:06:18] <AndyCR> And of course bind them to polygons
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[04:09:58] <aep> actually eah i'm push/popping the matrix only once, and i cant see doing anythong wrong
[04:10:04] <aep> must be a bug in the olf ftgl
[04:12:30] <boghog> I'ven ever used it though, ran into it a few days ago and bookmarked it for later investigation
[04:12:35] <boghog> never*
[04:13:14] <AndyCR> boghog: Thank you, I'll look into it
[04:13:17] <boghog> hmm, it doesn't save JPG though :/
[04:13:31] <AndyCR> B<P would be fine, though I may run out of storage
[04:14:04] <AndyCR> I'm writing a music player, however, so the MP3's would be a much bigger issue than bitmaps would be
[04:14:46] <AndyCR> I noticed that in the device they credit FreeImage. There must be a library for it somewhere on the device, but I have no idea if the interface would be normal or different
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[04:19:24] <paul424> When I do use the vertex lists does the opengl optimilizes the vertex culling ....... I mean when it is known that the certain list is entirly out of the camera view it does not put it to the pipeline ?
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[04:36:53] <aep> any idea why ftgl is so extremly slow?
[04:38:35] <aep> weird. only the first time after a resize
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[04:39:36] <aep> it eats up all my cpu oO
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[04:46:45] <aep> ew. never mind.
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[09:15:51] <KingGuru> morning
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[10:14:48] <izike> hi, i am using glDrawPixels() but it doesnt draw anything to the screen, the weird thing is that even when i give the *pixels parameter NULL (or other invalid address) it doesnt crush..., how can it be?
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[12:01:49] <kornerr> hi
[12:02:04] <kornerr> how many bits are necessary for depth buffer?
[12:03:10] <LordHavoc> 16 or more
[12:03:23] <kornerr> how do I know how many?
[12:03:37] <LordHavoc> depending on the definition of it, 16, 24, or 32 are common
[12:03:47] <LordHavoc> 32 usually referring to S8D24 (24bit depth, 8bit stencil)
[12:04:01] <kornerr> so 24 is max?
[12:04:01] <LordHavoc> but I'm not sure how a request for more than 24 is interpreted by each windowing system
[12:04:15] <LordHavoc> since some video cards really do have 32bit depth available
[12:04:18] <LordHavoc> (without stencil)
[12:04:21] <LordHavoc> but that's not often used
[12:05:15] <Jupp3> kornerr: I'd assume there's no max
[12:05:36] <Jupp3> But there's a "maximum that makes any practical sense", sort of
[12:09:54] <kornerr> hm
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[12:16:05] <Jupp3> It also has to be able to return it in certain formats
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[12:59:33] <Yaniel> problem:
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[12:59:58] <Yaniel> glColor4f completely ignores the red value
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[13:00:25] <Yaniel> (it is always zero)
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[13:05:15] <Yaniel> however, it works a few lines earlier
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[13:09:39] <Yaniel> does someone know a reason for this?
[13:12:24] <predaeus> Yaniel, can you post your question again, there was a net split and I only see it from 'however, it works a few lines...' onwards.
[13:13:02] <Yaniel> the problem is: glColor4f completely ignores the red value
[13:14:11] <predaeus> Yaniel, can you paste an example to a pastebin that shows us what you are trying to do?
[13:14:49] <predaeus> I mean the code that doesn't work as expected.
[13:16:46] <predaeus> Yaniel, how do you do you set r, g, b, alpha?
[13:16:58] <predaeus> and when
[13:17:11] <Yaniel> by set functions and by the constructor
[13:17:40] <predaeus> can you post the relevant code too please?
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[13:24:00] <predaeus> Yaniel, do you check for gl errors at least each frame? maybe something else is causing an error that causes this weird behaviour. If everything else is fine then you likely use something else that changes the color.
[13:24:28] <predaeus> e.g. texturing, lighting, shaders, ...
[13:25:29] <predaeus> Yaniel, do the green and blue components work?
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[13:27:52] <Yaniel> no, I don't check errors after init, yes greeb, blue and alpha work
[13:28:45] <GuShH> Are you coding in windows? try using glintercept to see what's obviously wrong to begin with...
[13:29:54] <Yaniel> using ubuntu
[13:30:25] <predaeus> *do
[13:31:21] <GuShH> Well I don't know of any equivalent tools for linux
[13:31:26] <GuShH> But you could look it up
[13:31:29] <GuShH> They are helpful
[13:32:35] <MatthiasM> Yaniel: do you have textures enabled ?
[13:33:08] <MatthiasM> Yaniel: because the default GL_MODULO mode multiplies the specified color with the texture - and if the texture has r=0 then r will stay at 0
[13:33:33] <MatthiasM> *G_MODULATE
[13:34:57] <Yaniel> yes, textures are enabled, but this object should not have atexture
[13:35:16] <MatthiasM> Yaniel: then disable texture for this object
[13:35:28] <Yaniel> with glDisable()?
[13:35:39] <MatthiasM> yep
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[13:37:25] <Yaniel> that helped, thanks!
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[13:59:25] <KingGuru> anyone in here been working with cuda/openGL ?
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[14:11:36] <exDM69> does anyone know what is the direct3d 10 counterpart to opengl framebuffer blitting
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[14:15:22] <KingGuru> sorry.. .. maybe look for a direct3d forum ?
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[15:03:12] <MatthiasM> exDM69: EXT_frame_buffer_object has blit functions
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[15:11:59] <Marin> Does anyone know about bob's game
[15:12:22] <MatthiasM> who is bob ?
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[15:13:02] <Marin> Some guy
[15:13:14] <Marin> He was programming some game for NDS
[15:13:21] <Marin> it took him 5 years
[15:13:31] <Marin> it looks like he gone mad, he destroyed his whole room
[15:13:45] <Marin> Take a look at camera MatthiasM
[15:17:14] <MatthiasM> and?
[15:17:25] <MatthiasM> how is this related to OpenGL ?
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[15:27:46] <electrostatic> meh, apple
[15:29:01] <electrostatic> I have a radeon 9700, and on os x 10.4 GL_MAX_COLOR_ATTACHMENTS_EXT returned 1... Now on 10.5 it returns 4... But only the first one works
[15:32:20] <MatthiasM> you sure that you use it correctly ?
[15:33:47] <electrostatic> Well, considering GL_COLOR_ATTACHMENT0_EXT is working, I would hope so
[15:34:13] <electrostatic> It's just that changing from 1 to 4 should make, say GL_COLOR_ATTACHMENT1_EXT work too
[15:34:32] <MatthiasM> what is not working ? do you get any errors ?
[15:34:50] <electrostatic> And it doesn't... (No huge deal considering I'm not used to it working, anyway...)
[15:35:23] <electrostatic> Ya, Framebuffer shos as complete, just like with the working one, but I get a 0x0506 when I try to draw to it
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[15:36:33] <Srecko_> llo, just dropped in to ask what's up with Opengl 3.0?
[15:37:06] <MatthiasM> Srecko_: read www.opengl.org
[15:37:09] <electrostatic> I think the main problem is that this is one of the oldest cards supported by Quartz Extreme, a 9700 mobility
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[15:37:17] <MatthiasM> electrostatic: what's 0x0506 ?!?
[15:37:41] <electrostatic> Generic "GL_INVALID_FRAMEBUFFER_OPERATION_EXT" error
[15:37:49] <Srecko_> MatthiasM: hm. :)
[15:37:54] <electrostatic> (Something went wrong, go fish...)
[15:38:16] <MatthiasM> electrostatic: maybe your shader doesn't match with the frame buffer
[15:38:58] <electrostatic> No shader, and like I said, just changing it to GL_COLOR_ATTACHMENT0_EXT makes it work
[15:39:16] <electrostatic> Everything already has to be the right size / depth for that to happen
[15:39:25] <MatthiasM> did you tried aother MRT apps ?
[15:39:59] <electrostatic> I wasn't trying MRT
[15:40:15] <electrostatic> I was just testing to see if the "new" ext's worked
[15:40:22] <electrostatic> Using a regular FBO
[15:40:27] <MatthiasM> using attachment 1 means MRT
[15:40:39] <electrostatic> REally?
[15:41:36] <MatthiasM> yes 0+1 ==> 2 eg more then1 ==> multi
[15:42:10] <MatthiasM> and I think you have to use shaders for that
[15:42:29] <electrostatic> I have only heard the acronym MRT in reference to shaders
[15:42:31] <MatthiasM> and the shader has to write to gl_FragData[]
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[15:42:51] <electrostatic> But I could swear to god you don't have to bind an FBO to ext 0
[15:43:03] <MatthiasM> huh?
[15:43:20] <electrostatic> glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, compositeTexture[COMPOSITE_TEXTURE_7], 0);
[15:43:23] <MatthiasM> "ext0" is an attachment point in an FBO
[15:43:54] <electrostatic> I meant attach, sorry
[15:44:03] <electrostatic> (6 am hear)
[15:44:09] <MatthiasM> then go to sleep :)
[15:44:15] <electrostatic> =P
[15:44:50] <electrostatic> But when I try using ext 1 in the same manner, it gives me the invalid operation
[15:45:25] <MatthiasM> electrostatic: I suggest that you read about MRT
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[15:47:47] <electrostatic> but im not trying to render to multiple targets
[15:48:04] <MatthiasM> why are you then using attachment 1 ?!?
[15:48:29] <electrostatic> I just want to have 2 different sized FBO's with out having to actually just have one that I destroy and create twice per cycle
[15:49:07] <electrostatic> Unless you can somehow change it's size really quick
[15:49:23] <MatthiasM> electrostatic: argh! if you want 2 FBOs then create 2 !
[15:49:24] <electrostatic> (Which may be possible, but I've never seen it)
[15:49:44] <electrostatic> MatthiasM: And attach them both to ext 0?
[15:50:58] <MatthiasM> ofcourse
[15:51:14] <MatthiasM> and read the spec
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[16:20:30] <exDM69> MatthiasM: GL_EXT_framebuffer_blit has blits (not GL_EXT_framebuffer_object), GL_ARB_framebuffer_object has blitting too (with minor differences to the EXT-extension), which is also in opengl 3.0 core
[16:20:54] <exDM69> MatthiasM: _but_ what is the counter part of framebuffer blits in Direct3D 10?
[16:20:54] <MatthiasM> ohh sorry
[16:21:10] <MatthiasM> no idea - never looked at D3D
[16:21:34] <exDM69> I am looking for a way to use framebuffer blits in my rendering device abstraction
[16:21:53] <MatthiasM> what functionality exactly ?
[16:22:49] <exDM69> most of the time I look for D3D 10 for guidance on the design
[16:23:20] <exDM69> MatthiasM: I want to do framebuffer blits
[16:23:38] <MatthiasM> you said that about in every line you wrote
[16:26:39] <exDM69> 17:22 < MatthiasM> what functionality exactly ? << -- what did you mean?
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[16:27:14] <MatthiasM> you said "GL_EXT_framebuffer_blit" and "GL_ARB_framebuffer_object" has blitting - so just use them
[16:28:22] <exDM69> yeah, the implementation is not the problem (already done and working), the interface design is
[16:29:03] <exDM69> I am looking to D3D10 for ideas, but I havn't found the counterpart
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[16:30:21] <exDM69> perhaps D3D10 can just do texture-to-texture blits and copies, without the need to create an FBO (a render target) to copy from/to
[16:30:22] <MatthiasM> exDM69: argh! then be more clear on your questions
[16:30:49] <MatthiasM> but I can't help you with D3D in any way
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[16:31:50] <exDM69> but I am planning a major refactoring to the state management part
[16:32:38] <exDM69> my idea was to use C++ RAII to do a stack-based state management scheme
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[16:33:06] <exDM69> but I don't think that it was such a good idea after all
[16:35:44] <exDM69> framebuffer blits concern me, because they don't quite fit in my d3d10-style scheme
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[16:39:00] <electrostatic_> test
[16:39:44] <electrostatic_> Hmm, can you hear me?... (my connection just weirded out...)
[16:40:00] <MatthiasM> electrostatic_: no - but I can see what you write
[16:40:09] <electrostatic_> =P
[16:41:24] <electrostatic_> MatthiasM: OK, I re-read the spec... and the "Change section 4.2.1, to read as follows:" does not seem to be what you were talking about, but I'll take your word for it if works in the real world (I was under the impression that each color attachment was linked to a single image, i.e texture or buffer..)
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[16:47:23] <MatthiasM> electrostatic_: anyway - if you want different sizes - then create 2 FBOs - and use glBindFrameBufferObject
[16:47:42] <electrostatic_> Ya, working on it.. thx
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[16:53:36] <electrostatic_> MatthiasM: Seems to be working a lot better, thanks
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[17:02:16] <KingGuru> I'm trying to make a volume render, using raytracing in cuda. the dataset is in a raw file with a HMD header. I can load these into cuda, and do the raytracing magic.. well.. sortof.. because I then have to visualise the result using openGL. Anyone have an idea on what I should do here .. I can see that in cuda forums ppl are saying PBO. but I can't figure out how to get the appropiate data copied to a PBO
[17:04:14] <MatthiasM> you map the PBO - and then use the returned pointer for cudsa
[17:04:17] <MatthiasM> *cuda
[17:05:06] <exDM69> cuda has special functions for opengl/directx compatibility
[17:05:22] <exDM69> you can share a buffer (pbo) with cuda
[17:05:23] <KingGuru> I shoot ray through the dataset, and when I get a value above some threshold, I map this point to a PBO .. or how does this work
[17:07:11] <exDM69> KingGuru: you should check the cuda manual for the interop functions
[17:08:12] <MatthiasM> KingGuru: you should think in terms of data values -
[17:08:31] <MatthiasM> eg every ray you shoot corresponds to one pixel
[17:08:41] <exDM69> you may be able to get a cude device memory pointer to a pbo
[17:08:53] <exDM69> or at least copy data to the pbo
[17:09:01] <MatthiasM> and your texture (or PBO) has many texels ==> same number of rays or more
[17:10:12] <KingGuru> ok.. I'm lstening..
[17:11:17] <KingGuru> exDM69 . I know the functions.. but I don't know how a PBO works.. or didn't
[17:12:16] <exDM69> pbo is just a buffer of device side memory.
[17:12:41] <exDM69> you can then memory map the pbo
[17:13:20] <KingGuru> so I can find every voxel that I want to show, and map them to the PBO ?
[17:13:24] <exDM69> I think that does the same as a cuda asynchronous copy (which requires special page locked memory)
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[17:35:42] <sparky> mornin
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[18:47:12] <forrestv> given the rendering matrix and a screen position, how do i find the ray that goes through that pixel?
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[18:47:32] <forrestv> i'd think you'd have to invert the matrix and then just plug in the screen position, but it's singular ..
[18:48:55] <MatthiasM> forrestv: look at glUnproject
[18:49:03] <MatthiasM> *gluUnproject
[18:49:26] <forrestv> hehe.
[18:50:27] <forrestv> MatthiasM, i'm trying to do it without opengl calls though, but the math helps
[18:50:37] <MatthiasM> the spec explains how it's done
[18:50:41] <forrestv> yeah
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[18:57:58] <forrestv> MatthiasM, i still can't invert the P*M matrix ..
[18:58:12] <MatthiasM> then you do something wrong
[18:58:30] <forrestv> maybe i'm just supposed to invert the upper 3x3?
[18:59:26] <MatthiasM> no
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[19:30:26] <Plagman> forrestv: it's M*P, not P*M
[19:31:30] <forrestv> Plagman, yeah, i realized i'm multiplying all the matrices in the wrong order
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[19:56:51] <ygi> Image-Based Lighting (IBL) has become a frequently used technique to render
[19:56:51] <ygi> a virtual object with illumination conditions that are consistent with those of a
[19:56:51] <ygi> real scene given that the scene is distant
[19:56:54] <ygi> What is meant by distant ?
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[21:33:49] <aep> anyone got an idea how to get a list of fonts from X11 system to use with ftgl?
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[21:34:29] <MatthiasM> either ask the X font manager - or search known locations
[21:35:36] <aep> searching known locations sounds like a bad idea. going to google for the former
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[21:38:15] <paul424> why does opengl seems to use less memory when using the vertexLists ? How much memory it takes to store one vertex with color in glList when I do use glVertexf glColorf ?
[21:38:58] <paul424> MatthiasM: ???
[21:39:27] <Jupp3> vertexlists?
[21:39:27] <Goran_> it can take any amount
[21:39:35] <tmccrary> wtf is a vertex list?
[21:39:38] <Goran_> the glList
[21:39:42] <paul424> I mean glList yeah
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[21:39:46] <Jupp3> sounds like a cross between display list and vertex array :)
[21:40:03] <paul424> yeap cross breading you know :D
[21:40:11] <MatthiasM> paul424: 1) use the correct term so that other can understand you 2) memory consumption by OpenGL itself is highly implementation dependant
[21:40:14] <Jupp3> paul424: You shouldn't be using direct mode anyway
[21:41:27] <MatthiasM> paul424: so - restate your question again using the correct terms
[21:41:49] <paul424> I do not ... from reasons I want not to discuss hear I just wanted to store all the calculation of certain mesh in a separated array ..... And it came out that my env cannot declarate such a large arrays .......
[21:42:22] <HuntsMan> what's your env?
[21:42:32] <paul424> why does opengl seems to use less memory when using the display lists ? How much memory it takes to store one vertex in display list with color in glList when I do use glVertexf glColorf ?
[21:42:53] <paul424> slackware 32 bit kernel + gcc ........
[21:44:05] <HuntsMan> BTW what's a "large array"?
[21:44:11] <MatthiasM> paul424: I assume that you talk about vertex arrays vs display list
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[21:46:31] <paul424> MatthiasM: not the vertex arrays I just wanted to declare array like this: float vertex_array [6000][6000][6] ;
[21:46:47] <Jupp3> whoa...
[21:46:52] <Jupp3> That's quite an array
[21:47:00] <MatthiasM> 860MB
[21:47:18] <Jupp3> Would make a nice binary indeed :)
[21:47:28] <MatthiasM> paul424: it may be that you can allocate such a large array in one block
[21:47:38] <MatthiasM> *can't
[21:47:56] <paul424> :D so opengl compress it somehow when I do use the glList, right ?
[21:47:58] <iammisc> I have a wavefront obj file and I need to calculate normals. Right now, I'm getting normals pointing in the wrong directions. I know that the proper normal has something to do with the vertex order as specified in the obj file. What's the proper method for calculating these normals?
[21:48:49] <Jupp3> iammisc: 1) Calculate face normals
[21:49:01] <Jupp3> iammisc: 2) Assign face normals to vertex normals, and see if it looks ok
[21:49:09] <iammisc> Jupp3: that's the problem, the face normals are pointing the wrong way
[21:49:28] <Jupp3> iammisc: 3) If it is ok, calculate vertex normals as average of all face normals, which use the vertex
[21:49:54] <Jupp3> Are you using one sided faces?
[21:50:05] <iammisc> I'm trying to show a simple cube
[21:50:10] <iammisc> that's lighted
[21:50:10] <Jupp3> That "vertex order in obj" was bit confusing
[21:50:16] <tmccrary> make sure you're winding the polygons correctly
[21:50:24] <Jupp3> I mean, if the order is wrong, the whole face should face the wrong way
[21:50:43] <iammisc> according to sources on the internet, the vertex order as specified in an obj face affects the way the normal should be facing.
[21:50:53] <Jupp3> iammisc: That's the worst possible object to create simple lighting for :D
[21:50:53] <paul424> Jupp3: ???
[21:51:06] <Jupp3> paul424: ???
[21:51:14] <paul424> My question above
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[21:51:27] <Jupp3> paul424: Still, what is glList?
[21:51:36] <Jupp3> Some wrapper?
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[21:52:55] <paul424> I mean glNewList , glGenLists ............
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[21:53:10] <Jupp3> paul424: Okay, then just say "display lists"
[21:53:20] <paul424> ok
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[21:53:24] <Jupp3> So what are you comparing it againist?
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[21:53:55] <Jupp3> I guess the "How OpenGL stores stuff internally, with or without compression" is left for the implementation to decide
[21:54:44] <MatthiasM> paul424: it is very likely that you will be able to store such amounts of data if you use dynamic memory and pointers
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[21:55:48] <paul424> Jupp3: funny just googled that article a minute ago ..... thanks anyway ...........
[21:56:28] <paul424> MatthiasM: ok thanks ......
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[21:57:35] <Jupp3> paul424: Don't know if it matters for you, but direct mode (glBegin(), glVertex() etc.) and display lists aren't supported at all in OpenGL ES (OpenGL for mobile devices) and might be removed from "full" OpenGL in the future aswell
[21:58:30] <paul424> ah, thanks the thing is this is going to be a lab's student excercise so I do not worry about portability
[21:59:26] <Jupp3> paul424: Well vertex arrays are way better and easier in some cases
[21:59:35] <MatthiasM> paul424: you could try to split your data into 6000 arrays of 6000*6 floats - and use new/malloc for the inner arrays
[21:59:50] <Jupp3> Especially if you load model data from disk, and have to be able to modify it after loading between frames
[21:59:53] <paul424> MatthiasM: yes that's what i thought
[22:00:05] <MatthiasM> paul424: it's much more likly that such smaller chunks of memory are available compared to one 800MB block
[22:03:01] <Jupp3> My second OpenGL program used sometimes a bit over 100MB of memory, and I thought it was much :-)
[22:03:27] <Jupp3> Then I optimized it "a bit", and the same program with same data used less than half megabyte
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[22:18:36] <MatthiasM> Jupp3: nice
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[22:22:04] <Jupp3> Although that was definitely the worst case scenario
[22:23:31] <Jupp3> And in the optimized version, each block is loaded only once, and when refered later, it refers to the earlier loaded data
[22:23:37] <MatthiasM> ahh - yeah - your lego renderer
[22:23:51] <MatthiasM> btw - is the model solid ?
[22:26:11] <Jupp3> I think so
[22:26:22] <Jupp3> But just think of all the rounded surfaces
[22:26:36] <Jupp3> And remember that also the inner parts of the blocks are rendered
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[22:48:47] <iammisc> Turns out my normal generation code was generating normals just fine but I was visualizing them wrong( I accidentally typed x instead of z). Thanks for all your help Jupp3
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[22:55:11] <GX> I'm using opengl with 2D graphics and I have tiny 2D sprite with 1 pixel wide line and that thin line seems to fade in and out strangely when the sprite moves around the screen, could this be because of texture filtering?
[22:55:39] <MatthiasM> GX: yes
[22:55:54] <MatthiasM> if you move with sub pixel precision
[22:56:00] <GX> yes
[22:56:32] <GX> yeah, it seems to fade out every 0.5 pixels and back in when moved 1 full pixel :P
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[23:06:39] <GX> Thanks, I took away sub pixel precision from rendering and now it works fine :)
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