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   January 11, 2009  
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[00:23:50] <GX> hmm, opengl still deforms my sprite when rendering 2D graphics, left one is from opengl and right one is the actual image file -> http://gx.dy.fi/rand/sprites.png
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[00:25:06] <MatthiasM> GX: the red book has tips for pixel exact rendering
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[00:32:53] <GX> now I know the problem, it's because I calculate next power of 2 of image dimensions to create the texture and then calculate which part of GL's texture is the actual texture. These are factors (0-1) and stores as floats so the texture coordinates aren't exact and sprite deforms :S
[00:33:27] <MatthiasM> huh ? I do the same without issues
[00:33:59] <MatthiasM> you don't scale the texture/sprites - just upload using glTexSubImage2D
[00:34:19] <MatthiasM> and use the tx = x / texWidth
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[00:38:35] <GX> hmm, i do calculate texture width and height like: texture_width_factor = actual_width / gl_width (which is the power of 2)
[00:39:00] <MatthiasM> do you scale the texture on upload ?
[00:41:12] <GX> I first create SDL_Surface which has width and height power of 2 and it has sprite at it's top-left corner and then I use glTexImage2D to create texture of it
[00:42:23] <MatthiasM> why not allocate the GL texture using glTexImage2D(...., NULL); and then upload using glTexSubImage2D only the used part
[00:42:44] <MatthiasM> and you should not use a float scale - do a clean divide for every coordinate
[00:43:13] <MatthiasM> eg x / (float)gl_width instead of using texture_width_factor
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[00:47:26] <GX> okay I solved the problem :)
[00:48:48] <GX> I was using middle point of sprites as "origin" so the coordinates of quad were like -(width / 2);-(height / 2) etc.
[00:48:56] <GX> so there was sub pixels :P
[00:49:14] <GX> because I didn't convert coordinates to integers
[00:49:53] <GX> and sprite's height was 11 pixels so 11 / 2 = 5.5 <- problems :D
[00:50:07] <MatthiasM> heh
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[01:14:35] <GX> hmm, but I think I need to render those sprite quads with middle point as origin, because otherwise I can't rotate them using middle point as origin, right?
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[02:32:27] <iammisc> Has anyone used C for the implementation of a scenegraph?
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[02:40:07] <paul424> I didn't
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[03:56:54] <Dr_D> hey guys
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[04:06:50] <oss> Hello, I have installed libdrm, but Mesa cannot install.
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[04:33:33] <sparky> evenin
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[05:15:03] <saturn6> Hello
[05:15:19] <saturn6> I'm just giving a shout out - if anyone wants some music for their games, I can make some for free
[05:16:02] <oss> Alright.
[05:16:06] <oss> What do you have?
[05:16:23] <saturn6> I have over 100 songs - lots of genres covered
[05:16:41] <saturn6> tell me what you need, and I'll write music
[05:16:58] <oss> games?
[05:17:02] <saturn6> ya
[05:17:24] <saturn6> if you want music for something else, I'd do that as well
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[05:19:01] <oss> secret garden.
[05:19:48] <saturn6> That is a book/movie
[05:21:09] <oss> V for vendetta, do you have that?
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[05:21:46] <saturn6> You want music from those movies? Ya, I have those OSTs, but I was offering to write original music
[05:23:58] <oss> You are a musician.
[05:24:01] <oss> Right?
[05:24:42] <saturn6> I play many instruments, and write a lot of music, yes.
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[05:38:46] <Kyuuketsuki> when rendering this terrain map, I don't actually see squat. On occasion, I see a blip of a fragment of it, only to have it immediately vanish the next frame. what would cause this? would I need, say, a buffer?
[05:39:58] <Kyuuketsuki> it works fine on windows, but then I try to use SDL (linux etc) and it does this
[05:43:44] <boghog> saturn6, have anything i can listen to? i don't actually need music for anything, but just curious
[05:45:46] <Kyuuketsuki> quite specifically, i am trying to use the camera tutorial from nehe
[05:46:12] <Kyuuketsuki> there's unfortunatly only windows tutorials
[05:47:03] <rnx> the nehe tutorials have ports to all kinds of systems at the bottom
[05:47:17] <saturn6> boghog: sure
[05:47:34] <saturn6> boghog: this is a song i recently made for a game:
[05:47:36] <saturn6> http://www.alokinnollahwe.com/randommusic/my%20music/Alokin/industrial1.2.mp3
[05:48:00] <saturn6> boghog: this is an orchestral song also made for a game:
[05:48:01] <saturn6> http://www.alokinnollahwe.com/randommusic/my%20music/Alokin/Rough-Draft1.3.mp3
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[05:52:37] <boghog> saturn6, sounds pretty cool :D
[05:52:48] * boghog wishes he had the skills to compose music
[05:53:05] <saturn6> I've been learning how to write music for 7 years :)
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[06:23:04] * Kyuuketsuki wonders why he's getting the cold shoulder from both #sdl and ##opengl when he's using both sdl and opengl
[06:23:21] <saturn6> ive had your problem before
[06:23:26] <saturn6> i never knew why it existed
[06:23:42] <saturn6> it not only showed my desktop, but also my desktop from a few days ago, randomly
[06:26:20] <oliveira_> Kyuuketsuki: nobody can help you with that bit of information you provide
[06:26:48] <Kyuuketsuki> it would have helped to know that
[06:26:54] <oliveira_> does the SDL version of what you're trying to do work on windows?
[06:27:02] <oliveira_> Kyuuketsuki: It's all in the channel's topic
[06:27:35] <Kyuuketsuki> i read the thing months ago
[06:27:59] <Kyuuketsuki> anyway, i shall check windows
[06:29:38] <Kyuuketsuki> my guess would be no, but you know
[06:29:58] <Kyuuketsuki> i've downloaded a number of the SDL versions of the tutorials from nehe to model off of
[06:30:35] <Kyuuketsuki> it's basically giving me the background and not the actual terrain
[06:31:33] <Kyuuketsuki> sometimes it teases me and shows a tiny fragment with the correct texture
[06:31:55] <Kyuuketsuki> i am under the belief that it might not be checking depth properly
[06:32:07] <Kyuuketsuki> but have no reasonable way to know for certain
[06:34:45] <oliveira_> it's hard to tell without seeing the actual code
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[06:47:29] <Kyuuketsuki> it's working on windows
[06:47:34] <Kyuuketsuki> ....mostly
[06:47:45] <Kyuuketsuki> the textura is incorrect, but the object shows
[06:47:52] <Kyuuketsuki> just, without the texture
[06:49:57] <Kyuuketsuki> whoa
[06:50:05] <Kyuuketsuki> okay, i can see the issue
[06:50:13] <Kyuuketsuki> i just don't know what to do about it
[06:50:23] <Kyuuketsuki> so i'll try to explain it
[06:51:31] <Kyuuketsuki> actually, i take that back, that wasn't it
[06:54:37] <Kyuuketsuki> oliveira1: would you take a look if i posted the source?
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[06:59:00] <Kyuuketsuki> actually, i'm too tired to provide decent feedback if you would, so i'm just going to try this tomorrow
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[09:08:19] <vick> Hello. I'm clearing the scene, redisplaying it and using gluLookAt on pressing of special characters (up, down, etc..) But for some reason when i do gluLookAt the scene view coordinate changes even tho i dont change the value within them. Anybody know why might this be happening ?
[09:08:40] <vick> (I only have one translate within the code and i removed it and it is still chaning the view coord)
[09:08:57] <vick> Other than translate or changing values within gluLookAt what could result in that ?
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[09:12:18] <tmccrary> are you remembering to load identity on your matrices at the beginning of a render?
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[09:14:04] <vick> My reshape function is : http://rafb.net/p/sF8zdB72.html
[09:15:42] <vick> tmccrary: Should i reload the identity on redisplaying the scene ?
[09:17:10] <vick> ok that was it.
[09:17:14] <vick> Thanks a lot tmccrary.
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[09:27:08] <vick> tmccrary: I am changing eyez but nothing is happening when viewing the scene, could that be because i've added 'LoadIdentity();' in the beginning of the function responsible for redisplaying the scene ?
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[09:52:08] <vick> To model motion, one changes eye coordinates or translate/rotate the whole scene ?
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[11:19:10] <NightVisio> morning
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[13:22:57] <Advanced-> I want to rotate the camera about itself. So i figure i need to move the center in a center motion either clockwise or anticlockwise around the eye coordinate [which would make the length between them constant all the time ie. radius] for some reason that doesn't work. Should that work anyway ?
[13:23:20] <Advanced-> And if not how do i rotate the eye position about itself ?
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[16:34:49] <sparky> mornin
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[16:50:38] <GuShH> hi
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[17:14:59] <emzic> hello in HLSL there is a function saturate that clamps a value form 0 to 1. is there something like this in GLSL too?
[17:15:32] <MatthiasM> emzic: yes - download the GLSL spec - it has a list of all available built in function in easy to find categories
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[17:57:19] <sparky> in Cg it's also called saturate
[17:57:25] <sparky> so it's probably the same thing in glsl
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[18:15:10] <WhatAHam> i want to generate a lava lamp demo in opengl
[18:15:12] <WhatAHam> but i am too dumb
[18:15:19] <WhatAHam> where do i begin? is there any open code out there to do that?
[18:17:07] <MatthiasM> WhatAHam: what experiance do you have with OpenGL or computer graphics ?
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[18:18:01] <WhatAHam> MatthiasM: i heard opengl is better than photoshop
[18:18:02] <WhatAHam> j/k
[18:18:07] <WhatAHam> i have written 2d games in opengl
[18:18:11] <WhatAHam> or rather, using opengl
[18:18:16] <WhatAHam> i have done minimally some 3d stuff
[18:18:26] <WhatAHam> but i am not a guru (yet) by any stretch of the imagination
[18:18:36] <WhatAHam> i am not a math genius but i can learn stuff on a need-to-know basis
[18:18:43] <MatthiasM> are you able to render the lava lamp without the lava part ?
[18:18:45] <WhatAHam> and doing a lava lamp sim seems mathematically sorta out of my reach
[18:18:53] <WhatAHam> or rather, i would haev to sit there and think a lot about it
[18:18:58] <WhatAHam> hahaha
[18:18:58] <WhatAHam> yes
[18:19:00] <WhatAHam> hahahaha
[18:19:12] <WhatAHam> the lava part is the hard part.. fluid simulation and all..
[18:19:12] <MatthiasM> then read about fluid rendering
[18:19:17] <WhatAHam> oh yeah?
[18:19:21] <WhatAHam> ok i will..
[18:19:27] <MatthiasM> things like marching cubes
[18:21:21] <WhatAHam> funeral march of the cubinettes
[18:23:50] <tmccrary> WhatAHam is a pro, he needs no help
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[18:24:35] <MatthiasM> tmccrary: <WhatAHam> MatthiasM: i heard opengl is better than photoshop <-- this says enough
[18:25:16] <WhatAHam> hahaha
[18:25:32] <WhatAHam> lol
[18:25:38] <elite01> yay :D
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[18:25:53] <WhatAHam> tmccrary: haha why did you call me a pro?
[18:26:18] <sparky> MatthiasM: so then you'd say photoshop is better?
[18:26:26] <MatthiasM> lol
[18:26:28] <sparky> :)
[18:26:52] <MatthiasM> sparky: well - painting in photoshop is easier then first writing an app using OpenGL to do the same :DD
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[18:28:27] <sparky> anyone who prefers microsoft access to opengl then?
[18:28:46] <MatthiasM> lol
[18:28:58] <MatthiasM> anyone survived trying to use access for anything real ?
[18:31:11] <sparky> can't say that I have :)
[18:31:11] <tmccrary> Access has excellent direct3d integration
[18:31:52] <sparky> I'll put that down as a no then
[18:32:32] <WhatAHam> hey MatthiasM.. are you THE Matthias Muller?! it appears you have some publications extant on Particle-based fluid simulation... :)
[18:32:43] <MatthiasM> no :)
[18:32:49] <WhatAHam> really?
[18:32:50] <WhatAHam> that's not u?
[18:33:14] <Jupp3> So are you just "a Matthias Muller" then? :)
[18:33:35] <MatthiasM> heh
[18:33:57] <WhatAHam> http://www.matthiasmueller.info/
[18:34:01] <WhatAHam> that u?
[18:34:02] <WhatAHam> haha
[18:34:17] <MatthiasM> WhatAHam: glDisable(GL_BULLSHIT);
[18:34:31] <tmccrary> that's going to be impossible
[18:34:39] <WhatAHam> what bullshit?
[18:34:46] <tmccrary> I think there's a driver bug preventing you from turning it off with WhatAHam
[18:34:49] <WhatAHam> haha
[18:34:53] <MatthiasM> hehe
[18:35:13] <WhatAHam> it's not bs, sheesh
[18:35:38] <WhatAHam> it's just surprising that like i want to know about fluid simulation and i see papers by you .. and you are in the channel.. it's .. just funny is all
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[18:36:31] <WhatAHam> glDisable(GL_ASSHOLE);
[18:47:23] <MatthiasM> you should really learn to read
[18:47:59] <WhatAHam> ironic you would tell me that using a text-based chat medium
[18:48:34] <MatthiasM> looking at words and understanding them are 2 different things
[18:49:16] <WhatAHam> so you really are a dick, huh? well you're a smart dick. some of your demos look pretty awesome.
[18:49:20] <WhatAHam> but a dick nonetheless ;)
[18:49:49] <MatthiasM> read what I wrote 16min ago
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[19:07:17] <kbotnen> hi. flaming today too?
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[19:32:47] <aep> i guess glXMakeCurrent cant be used as a full state engine, can it? it apears that if i set a matrix on one drawable, it also affects another one
[19:34:28] <MatthiasM> aep: each GL context has idependant state
[19:34:40] <MatthiasM> except if you create a shared context
[19:34:52] <aep> hm weird. must be something else cousing this then
[19:34:54] <aep> thanks
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[19:38:48] <aep> can i save the matrix in some memory storage (other then push/pop which is limited)
[19:39:32] <MatthiasM> ofcourse
[19:39:34] <HuntsMan> glGetMatrixf()
[19:39:39] <MatthiasM> no
[19:39:41] <aep> thanks
[19:39:43] <aep> no?
[19:39:51] <HuntsMan> yeah right
[19:39:53] <MatthiasM> glGet - eithout Matrixf
[19:39:54] <HuntsMan> glGetFloatv :)
[19:40:02] <MatthiasM> *without
[19:40:07] <aep> ah
[19:40:16] <MatthiasM> but glGet is potentialy slow
[19:40:27] <MatthiasM> better to do your matrix math yourself
[19:40:35] <aep> slower then setting the matrix from scratch on each redraw?
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[19:41:29] <MatthiasM> huh? you would need to set the matrix anyway when you want to restore it ?
[19:41:39] <MatthiasM> why glGet it at all
[19:41:52] <aep> well i'm having different classes that can paint
[19:41:55] <MatthiasM> just compute the matrix using some matrix math classes
[19:41:58] <aep> each instance has to have a unique state engine
[19:42:10] <MatthiasM> and then do a glLoadMatrix
[19:42:26] <aep> hm yeah, i though using the GPU for matrix math would be a better idea
[19:42:39] <aep> not sure
[19:42:39] <RTFM_FTW> LoadMatrix won't use the GPU
[19:42:46] <MatthiasM> you don't use the GPU for matrix math
[19:43:00] <MatthiasM> except if you perform it in a shader
[19:43:05] <aep> yeah but things like glTranslated
[19:43:07] <RTFM_FTW> none of the MV, P matrix manipulation will (generally speaking) happen in HW
[19:43:14] <aep> oh
[19:43:18] <RTFM_FTW> these are done via the CPU
[19:43:22] <MatthiasM> aep: all done by the driver on your CPU
[19:43:26] <aep> not even when actually drawing?
[19:43:45] <aep> that might explain why my app eats 15% cpu for just drawing a rotated box
[19:43:47] <RTFM_FTW> MatthiasM well its not *all* done :P
[19:44:04] <HuntsMan> aep: only final transform on vertex shaders is done by HW
[19:44:07] <MatthiasM> RTFM_FTW: glTranslate, glScale, glRotate
[19:44:53] <aep> MatthiasM: i dont have any manual that explains these details
[19:44:54] <MatthiasM> aep: anyway - move to a math library - then you can keep as many matrices as you like - and can combine them in any order you want
[19:45:14] <aep> yeah that might be a good idea if its cpu anyway. thank you
[19:45:25] <HuntsMan> BTW are there any OpenCL implementations available?
[19:45:42] <RTFM_FTW> MatthiasM there are more entry points than just those :P
[19:46:02] <RTFM_FTW> heh in any case yes develop a simple matrix lib and use that
[19:46:06] <MatthiasM> but they are all linked in the SDK :P
[19:46:17] <RTFM_FTW> I don't give a fuck about the SDK :P
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[19:47:13] <RTFM_FTW> on another (closely related) note its *always* a good idea to cache state on the client side versus using glGet* to query for it on the server
[19:47:55] <MatthiasM> glGet is good to query limits, and things like initial viewport size - all other things should be known by the app
[19:47:56] <RTFM_FTW> that is even more important if you are using a multi-threaded GL runtime
[19:48:12] <RTFM_FTW> and most of them nowadays are
[19:48:18] <RTFM_FTW> or can be :P
[19:50:23] <RTFM_FTW> meh "initial viewport size" is a known quantity
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[20:15:58] <tmccrary> its like 100 degrees in my office
[20:17:10] <MatthiasM> tmccrary: heh - turn on AC
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[20:25:56] <aep> its like -100 in mine. where the hell do you live?
[20:26:23] <aep> the coke i left here over night in the window froze
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[20:31:38] <Jupp3> That's a very cold mine you are working in...
[20:33:54] <tmccrary> man is al gore screwed
[20:34:10] <tmccrary> Now that we're going into a new ice age
[20:34:23] <tmccrary> We're gonna need to pump out greenhouse gasses like never before
[20:35:01] <aep> actually that might make it worse
[20:35:37] <tmccrary> By trapping heat in?
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[20:35:46] <tmccrary> or blocking the light out? ;)
[20:36:22] <aep> by burning to death after the cold wave is over
[20:37:26] <tmccrary> well, the "cold waves" last for tens to hundreds of thousands of year
[20:37:27] <tmccrary> s
[20:37:32] <aep> it does?
[20:37:38] <aep> sucks
[20:38:07] <aep> i thought it was rather like 100
[20:38:25] <tmccrary> That's probably possible
[20:44:22] <aep> if i paint out of the viewport, will opengl automaticly ignore my request or do i have to check myself?
[20:45:04] <WhatAHam> hey MatthiasM, yuor stiffness applet is very phallic
[20:45:29] <MatthiasM> I don't have a single applet on my website :DD
[20:45:43] <WhatAHam> oh so that's really not you, i thought you were joking
[20:45:47] <MatthiasM> but you are too stupid to read :)
[20:45:54] <WhatAHam> no, i thought you were joking
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[20:46:04] <WhatAHam> but you are too stupid to have a sense of humor
[20:46:14] <tmccrary> He is too stupid to comprehend, not read
[20:46:28] <WhatAHam> you guys must be really insecure about your intelligence
[20:46:42] <tmccrary> WhatAHam: HUSH while I'm fixating VOBU!
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[20:47:08] <WhatAHam> what's VOBU?
[20:47:50] <tmccrary> MatthiasM: see? No comprehension
[20:47:59] <MatthiasM> heh
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[20:54:08] <tmccrary> WhatAHam: done fixating VOBU
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[21:24:43] <dv_> lava lamp sim sounds like something for marching cubes
[21:25:03] <dv_> there, you get this "Join" effect for free
[21:26:16] <MatthiasM> yep - that's the rendering part
[21:26:48] <MatthiasM> then some simple fluid dynamics which can handle the heat aspect or fake it somehow
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[21:39:03] <Jophish> Say I have some sort of dynamic heightmap, would It be a good idea to pass the heights of each vertex as one texture
[21:39:22] <Jophish> and a vertex shader places the points depending on the value of the texture
[21:39:32] <Jophish> or is this a stupid idea?
[21:40:35] <MatthiasM> when your HW supports fast vertex texture fetch
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[22:03:14] <emzic> hello, this might be a stupid question now: are GLSL matrices column first or row first?
[22:03:45] <emzic> in other words, if i were to create a translation matrix myself, where would i put the translation here: mat4(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1);
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[22:20:47] <meg> question!
[22:22:38] <GuShH> Just ask, meg....
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[22:23:41] <pietia> GuShH, do you know any good tutorial hot to write simple game? like Galaga or sth like that
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[22:23:57] <GuShH> emzic : afaik opengl uses column-major matrices...
[22:24:05] <GuShH> it's DX that uses row-major
[22:25:06] <meg> hey gushi ;D
[22:25:12] <meg> from quantum leap
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[22:25:25] <MatthiasM> pietia: http://www.cokeandcode.com/asteroidstutorial
[22:25:38] <GuShH> coke and code? seriously?
[22:25:45] * GuShH sigh
[22:25:45] <meg> I made a texture that is GL_RGBA, what blendfunc should I use to make the A pixels work?
[22:26:07] <meg> blendfunc parameters
[22:26:14] <GuShH> GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA?
[22:26:18] <GuShH> Try reading the redbook.
[22:26:39] <meg> I did, and I did that... for some reason it is 50% translucent :P
[22:28:11] <GuShH> make sure your vertices are fully opaque.
[22:30:06] <meg> yes, I just called loadIdentity... so no colors should be set
[22:31:46] <MatthiasM> meg: huh?
[22:32:04] <GuShH> Wait... that's matrix related, it has nothing to do with your vertex data!
[22:32:28] <GuShH> Do read the book...
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[22:32:51] <meg> oh
[22:33:00] <meg> hah! I set color4f somewhere to 0.5
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[22:33:47] <GuShH> pietia : Galaga is not exactly "simple" - If you're asking for tutorials it means that you're a beginner... try something simpler (pong or asteroids as suggested) once you've made a bunch of really simple games, try and tackle Galaga.
[22:33:53] <meg> thanks gushh, I just needed some reaffirmation
[22:34:13] <meg> pietia want code for pong?? :D
[22:34:30] <meg> examples help me learn the most
[22:34:47] <pietia> meg, if you can provide :)
[22:34:47] <meg> maybe it's the same for you?
[22:34:51] <meg> oooh
[22:34:52] <meg> even better
[22:34:54] <meg> snake!
[22:34:56] <meg> first GL game I made
[22:35:00] <pietia> snake ? :d
[22:35:03] <meg> yeah
[22:35:54] <GuShH> You could learn from reading code but I suggest you actually develop something from scratch, help isn't bad but copy&pasting isn't good either.
[22:35:58] <meg> just a second
[22:36:32] <pietia> GuShH, but learning from example is the best
[22:36:36] <pietia> examples
[22:36:49] <GuShH> Also, if you're going to learn from code, try learning from "good" code - It might not be easy right now to discern but It's unwise to learn from shitty code...
[22:37:07] <pietia> GuShH, yeah. that is true
[22:37:14] <meg> does dcc work?
[22:37:44] <meg> I guess not...
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[22:37:50] <meg> pietia you there?
[22:37:54] <GuShH> That's something you should ask him in private.
[22:38:04] <GuShH> :)
[22:39:12] <meg> kezzi.net/snake.zip
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[22:42:00] <iammisc> I've been reading up on bounding volumes (boxes, spheres, ellipsoids, capsules, etc.) on the internet. However, all the sites I've been to don't really enumerate the pros and cons of each. What are the pros and cons?
[22:43:32] <GuShH> speed wise? you'll find spheres are probably the fastest to use --- you'd pretty much concatenate them though (early-out approach)
[22:44:29] <GuShH> depending on the use of course.
[22:45:38] <MatthiasM> I use bounding sphere - because rotation doesn't affect them
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[22:48:16] <meg> I like spheres
[22:48:23] <tmccrary> spheres are the fastest but typically its an ill fitting type of check, aligned boxes are more expensive and you can run into issues catching corners, etc
[22:48:50] <tmccrary> ellipsoids are slightly more expensive than spheres but are also typically ill fitting
[22:49:04] <tmccrary> Capules are a line swept sphere and are good for humanoid characters
[22:49:34] <meg> I just did, distance < radius1 + radius2 collide!
[22:49:44] <MatthiasM> pietia: playable version of the asteroids tutorial: http://www.cokeandcode.com/asteroids/asteroids.jnlp
[22:49:57] <iammisc> Thanks
[22:49:57] <pietia> MatthiasM, thanks ! :)
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[22:50:28] <meg> hi matt, I know you
[22:50:44] <MatthiasM> is that good ?
[22:50:49] <meg> I think so
[22:50:52] <iammisc> I thought spheres wouldn't fit well, so I should use them only when speed is an issue. I like tmccrary's suggestion about using capsules for humanoids.
[22:51:01] <GuShH> Is this regarding collision detection or culling?... you know, you can always abstract a good fitting model out of primitives, it all depends on what you're doing. But using a hierarchical model pretty much always helps when it comes to perf.
[22:51:18] <MatthiasM> iammisc: do a first test with spheres - and then with other shapes
[22:51:46] <meg> you can divide your model up into an oct tree, and then do per poly collision
[22:51:47] <iammisc> MatthiasM: Since I'm using C++ I'm thinking of creating a generic BoundingVolume class with virtual functions and then having subclasses so I could do exactly that
[22:52:04] <meg> it's super amazing
[22:52:11] <MatthiasM> iammisc: the first test per object should be a sphere - without virtual call
[22:53:09] <meg> one time I did sphere on polygons, and when I went to the edges of the solid I could walk through
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[22:53:14] <iammisc> sounds good
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[22:57:37] <Jupp3> iammisc: Remember that if you are using bounding spheres to check sizes, you don't need to take square root to compare
[22:57:51] <Jupp3> I mean to get "which one is bigger" result
[22:58:44] <Jupp3> sizes or distances
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[22:58:52] <Jupp3> Well, you get the idea
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[23:04:47] <emzic> is there a way to programmatically get a list of all the RenderStates? (like GL_CULL_FACE, GL_TEXTURE_2D, ...) ?
[23:05:19] <meg> they are defines
[23:05:28] <meg> so no ;P
[23:05:31] <emzic> hm :(
[23:06:13] <meg> you can look in gl.h though :)
[23:06:47] <emzic> yeah... but i was looking for a way to do it programmatically
[23:07:52] <GNU\caust1c> hi. i want to implement key frame animation using spline curve interpolation. what algorithms should i look for? i found the de casteljau algorithm, but if i understand it right, it calculates points at specific intervals, which is not what i want for an animation
[23:10:20] <b0000> emzic: you could parse gl.h
[23:10:43] <GuShH> GNU\caust1c : is interpolation between those intervals not an option?
[23:11:06] <MatthiasM> emzic: why would you need that anyway ?
[23:11:40] <GNU\caust1c> i dont know. i have this as an exercise but dont know the "real" way how it should be done
[23:13:09] <emzic> MatthiasM: i would like to do a glGet on them all and print them out...
[23:13:14] <emzic> for debugging purposes
[23:13:26] <MatthiasM> not a good idea
[23:13:30] <emzic> why not?
[23:13:44] <MatthiasM> use tools like glIntercept
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[23:14:49] <emzic> hmmm. what is glIntercept doing better?
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[23:24:48] <MatthiasM> emzic: did you read about it ?
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[23:40:37] <emzic> yeah, i used glIntercept some time ago
[23:41:02] <emzic> to print all the glstate commands to a file
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[23:41:24] <emzic> but now i would like to see the GLSTATES directly on screen
[23:41:33] <emzic> and watch when they change ;)
[23:42:20] <MatthiasM> why would you need that ?
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[23:43:17] <emzic> to have a nice overview of my states and by notified when one changes
[23:44:11] <MatthiasM> state changes only when you call a function to change it
[23:44:28] <emzic> or when the library i use calls the function to change it
[23:44:41] <emzic> or the renderengine
[23:44:58] <emzic> or my code, which is terribly chaotic
[23:45:29] <emzic> well, this is getting a bit offtopic here :)
[23:45:43] <MatthiasM> then write better code
[23:45:54] <MatthiasM> instead of adding more code to hide your bugs
[23:46:18] <emzic> yeah i know... i just would have been nice to have an overview of the glstates
[23:48:11] <MatthiasM> then use gDEBuffer
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[23:49:18] <emzic> gDeBugger is great! but i cant afford it :(
[23:49:32] <emzic> and its got like a 15day trial only :(
[23:49:54] <emzic> 30day
[23:50:30] <MatthiasM> then use glintercept
[23:50:41] <emzic> alright :)
[23:57:03] <tmccrary> emzic: If you're on Linux, checkout Bugle
[23:57:08] <tmccrary> its a great opengl debugger
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[23:57:23] <tmccrary> http://www.opengl.org/sdk/tools/BuGLe/
[23:57:39] <tmccrary> http://www.opengl.org/sdk/tools/BuGLe/screenshots.php
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   January 11, 2009  
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