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   January 13, 2009  
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[00:14:59] <aep> the offending call definatly is glBindFramebuffer
[00:15:14] <aep> it appears to be copiing memory around
[00:15:29] <aep> main memory, not graphics card!
[00:16:06] <aep> its even more expensive then a context switch
[00:17:05] <MatthiasM> maybe fbos are only emulated ?
[00:17:19] <olive1ra_> you said you have a intel card...
[00:17:21] <aep> good guess
[00:17:28] <aep> no thats on an nvidia card now
[00:17:36] <aep> its totaly unusable on the intel one
[00:17:48] <aep> its so slow, i won't wait for it finish drawing
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[00:18:39] <aep> propably the best way for me would to detect nvidia drivers and enable the in my eyes good solution
[00:18:43] <aep> ie drawing on a pixmap
[00:21:29] <aep> anf for the intel card users will have to accept flickering
[00:21:42] <aep> even gtk fails on it
[00:21:50] <aep> and qt since 4.5
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[00:26:17] <aep> actually, there are no FBOs on this card,
[00:26:30] <aep> i was running old code and when i updated i've seen glee fails
[00:26:38] <aep> incredible
[00:27:03] <aep> i might consider this computer garbage and just disable opengl for it
[00:27:27] <TheFlash> What GPU does it have?
[00:27:52] <aep> 945GM
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[00:33:55] <aep> yeah GLEE_EXT_framebuffer_object is false
[00:34:10] <aep> no wonder i cant get anything done with this machine
[00:34:46] <MatthiasM> pbuffers?
[00:35:36] <aep> let's see
[00:36:40] <aep> isnt that windows only?
[00:36:52] <MatthiasM> no - but it's platform dependant
[00:37:22] <aep> i only found _GLEE_WGL_EXT_pbuffer
[00:37:24] <aep> going to try anyway
[00:37:55] <MatthiasM> that is windows only
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[00:38:18] <MatthiasM> and glee won't do pbuffers for you
[00:38:24] <MatthiasM> that's a glx thing on linux
[00:38:50] <aep> ah!
[00:38:58] <aep> i have glxCreatePixmap
[00:39:05] <aep> but that doesnt work on intel, already tried
[00:39:29] <MatthiasM> that's not pbuffers !!
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[00:40:43] <aep> oh
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[00:57:55] <aep> i cant find it :/
[01:00:09] <MatthiasM> take a look at the LWJGL source - as I already told you - it can create pbuffers on linux
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[01:06:15] <aep> ah "linux" was the missing keyword, thanks
[01:06:20] <aep> i googled "X11"
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[01:10:30] <aep> nope, no pbuffers
[01:10:38] <aep> any other method ?
[01:12:49] <fusi> crayon
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[01:15:29] <aep> i take that as a no
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[01:17:00] <aep> can i test somehow if drawing on a GlxPixmap will work?
[01:17:25] <aep> glxCreatePixmap -> glxMakeCurrent will segfault on the intel box, so thats a rather bad test
[01:17:48] <MatthiasM> spawn a child process
[01:17:53] <aep> good idea
[01:18:33] <aep> or actually, i want to detect the driver name and blacklist it, is that possible?
[01:18:47] <aep> ie not use opengl on it at all
[01:20:00] <MatthiasM> look how glxinfo does it
[01:20:19] <aep> again good idea.
[01:20:20] <aep> thanks
[01:23:37] <poopi1> I'm trying to do lesson 6(about textures) from NeHe, and it just keeps telling me that the file isn't found. I'm on linux using GLUT, and I even copied and pasted the Linux code, but it still doesn't work. I made sure that the file("NeHe.bmp"), is in the same directory as the rest of my program, but that didn't seem to do anything /=
[01:26:21] <rnx> for a start just try with an absolute path
[01:28:04] <poopi1> Oh wow, I feel stupid now. >_< Thanks that worked. But is there anyway to do it with relative paths?
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[01:29:30] <rnx> chances are the cwd is not what you expect
[01:29:57] <rnx> it will also be different depending on platform and how the program is started
[01:31:15] <rnx> there are ways to find out the location of the executable though and go from there ... libraries help with that
[01:31:51] <poopi1> All right, thanks. I'll try to find out where the file is at.
[01:35:34] <poopi1> Ah, you are right. Apparently the program is being ran from /usr/bin. I don't know why codeblocks is doing that when it never used to.
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[02:49:21] <joemax> is glReadPixels() a blocking function?
[02:49:28] <RTFM_FTW> yes
[02:49:34] <joemax> great! thanks.
[02:50:26] <RTFM_FTW> ReadPixels in the PBO case will effectively become a signal to a non-blocking (asynchronous) DMA copy operation... in this case MapBuffer becomes the serialization point
[02:51:19] <RTFM_FTW> otherwise ReadPixels will implicitly (as per the spec) force a command buffer flush for all pending operations before executing the read-back operation
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[02:55:24] <iammisc> In oct-trees, what if an object crosses a quadrant(or whatever a quadrant is called in an oct-tree)?
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[03:12:22] <joemax> does glReadPixels() require association of a device context with a rendering context or anything?
[03:12:31] <joemax> does it need OpenGL to be initialized that way?
[03:13:38] <joemax> could I call it to capture ... let's say, the Windows screen?
[03:13:48] <joemax> or whatever Xorg is displaying? :P
[03:15:14] <HuntsMan> you need a OpenGL context :)
[03:15:19] <RTFM_FTW> yes ReadPixels (like any other GL command) requires a valid OpenGL context to be established before exection
[03:15:44] <RTFM_FTW> not just a context HuntsMan... you need a valid one :P
[03:15:47] <RTFM_FTW> heheh
[03:15:58] <joemax> dayum :P
[03:16:02] <RTFM_FTW> and yes you could use ReadPixels to capture the screen
[03:16:27] <joemax> ReadPixels()?
[03:16:31] <joemax> what is that? and where is it?
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[03:16:43] <RTFM_FTW> glReadPixels
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[03:16:53] <RTFM_FTW> you already know where it is
[03:16:58] <joemax> oh the gl one :(
[03:17:16] <RTFM_FTW> what other one would be be talking about here? :P
[03:17:21] <RTFM_FTW> err would we be
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[04:01:23] <calav3ra_> long live opengl !!
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[04:16:18] <joemax> lol!?
[04:16:28] <joemax> long live, as if.... it was dying or struggling? :D
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[06:14:51] <NoLimitz> how can i make a quad be lit unevenly?
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[06:20:19] <rnx> i guess glshademodel is what you want
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[06:23:35] <NoLimitz> ok lemme look into it
[06:24:17] <NoLimitz> erm, not exactly
[06:24:23] <NoLimitz> i have this quad, which defines a rectangle
[06:24:26] <NoLimitz> nothing special
[06:24:39] <NoLimitz> now, in my oppinion
[06:25:22] <NoLimitz> if a light shines from an angle, the quad should be lit unevenly
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[06:33:29] <rnx> you only get vertex lighting with opengl lighting ... if that is what you mean
[06:35:12] <Plagman> vertex lighting should light the quad "unevenly", though
[06:35:52] <NoLimitz> hmm
[06:35:56] <NoLimitz> might have been my bad
[06:36:07] <NoLimitz> because the light source i had was diffuse
[06:36:18] <NoLimitz> and probably the difference was too small to be noticed
[06:36:24] <NoLimitz> or something like that
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[06:37:06] <NoLimitz> erm
[06:37:17] <NoLimitz> i mean was positional...not dirrectional*
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[07:56:41] <juan_> How can I move the camera without having to redraw the scene again?
[07:59:37] <Plagman> you don't
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[08:09:07] <juan_> Plagman: ty
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[08:48:40] <vick> Hello. Is it possible to rotate the camera about itself ?
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[08:58:04] <qazsxd> Hi guyz....i have a very silly question for you...but pls help me as i am totally confused..
[08:58:18] <qazsxd> if i use the following API to specify the color for glClear e.g. glClearColor(0x00,0xff,0x00,0xff);
[08:58:23] <qazsxd> what would be the equivalent for it if i want to use glColor4f/glColor4x
[08:58:38] <qazsxd> i mean to say what value i would need to pass to glColor4x/glColor4f?
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[09:07:18] <qazsxd> hello..if my question is not clear, then pls let me know...i thought that would be a easy answer.but not answer :-(
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[09:20:06] <[AD]Turbo> yo
[09:21:14] <boghog> hiya
[09:21:28] <MatthiasM> qazsxd: read the red book
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[09:39:54] <belou> qazsxd, eat more vegetables
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[10:57:21] <Marin> Why on nehe tutorials there are no whole source code in tutorials, but instead just soem stupid snippets http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=02
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[10:58:07] <kbotnen_> ?
[10:59:15] <predaeus> Marin, what about the links at the end of the page?
[10:59:51] <Marin> Would you like to create 32 folders on your desktop?
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[11:03:16] <Hinder> What program is used to create RAW texture ?
[11:03:24] <Hinder> photoshop ?
[11:05:00] <aib42> what's the preferred way of drawing 3d sprites? (e.g. quads whose normals always face the center of the near plane)
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[11:06:13] <aib42> I'm currently using gluLookAt, so in fact I know my camera's position, but I want a more generic method that I can always apply, i.e. when I'm not using gluLookAt
[11:08:03] <quicksilver> aib42: http://www.lighthouse3d.com/opengl/billboarding/
[11:08:31] <quicksilver> Hinder: I don't think you mean 'RAW'. That's a format used by high-end cameras.
[11:11:01] <aib42> quicksilver: thanks
[11:12:14] <aib42> Hinder: if you mean raw RGB values, pretty much any graphics program. A 24/32 BPP bitmap is RAW if its width is a multiple of 4 and you discard the first 54 bytes.
[11:13:38] <quicksilver> but you probably shouldn't use that as a file format :P
[11:16:51] <aib42> :)
[11:17:55] <Hinder> aib42: http://www.nullterminator.net/gltexture.html , does that assume raw RGB values ?
[11:18:10] <Hinder> aib42: The first 54 bytes of the file you mean ? like a header or so /
[11:20:10] <Hinder> quicksilver: I am drawing a maze, and i used the right and left button to move the 'centerx' and 'eyex' of the gluLookAt which moves the camera left and right
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[11:20:51] <Hinder> quicksilver: I was wondering however how to make the viewer like look to his left/right, i tried to change eyex alone or centerx alone, but that didn't work
[11:21:16] <aib42> yes, it looks like the program is reading triplets of unsigned bytes, e.g. [RR GG BB][RR GG BB][RR GG BB] from a 9-byte file.
[11:21:19] <Hinder> quicksilver: I tried to move the center in the clockwise/anticlockwise circular motion around the eye with the radius as the distance between eye and the center and that didn't work
[11:21:29] <quicksilver> it should work.
[11:21:31] <quicksilver> that's the right idea.
[11:21:40] <Hinder> quicksilver: The last one ?
[11:21:58] <quicksilver> yes, move the "looked-at" point
[11:22:03] <quicksilver> (which is called 'center' in the manual page)
[11:22:09] <quicksilver> and keep the eye still.
[11:22:11] <Hinder> quicksilver: In a circular motion ?
[11:22:16] <quicksilver> yes.
[11:22:37] <Hinder> aib42: So i should just make the slight modification of removing the first 54 bytes of the file [a header or so] and i am ready to go with any rgb file ?
[11:22:50] <Hinder> quicksilver: Ah ok, then i must be implementing the circular motion wrong then
[11:23:03] <Hinder> quicksilver: Thanks, i will try to see where i am wrong in the implementation.
[11:23:20] <aib42> Hinder: no. you should probably write a function to read a bitmap file. take a look at the bitmap file specification. (or use glaux, or something else)
[11:23:52] <quicksilver> or soil (an image loading library)
[11:23:54] <quicksilver> or sdl_image
[11:24:07] <aib42> Hinder: but it's pretty straightforward. the 24 BPP BMP format is pretty similar to that raw format, the only difference being, every scanline in a bitmap is padded to multiples of 4 bytes
[11:25:05] <Hinder> Thanks a lot.
[11:25:10] <aib42> and I think the bitmap might be BGR while the code expects RGB or the other way around, but that's easy to correct as well
[11:25:24] <quicksilver> or just tell opengl it's BGR format
[11:25:33] <Hinder> quicksilver: How so ?
[11:25:33] <quicksilver> it will cope.
[11:25:39] <quicksilver> parameter to glTexImage2D
[11:27:12] <Hinder> One other thing i am puzzled at
[11:27:31] <Hinder> The texture gets resized with the coordinates i specify to it ?
[11:27:37] <aib42> Hinder: remember to use a bitmap with a width multiple of 4!
[11:28:23] <quicksilver> Hinder: glTexImage2D doesn't do any resizing, no.
[11:29:21] <Hinder> quicksilver: What if the object defined by my coordinates and the texture are not of the same size ?
[11:29:34] <quicksilver> ah well that's different.
[11:29:40] <quicksilver> your texture doesn't get resized
[11:29:45] <quicksilver> but it does get drawn
[11:29:46] <quicksilver> at any size
[11:29:53] <quicksilver> that's the ENTIRE point of textures :)
[11:29:53] <Hinder> How so ?
[11:29:56] <Hinder> ah
[11:29:57] <quicksilver> that the can be drawn at any size.
[11:30:05] <quicksilver> quickly.
[11:30:11] <quicksilver> and with various kinds of smooth scaling.
[11:30:18] <Hinder> heh.
[11:30:39] <Hinder> ah whenever i try to move the 'center' only, the camera itself moves
[11:30:57] <Hinder> does that seems rational ?
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[11:35:53] <Marin> what glPushMatrix does?
[11:36:39] <quicksilver> Hinder: no, not really, that sounds broken. Probably you have other matrix transformations confusing things.
[11:36:46] <quicksilver> Marin: saves the current matrix for later
[11:37:45] <aib42> quicksilver: I remember reading somewhere that sometimes applying inverse transformations are faster than doing push/pop. know anything about that?
[11:38:55] <quicksilver> doesn't sound very likely to me
[11:40:06] <Hinder> quicksilver: gluLookAt itself doesn't change any matrices, does it ?
[11:40:38] <quicksilver> Hinder: yes, of course it does.
[11:40:41] <aib42> Hinder: it multiplies the current matrix with a "look at" matrix
[11:40:42] <quicksilver> how else would it work? ;)
[11:40:54] <quicksilver> there is only the matrix.
[11:41:15] <aib42> glEnter(THE_MATRIX);
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[11:45:10] <Hinder> ah.
[11:45:43] <Hinder> Do i need to initalize the lookat matrix at first or something as in loadidentity ?
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[11:48:12] <aib42> I assume you're calling LoadIdentity at the beginning of the frame? then you should call lookat immediately afterwards. correct me if I'm wrong, people
[11:48:14] <quicksilver> You need to call loadidentity every frame, yes.
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[11:55:13] <aib42> http://rafb.net/p/4Yfs4x36.html - why would 2 work and 1 not?
[11:58:21] <quicksilver> aib42: well I'm sure they both work
[11:58:26] <quicksilver> but they're in entirely different places.
[11:58:46] <quicksilver> one is at "cloudPos[i]+0.025" and one at "-cloudPos[i]+0.025"
[11:59:58] <aib42> oh, that's fine. they are relatively small coordinates and very close to eachother. I got confused and added the -'s in the last second.
[12:01:09] <aib42> assume that line reads: glTranslatef(cloudPos[i], cloudPos[i+1], cloudPos[i+2]);
[12:02:48] <quicksilver> then they will both do the same thing, yes.
[12:02:55] <quicksilver> although not if you uncomment them both at the same time
[12:03:04] <quicksilver> (because then the translate will still be in effect when the second set it called)
[12:03:13] <aib42> my view volume is around 5x5x5 centered on the origin. cloudPos coordinates are all (0...1).
[12:03:35] <aib42> well yes, but at the moment commenting '2' only causes a single quad to be drawn. (that, or all the quads on top of eachother)
[12:06:10] <aib42> err, hold on. this is inside a for loop that is incrementing 'i'. every triplet of cloudPos is another coordinate in the unit sphere.
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[12:06:45] <quicksilver> you are confused about something else.
[12:06:49] <quicksilver> either of those choices will work
[12:06:53] <quicksilver> and they are the same
[12:06:56] <aib42> http://rafb.net/p/cCS6bg92.html this is the complete glutDisplayFunc function.
[12:06:57] <quicksilver> except you got the sign wrong
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[12:08:02] <aib42> that's what's confusing me. commenting '1' and running '2' displays all my tiny quads. commenting '2' and running '1' draws a single one. (I've just confirmed this with alpha blending, there _is_ only one quad being drawn)
[12:08:12] <aib42> I must be missing something else
[12:08:32] <quicksilver> yes.
[12:08:38] <quicksilver> you're missing the fact that you don't check for errors
[12:08:48] <quicksilver> and you can't use glPushMatrix between glBegin and glEnd
[12:08:57] <quicksilver> (which you owuld have noticed if you were checking for errors :P)
[12:09:08] <quicksilver> GL_INVALID_OPERATION is generated if glPushMatrix or glPopMatrix is executed between the execution of glBegin and the corresponding execution of glEnd.
[12:09:44] <aib42> d'oh!
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[12:11:48] <quicksilver> ;)
[12:12:08] <aib42> (apparently I can't use glTranslate, either.) thanks a lot
[12:12:33] <quicksilver> no, you can't do much between begin and end
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[12:34:54] <aib42> here's the complete code, btw - http://rafb.net/p/zcpTYl80.html - my own rotating cloud of quads!
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[12:37:03] <quicksilver> hurrah!
[12:37:07] <quicksilver> watch they don't bit.
[12:37:08] <quicksilver> bite.
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[12:49:12] <cplusplus> memfr0b, hi
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[12:54:18] <Marin> Why corny windows Visual C++ gives me this error??? 'glSwapBuffers': identifier not found
[12:54:31] <Marin> I included all fils necessary
[12:54:42] <Marin> and he doesn't mind about glVertex3f, or any other fucntion
[12:54:50] <Marin> just that stupid glSwapBuffer
[12:56:48] <LtJax> because there's no such function!
[12:56:54] <Marin> ?!?
[12:57:07] <Marin> There is no?
[12:57:08] <boghog> glXSwapBuffers or wglSwapBuffers I think it is, depending on platform
[12:57:18] <boghog> part of GLX or wgl
[12:57:20] <Marin> ahh, okay...
[12:57:29] <LtJax> it's just SwapBuffers on windows afair
[12:57:33] <Marin> error C3861: 'wglSwapBuffers': identifier not found
[12:57:42] <Marin> :(
[12:57:45] <boghog> ah
[12:57:55] * Marin goes into histeric anger
[12:58:04] <boghog> read what LtJax said :D
[12:58:05] <predaeus> Marin, how do you create your window and GL context?
[12:58:09] <Marin> Glut
[12:58:09] <boghog> SwapBuffers :D
[12:58:14] <boghog> oh
[12:58:15] <LtJax> then use glutSwapBuffers
[12:58:36] <Marin> Thanks, it works now .)
[12:58:49] <LtJax> of course it does
[12:59:18] <LtJax> I guess visual c++ isn't that corny after all
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[13:06:41] <Marin> What would happen if I use more than 4 glVertex3f functions between glBegin(GL_QUADS); & glEnd(); ??
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[13:07:01] <Marin> I tried putting vertices for 3 squares, under one glBegin() & glEnd()
[13:07:19] <Marin> and it is same If I put every square in it's own glBegin() glEnd
[13:07:27] <Marin> Nothing seems to change...
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[13:09:34] <predaeus> Marin, http://www.opengl.org/sdk/docs/man/xhtml/glBegin.xml
[13:09:54] <predaeus> Marin, also read the Red Book (link is in the channel's topic)
[13:23:41] <kbotnen_> If you supply wrong number of vertices I think it will bail out and crash.
[13:23:58] <LtJax> it has to be a prime number of vertices
[13:23:59] <kbotnen_> cant make a quad with three vertices?
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[13:37:33] <quicksilver> it won't crash
[13:37:39] <quicksilver> it will just ignore the extra
[13:37:42] <quicksilver> AFAIK
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[13:37:59] <quicksilver> Marin: yes, you can put as many as you want they are interpreted as quads in groups of 4
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[13:56:21] <bughunter2> hey, when i call glGenBuffersARB() my app. crashes
[13:56:30] <bughunter2> what are possible causes?
[13:57:03] <bughunter2> i initialized GL before using the function..
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[14:07:09] <predaeus> bughunter2, what library do you use for extension loading?
[14:07:15] <bughunter2> glew
[14:08:53] <predaeus> bughunter2, did you call glewInit?
[14:08:57] <bughunter2> yep
[14:09:49] <bughunter2> and it is initialized successfully
[14:10:05] <predaeus> bughunter2, are you on windows? I think there was something specific there
[14:10:09] <bughunter2> yep
[14:10:29] <bughunter2> i haven't heard about that though
[14:10:32] <bughunter2> it worked before too
[14:11:17] <bughunter2> the non-ARB version won't work either by the way
[14:11:20] <bughunter2> crashes too
[14:11:47] <predaeus> bughunter2, so what did you change? are you sure that call causes the crash?
[14:11:55] <bughunter2> yes, the backtrace tells me
[14:11:58] <bughunter2> i changed nothing
[14:12:06] <bughunter2> i just tested it on a clean windows xp installation
[14:12:13] <bughunter2> it has been a while since i've been on windows
[14:12:24] <bughunter2> but it worked before (no changes afaik has been made since that point)
[14:12:31] <bughunter2> have*
[14:13:12] <bughunter2> in gdb, if i type 'up' it returns to line 268, which is the glGenBuffersARB call
[14:14:03] <predaeus> bughunter2, I had some weird errors with such extension providing libs before. Did you try glGenBuffers withouth the 'ARB'?
[14:14:11] <bughunter2> yes
[14:14:15] <bughunter2> it also crashes
[14:14:17] <predaeus> hm
[14:16:50] <predaeus> bughunter2, did you check if the extension is available too?
[14:17:03] <bughunter2> no, i was googling for that but can't find out which extension it s
[14:19:20] <bughunter2> ARB_vertex_buffer_object ?
[14:20:00] <predaeus> Yea think so: http://oss.sgi.com/projects/ogl-sample/registry/ARB/vertex_buffer_object.txt
[14:20:05] <bughunter2> whoa,
[14:20:11] <bughunter2> glewinfo reports that almost ALL functions are missing
[14:20:50] <bughunter2> predaeus: here is a paste: http://rafb.net/p/rAZGBr55.html
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[14:21:38] <predaeus> hm lists GL 1.1 as supported. need to update/install drivers
[14:21:54] <predaeus> ..obviously :-/
[14:22:04] <bughunter2> but, i'm using drivers that are newer thant he once that worked before
[14:22:06] <bughunter2> kinda odd
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[14:27:17] <bughunter2> predaeus: would it matter than i'm using opengl on msys?
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[14:38:37] <aib42> btw where would be a good place to get help with setting up glut in Mingw32? There was a channel that offered help with compilers but I can't seem to remember its name.. ##toolchain or something
[14:38:54] * bughunter2 upgrades the crappy driver
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[14:51:19] <aep> is it normal that you can clearly see a line between the two polygons of a quad?
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[15:20:45] <aib42> found it. ##workingset.
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[16:28:30] <quicksilver> aep: the two triangles making up a quad, you mean?
[16:28:41] <quicksilver> sounds like a buggy polygon smoothing algorithm.
[16:28:55] <aep> :/
[16:29:27] <quicksilver> normally a quad should look fine.
[16:29:40] <quicksilver> otherwise most opengl programs would look crap :) quads aren't exactly unusual.
[16:32:00] <aep> yeah
[16:32:07] <aep> it only happens when enablind smothing
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[16:36:34] <quicksilver> aep: solution: don't do that.
[16:36:42] <quicksilver> polygon smoothing is made of fail
[16:36:52] <aep> so how do i make it look good instead?
[16:36:58] <aep> the edges
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[16:40:01] <serg_> hi all@
[16:41:05] <serg_> has anyone has problems with GLUT on Ubuntu ?
[16:41:45] <HuntsMan> what kind of problems?
[16:44:43] <serg_> i draw with glRect() with pauses by usleep() and rectangles are drawn only partially with each frame. without usleep() all is ok. when i call glutReshapeFunc(func) with properly crafted func my rectangle is not drawn.
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[16:47:27] <HuntsMan> are you using double buffering and flushing after each draw call?
[16:47:49] <quicksilver> aep: multisampling
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[16:48:55] <serg_> no
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[16:49:16] <serg_> glutInitDisplayMode(GLUT_SINGLE|GLUT_RGBA);
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[16:53:56] <serg_> HuntsMan: what can you say?
[16:55:11] <HuntsMan> it's probably not glut's problem :)
[16:55:59] <serg_> HuntsMan: i study OpenGL with OpenGL SuperBible. i use their primers
[16:57:06] <serg_> the rectangle is drawn properly when it drawn twice. why?
[16:58:29] <HuntsMan> and what you mean bu draw unproperly?
[16:59:45] <serg_> some figure like "rect - triangle in right top corner" is drawn
[17:00:16] <serg_> but when i draw it twice it's ok
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[17:07:15] <quicksilver> serg_: do you call glFlush?
[17:07:45] <quicksilver> in fact, I mean glFinish
[17:07:54] <quicksilver> I always get them confused, since I never use either.
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[17:13:28] <serg_> it works strange even with glFinish()
[17:13:36] <serg_> look at it!
[17:13:37] <serg_> http://itmages.org.ru/view.php?action=view&id=1420&key=9743dd
[17:14:51] <quicksilver> serg_: show the source?
[17:17:13] <serg_> http://cpp.ninjacodemonkeys.org/5026
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[17:20:20] <quicksilver> I agree that's odd.
[17:20:25] <quicksilver> Can't really see why it's happening.
[17:20:31] <quicksilver> I suggest ou don't use single buffering :P
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[17:26:50] <HuntsMan> should the glut render callback return, or it's allowed to do that infinite loop?
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[17:32:07] <quicksilver> HuntsMan: it should normally return.
[17:32:15] <quicksilver> HuntsMan: but I can't entirely think why that would cause that anomaly.
[17:35:17] <HuntsMan> serg_: post entire code so i can test here :)
[17:36:17] <serg_> HuntsMan: i have tested it on Ubuntu of my friend. it works fine there. i conclude that it's error in my version of glut
[17:36:20] <serg_> fuck!
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[17:37:54] <HuntsMan> what? no
[17:38:00] <serg_> ?
[17:38:03] <HuntsMan> that would be a bug in the GL implementation
[17:38:10] <HuntsMan> glut is just a wrapper to create a context and a window
[17:38:31] <serg_> bu if this is so it's TERRIBLE!
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[17:39:14] <HuntsMan> what card do you have?
[17:39:16] <HuntsMan> and your friends?
[17:40:54] <serg_> i have intel integrated, my friend has nvidia int.
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[17:41:58] <HuntsMan> well i trust more on NVIDIA's GL implementation than Intel's
[17:42:26] <serg_> now i'm too :D
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[17:52:08] <quicksilver> serg_: it's not a problem.
[17:52:14] <quicksilver> serg_: nobody uses single buffering.
[17:52:25] <quicksilver> serg_: and nobody uses glutDisplayFunc in that weird way you were.
[17:53:07] <serg_> quicksilver: SuperBible recommends such use of it
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[17:55:00] <quicksilver> serg_: the superbible recommends using a glutDisplaFunc which doesn't return?
[17:55:03] <quicksilver> I doubt that very much.
[17:55:41] <serg_> quicksilver: but it's so.
[17:56:18] <quicksilver> well it's a broken thing to do.
[17:56:23] <quicksilver> since it breaks event handling.
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[18:08:02] <serg_> now i use double buffering and it's ok!!
[18:08:13] <serg_> thanks to all!
[18:08:33] <serg_> quicksilver: and you especially
[18:08:38] <quicksilver> you're welcome.
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[19:20:32] <Skarab> yo
[19:20:56] <hackkitten> hi ^-^
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[19:36:16] <matrium-> hi
[19:36:34] <matrium-> can anyone tell me how to read data from my stream mapping node in rendermonkey?
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[20:22:42] <e_roder> hey
[20:23:02] <e_roder> perhaps this is a stupid question but does nvidia's Cg only work for nvidia cards?
[20:24:00] <HuntsMan> it works if you use a generic profile AFAIK
[20:24:10] <HuntsMan> whose translate to common ARB assembly
[20:24:14] <e_roder> ok
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[20:24:54] <e_roder> do you guys have any opinion on Cg vs. GLSL vs. HLSL?
[20:25:53] <Plagman> Cg is kind of a superset of that
[20:26:25] <e_roder> hm, because you can use different profiles?
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[20:27:04] <Plagman> yes
[20:27:12] <Plagman> Cg compiles to both GLSL and HLSL
[20:27:17] <MiniCow> I tend to say you'll get the best results if you use GLSL on OGL and HLSL on DX. Forget Cg IMHO.
[20:27:46] <e_roder> MiniCow: best results in terms of what?
[20:27:57] <MiniCow> Performance
[20:28:00] <e_roder> and why do you say so?
[20:28:05] <Plagman> for cross-platform engines, people usually rely on Cg
[20:28:20] <e_roder> ah
[20:28:34] <e_roder> are the differences that distinct?
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[20:28:42] <MiniCow> If you use Cg you're sticking another layer of compilers in the mix, which just means that your code gets mushed about before the drver sees it.
[20:28:53] <Plagman> and in terms of performance it should pretty much be the same
[20:29:21] <e_roder> MiniCow: don't you usually compile the shaders initially in a loading step, not at every iteration of your frame update?
[20:29:35] <Plagman> shader performance is all about texture lookup batching and all the involved compilers are usually smart enough to do the proper thing
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[20:30:05] <Plagman> and maintaining two or three versions of your shader code versus maintaining only one has one obvious winner
[20:30:13] <e_roder> i'm kind of curious of when shaders are usually compiled for a professional product (say a game)
[20:30:15] <MiniCow> Shader performance is all about instruction scheduling, and that's a hardware specific thing.
[20:30:17] <Plagman> that is if you're going cross-platform or cross-API
[20:30:41] <Plagman> e_roder they're submitted to the driver one time by the game
[20:30:44] <Plagman> which compiles them
[20:30:57] <e_roder> are they compiled before the product ships?
[20:31:19] <e_roder> Plagman: one time per run, or one time initially?
[20:31:20] <Plagman> no, the game will submit the shader source to the OpenGL/DirectX driver just as you would do
[20:31:24] <Plagman> one time per run
[20:31:58] <MiniCow> Depends. In DirectX shaders are compiled to a byte code at compile time, and this is compiled down to GPU code at run time. OGL it's all at run time
[20:32:10] <e_roder> and pro's really use GLSL or HLSL or Cg? or they do something else?
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[20:32:25] <MiniCow> Yep, they use one of them
[20:32:36] <e_roder> not assembly, right?
[20:32:45] <e_roder> unless they know the platform (console/handheld)
[20:32:45] <Plagman> pros that only rely on DirectX/PC will usually use HLSL, and cross-platform ones will usually use Cg
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[20:33:06] <MiniCow> Cg is attractive because it can supposedly be used with both DX and OGL, but I've seen it produce really bad OGL shaders.
[20:33:06] <Plagman> there's no such thing as 'real' assembly shaders
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[20:33:32] <e_roder> wiki says you can write shaders in assembly
[20:33:48] <Plagman> since the instructions exposed by the assembly shader profiles don't 100% match any kind of hardware
[20:33:48] <MiniCow> Wiki is wrong / confused
[20:33:50] <e_roder> which makes sense
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[20:33:55] <e_roder> if you know the target hardware
[20:33:57] <Plagman> it's just a somewhat lower level language
[20:34:14] <e_roder> alright
[20:34:15] <Plagman> but the driver will still recompile that to something that the hardware can run
[20:34:21] <MiniCow> Yes
[20:34:21] <e_roder> ah
[20:34:30] <emzic> hello, i would like to implement specular mapping in my shader but i have some questions:
[20:34:47] <aib42> what's the difference between GL_MODULATE, GL_DECAL, GL_BLEND, and GL_REPLACE? any visual examples?
[20:35:06] <emzic> to get the specular ccomponent i do something like: pow ( amountFromSpecularMap, 32); right?
[20:35:37] <e_roder> do the pro's really use OGL or dX then? while talking to an EA dev, he mentioned something about having to write the rendering pipeline
[20:35:51] <HuntsMan> they use abstractions
[20:36:00] <e_roder> abstractions?
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[20:36:14] <HuntsMan> yeah, to the graphics API
[20:36:36] <e_roder> depending on the platform, right?
[20:36:45] <HuntsMan> yes
[20:36:50] <e_roder> ok, that makes sense
[20:37:01] <MiniCow> aib42: It comes down to how the texel colour gets combined with the material colour.
[20:37:08] <e_roder> but they don't actually rewrite a renderer
[20:37:13] <e_roder> thanks guys
[20:40:15] <MiniCow> aib42: It's like blend modes for textures.
[20:40:45] <emzic> do you know of any tutorials on specular mapping?
[20:40:49] <emzic> for GLSL?
[20:41:08] <aib42> MiniCow: I figured. I'm familiar with regular blend modes, but not.. umm.. texture blending modes?
[20:41:35] <aib42> a visual example would be great. math on glBlendFunc is simple enough, but I don't seem to understand the texture one, heh
[20:43:14] <MiniCow> aib42: Well GL_REPLACE is easy. The texel overrides everything underneath it
[20:44:03] <MiniCow> GL_MODULATE is a multiply blend
[20:44:14] <aib42> MODULATE somehow blends the two, I guess
[20:44:15] <aib42> yup
[20:44:49] <MiniCow> Decal is 'Over'. i.e. Texel where alpha is 1, surface color where alpha = 0
[20:45:06] <aib42> and a blend if alpha=0.5 ?
[20:45:11] <MiniCow> right
[20:45:17] <MiniCow> 50-50
[20:45:47] <MiniCow> And I can't get me head around gl_blend right now
[20:45:51] <MiniCow> ;-)
[20:46:15] <aib42> heh okay, thanks :)
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[20:47:29] <MiniCow> There seems to be a third colour in the equation for blend, so that looks a bit weird. Decal is the one you normally want, or Replace.
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[21:05:31] <Marin> Guys, what do you reccommend SDL or GLUT?
[21:05:49] <HuntsMan> SDL
[21:06:43] <groton_> GLUT
[21:06:54] <MiniCow> What's the project?
[21:07:12] <MiniCow> GLUt is good for quick experiments. SDL better for real projects.
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[21:07:57] <groton_> Marin, what MiniCow is more sensible :)
[21:08:15] <Marin> What is MiniCow, probably the smaller one.
[21:08:18] <groton_> *MiniCow said is*
[21:08:38] * MiniCow chuckles
[21:08:42] <groton_> lol
[21:09:08] <Marin> What's the project, learning of OpenGL
[21:09:11] <Marin> on my own
[21:09:26] <e_roder> then use sdl
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[21:37:25] <NevroPus> Is there any way to check if the OpenGL version one have supports Shaders? in realtime or at compile time
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[21:40:28] <MiniCow> NevroPus: OpenGL version & Extension Strings
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[21:42:09] <e_roder> i'm trying to understand these Cg tutorials but they use some glutcreatewindow voodoo magic, and i can't get my triangles to draw
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[21:43:54] <e_roder> does glutCreateWindow have any weird settings? like parallel projection? odd initial camera angle?
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[21:48:35] <groton_> e_roder, voodoo magic?
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[21:49:04] <e_roder> i dunno, but i can't seem to get my shader to display any triangles
[21:49:49] <groton_> show your code in a pastebin web site
[21:50:04] <NevroPus> thanks MiniCow, just what I was looking for:D
[21:50:10] <e_roder> what code do you wanna see?
[21:50:19] <e_roder> the shader code?
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[21:50:46] <e_roder> that's straight out of nvidia's book, that should work
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[21:55:23] <TheFlash> Why is so many still using glut?
[21:55:47] <HuntsMan> ignorance?
[21:55:47] <e_roder> this is a simple demo from nVidia so i don't blame them
[21:56:08] <e_roder> why would they want to waste time writing code to create a window in a demo
[21:58:16] <TheFlash> Well, for that kind of things it's less stupid to use glut... But there are still good alternatives for that.
[21:58:48] <e_roder> well these demos are for opengl specifically
[21:59:05] <TheFlash> Still, there is alternatives.
[22:00:12] <e_roder> is SDL pretty good?
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[22:02:05] <TheFlash> e_roder: I'd say it is...
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[22:04:20] <NevroPus> e_roder, I have just started learning SDL, and I have already fallen in love. It's a good API which makes my life simpler when programing OpenGL
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[22:15:18] <e_roder> does a shader have a concept of where the camera is?
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[22:17:44] <Walt> e_roder, yes, it has the view matrix
[22:17:49] <Walt> if you pass it in
[22:17:57] <e_roder> what if i don't pass in anything?
[22:18:01] <Walt> or you coukd pass the actual camera position
[22:18:19] <MiniCow> The "camera" is always at [0,0,0] after the movdelview transform.
[22:18:21] <e_roder> how does the gpu know what's on screen and what's not?
[22:18:21] <Walt> e_roder, with no data the shader can't really do any work can it?
[22:18:48] <e_roder> i'm looking at a shader that just takes in vertex position as a float2
[22:19:03] <MiniCow> In which case assume the camera is at [0,0,0]
[22:19:11] <e_roder> i can't even get the most basic shader to work
[22:19:18] <e_roder> looking in which direction?
[22:19:32] <MiniCow> along the negative z axis (I think)
[22:19:38] <Walt> a "camera" is an artificial thing
[22:19:59] <Walt> the grphics pipeline knows of no camera
[22:20:46] <e_roder> it has a view frustrum
[22:21:24] <MiniCow> If you're not passing a view matrix, then essentially you'll get a parallel projection.
[22:21:34] <tmccrary> thats wrong
[22:21:38] <MiniCow> X,Y, & Z will go from -1 to 1
[22:21:44] <Walt> the graphics pipeline is made up by transformation matrices. nothing more. and a correct projection matrix in perspective view uses a frustum
[22:21:55] <e_roder> i can't get anything to draw
[22:22:05] <MiniCow> tmccrary: Which bit?
[22:22:08] <e_roder> i dont care if it's perspective or parallel
[22:22:25] <tmccrary> The modelview matrix shouldn't be affecting your projection
[22:22:35] <TheFlash> There is not such thing as camera in shader, unless you write one!
[22:22:43] <MiniCow> Correct thats the projection matrix. Doh!
[22:23:00] <e_roder> i'm literally just sending (or trying to send 3 vertices) to the shader
[22:23:10] <TheFlash> MiniCow: There's no projection matrix, you decide so!
[22:23:50] <MiniCow> I'm doing so much Shader based stuff, I forget what the matrix stack did.
[22:23:56] <TheFlash> Oh, it was not for me =)
[22:24:44] <e_roder> wtf...
[22:24:48] <e_roder> i got it to work
[22:25:01] <e_roder> by changing a call from glVertex2f to glVertex3f
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[22:25:39] <MiniCow> You gave the vertices a Z component that wasn't 0
[22:25:52] <e_roder> so why would vertex2f not send a vertex to the gpu?
[22:26:00] <TheFlash> It does!
[22:26:05] <e_roder> im hardcoding the z
[22:26:14] <e_roder> in the shader
[22:26:19] <MiniCow> It does, it's just the default value for Z gave a location that was clipped out.
[22:26:33] <MiniCow> Which Shader?
[22:26:38] <e_roder> my shader
[22:26:43] <MiniCow> Vertex or Frag?
[22:26:47] <e_roder> OUT.position = float4(position,0,1);
[22:26:49] <e_roder> vertex
[22:26:50] <e_roder> ah, sorry
[22:27:10] <e_roder> MiniCow: clipped out by what?
[22:27:39] <MiniCow> After the vertex shader, vertex positions are tested against the view frustrum. If they're outside, they're clipped.
[22:27:50] <TheFlash> By you, when you decided to use glVertex2f instead of glVertex3f.
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[22:28:06] <e_roder> right, but those vertices should have been inside the view frustrum
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[22:28:31] <e_roder> because changing the call from 2f to 3f doesn't matter, the z value is set in the shader anyway
[22:28:39] <MiniCow> You didn't set the Z to 1, you set it to 0 and W to 1
[22:28:45] <e_roder> right
[22:28:54] <MiniCow> position is a float2
[22:29:23] <e_roder> but why is opengl (i assume) clipping the triangles before they get to the gpu?
[22:29:24] <MiniCow> Z=0 isn't inside the frustrum (well it's on the edge)
[22:29:33] <e_roder> it draws just fine
[22:29:52] <e_roder> literally, all i did, was change the call from 2f to 3f, and add a 0 for the z param
[22:30:02] <TheFlash> It is clipped by GPU, if it's a modern GPU.
[22:30:08] <MiniCow> Oh, I thought you'd set it to 1.
[22:30:29] <e_roder> i don't understand this
[22:30:48] <e_roder> how can the gpu clip triangles before they've undergone projection transform
[22:30:54] <MiniCow> It shouldn't
[22:30:58] <e_roder> or world transform
[22:31:01] <e_roder> i know
[22:31:12] <TheFlash> They are cliped after vertex program, of course!
[22:31:16] <e_roder> right
[22:31:20] <MiniCow> Something subtle going on, and I'm not sure what.
[22:31:47] <Ingenu> triangle setup
[22:31:53] <e_roder> how?
[22:32:02] <e_roder> is there a gl draw mode?
[22:32:03] <Ingenu> forget that, it's late and I'm tired
[22:32:05] <e_roder> like 2d vs 3d
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[22:32:12] <Ingenu> no
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[22:32:43] <e_roder> ok well
[22:32:47] <e_roder> problem solved
[22:32:54] <Ingenu> ?
[22:32:55] <e_roder> i changed it back to 2f and it's working now
[22:33:01] <e_roder> but i don't understand
[22:33:22] <MiniCow> You did something else that you didn't realise, like save a file ;-)
[22:33:46] <e_roder> hmmm
[22:34:39] <e_roder> vc++ should save all files prior to compiling
[22:34:47] <e_roder> including non-compiling files?
[22:35:01] <MiniCow> doesn't matter what. Just carry on.
[22:35:16] <e_roder> righto
[22:35:21] <e_roder> thanks for keeping me sane
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[22:45:38] <e_roder> good news, i broke it again ^^
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[23:01:49] <e_roder> apparently the problem is that it was doing some culling
[23:02:05] <e_roder> even though i explicitly called glDisable(GL_CULL_FACE);
[23:02:33] <e_roder> er nvm
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[23:05:17] <fixermark> Greetings! I'm writing a bump-mapping shader in GLSL and I'm getting the following generic error message from the call to glLinkProgramARB: "Fragment shader(s) linked, vertex shader(s) failed to link."
[23:05:25] <fixermark> Is there a way to get more detailed information on the nature of the link failure?
[23:05:52] <Ingenu> there's an info log AFAIR
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[23:06:47] <fixermark> *nod* But that error came from the info log. I use "glGetInfoLogARB" to retrieve that string.
[23:08:47] <HuntsMan> what card it is?
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[23:11:51] <fixermark> Gigabyte Radeon 9600 Pro.
[23:13:59] <fusi> all my texture coords are zero
[23:14:02] * fusi sighs
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[23:29:55] <MatthiasM> fixermark: there is an info log for the program and for each shader
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[23:52:53] <vick> Hello. I am facing a weird problem. I am drawing an object at some coordinates, and then using gluLookAt and setting the eye to that same coordinates [with some Z backward or so], but the object gets viewing in the middle...
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[23:53:22] <vick> I am starting the drawing from that coordinates to the right, but i am not getting a view of the left most point, why is that ?
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top

   January 13, 2009  
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