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[00:33:36] <a-stray-cat> can you get at the clear color from glsl?
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[00:40:47] <MatthiasM> a-stray-cat: you can pass it via an uniform
[00:41:00] <MatthiasM> and you can read the official GLSL spec for all built in uniforms
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[01:12:47] <rocketmagnet> hi, what do i need in terms of opengl to fill a circle i've drawn to 80% with a certain color ?
[01:13:02] <rocketmagnet> from top down
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[01:13:22] <rocketmagnet> are there masks ore something ?
[01:15:12] <GuShH> you could use 2 textures... one being the circle with the alpha channel and the other one being the "certain color" or "fill texture"... you'd pretty much scroll the fill texture so it seems as if the circle is being filled up.
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[01:16:02] <rocketmagnet> it would be better to limit drawing to the circle area and then just draw a rectangle
[01:16:32] <GuShH> why do you even ask if you already have a solution? go on use the stencil buffer and do it your way
[01:17:00] <rocketmagnet> that's what i asked: are there masks
[01:17:04] <GuShH> or why don't you use glsl and redefine overkill while you're at it?
[01:17:40] <rocketmagnet> is it overkill to use glScissor for this ?
[01:18:06] <GuShH> I don't even know what your application does
[01:18:21] <rocketmagnet> i just want to render nice buttons
[01:18:32] <GuShH> That's like asking... "is it overkill to use a ferrari?" probably if you're going to the grocery store it is.
[01:19:05] <GuShH> unless you need vector resolution I'd go for a bitmap approach.
[01:20:30] <GuShH> which would also give you a lot more flexibility.
[01:20:57] <GuShH> (you could for instance blur the buttons or whatever)
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[01:21:20] <GuShH> (ie render to texture)
[01:24:17] <rocketmagnet> i go with display lists, the buttons need to be scalable
[01:24:59] <GuShH> You'll go for vector fonts too?
[01:25:33] <GuShH> Sounds ridicule to me. Go use Flash if you so desperately need such thing.
[01:25:44] <GuShH> It'll be cheaper time-wise
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[01:26:15] <dv_> hello
[01:26:24] <MatthiasM> you can create very nice scalable buttons with bitmaps too
[01:26:25] <dv_> are point sprites considered deprecated?
[01:26:39] <dv_> in conjunction with glsl shaders, that is
[01:27:57] <MatthiasM> ARB_point_sprite
[01:28:27] <fusi> what might make all the texture coords in a vbo array be zero? anything obvious? common mistakes etc? using gdebugger i can see the texture is in opengl and teh coord data is too - its just not working - the texture renders, but only a single colour, that of the pixel at 0,0 - also for some reason i just cant get mipmapping to work, if i setup any sort of mipmap accessing min filter, the texture remains incomplete regardless of whether i use the gl_mipmap_gen th
[01:29:33] <HuntsMan> show code
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[01:30:48] <fusi> not easily, its far too sprawling :(
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[01:31:49] <MatthiasM> fusi: create a simple test case
[01:32:02] <fusi> good plan of action
[01:32:03] <MatthiasM> fusi: if you have gdebugger - inspect the state on the draw call
[01:32:10] <MatthiasM> esp enabled client arrays
[01:32:22] <fusi> yea i have
[01:32:27] <fusi> its 'on'
[01:32:37] <fusi> im doing something woefully stupid i can feel it
[01:32:41] <fusi> i just cant think what it is
[01:32:42] <MatthiasM> then check the state when setting the pointer
[01:32:52] <MatthiasM> like bound vbo
[01:32:59] <fusi> did that too :p
[01:33:03] <MatthiasM> verify offsets, strides etc
[01:33:05] <fusi> and yep it looks fine
[01:33:11] <MatthiasM> these are in bytes
[01:33:24] <fusi> this is using separate buffers atm
[01:34:06] <fusi> im gonna go write some tests
[01:34:10] <fusi> cheers for the help
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[01:48:04] <fusi> this is the first ati board ive had
[01:48:27] <fusi> coding for it appears to be a bit of a pita
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[02:40:23] <izike> hi, i have move my application from multithread model into single thread (past was one thread draw to texture, one thread draw texture to screen) and now it work on new fglrx driver + nvidia, but not on old fglrx driver, how can i debug such thing? all i see is a black screen... (it used to work on it)
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[02:53:07] <Orphis_> Has anyone experienced problems with jogl and generating mipmaps ? I often get assertion errors with it and I can't find what's wrong
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[03:44:06] <iammisc> I'm trying to write a simple game to further my opengl skills and in this game I have rooms which I've created in blender as a fully enclosed mesh. I've flipped my normals so that everything faces inwards. However, when I look at the room with opengl, the roof and the ceiling sometimes turn black(I'm guessing this is because the light is reflecting at too obtuse an angle). How could I get around this?
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[03:54:43] <iammisc> is it plausible to not use opengl lighting for some objects(like rooms) and instead use light maps
[03:57:26] <GuShH> sure is
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[04:01:39] <GuShH> iammisc : just disable GL_LIGHTING
[04:02:09] <iammisc> so I could disable GL_LIGHTING, draw my lightmapped objects, then enable gl lighting nad draw my opengl lighted objects, right?
[04:02:39] <iammisc> For some reason, opengl won't correctly light my roof and floor even though their normals are right,
[04:02:56] <GuShH> if you're using vertex lighting then theres your answer
[04:03:06] <GuShH> try subdividing the mesh or using per-pixel lighting
[04:03:07] <iammisc> what do you mean?
[04:03:17] <GuShH> the fixed functionality is per-vertex
[04:03:27] <iammisc> the fixed functionality?
[04:03:32] <GuShH> GL_LIGHTING for instance
[04:03:33] <iammisc> the mesh is subdivided
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[04:03:51] <iammisc> and I'm using per-vertex normals and GL_SMOOTH
[04:03:57] <iammisc> I'll post a screenshot
[04:04:11] <radiance29> Hi all, i have a question regarding passing uniform variable data to a glsl fragment program
[04:04:17] <GuShH> implementing a light model in glsl isn't that hard once you've got the hang of it
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[04:04:43] <GuShH> just ask; I'm sure someone will help you...
[04:04:56] <radiance29> i have a 'GLfloat m_tm_post_scale;' declared in my class in my host app,
[04:04:58] <GuShH> iammisc : a wireframe ?
[04:05:08] <radiance29> then, glUniform1f(glGetUniformLocation(m_p, "post_scale"),m_tm_post_scale);
[04:05:23] <radiance29> my glsl fragment program uses it, no problems,
[04:05:37] <radiance29> now how can i update it in realtime, given an event from my windowing toolkit ? (wx)
[04:06:03] <iammisc> GuShH: This is my first time getting into opengl so this might be stupid question but doesn't using GLSL make things slower?
[04:06:16] <GuShH> that depends on the GPU
[04:06:22] <radiance29> when i change the value of GLfloat m_tm_post_scale;, it's only updated when my whole opengl draw routine is next called
[04:06:34] <GuShH> per-pixel operations are costly specially on low-end hardware, yes.
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[04:06:53] <iammisc> I don't have low-end hardware but it's not high-end either
[04:07:15] <GuShH> It also depends on your lighting model and the amount of lights/passes you'll be doing
[04:07:25] <GuShH> As well as the resolution, etc.
[04:07:55] <GuShH> You could, if not, project a texture as a light.
[04:08:15] <iammisc> what does that mean
[04:08:23] <GuShH> But it all depends on your specific needs. That last suggestion works nicely for, say, flashlights and detailed light casting
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[04:09:15] <iammisc> I just want to get a room lighted. Could the fact that my roof and ceiling become black at certain angles have to do with the intensity of the light?
[04:09:36] <GuShH> (just search for projective texture mapping or similar techniques in that regard)
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[04:10:28] <GuShH> It could be due to the lack of mesh complexity, if you say your normals are fine then that's all I can think of right now.
[04:11:02] <iammisc> I was thinking that maybe the light is reflecting off of the ceiling and roof at really obtuse angles so hardly any is coming to the camera
[04:11:23] <iammisc> Oh well, I'll have to see everything
[04:11:34] <GuShH> reflecting? there is no such thing as light bouncing with the fixed functionality
[04:12:05] <GuShH> it's not based off a physical model either.
[04:12:25] <iammisc> GuShH: doesn't opengl calculate the light that reaches the camera as the angle of the light reflected over the vertex normal?
[04:12:40] <GuShH> I think the fixed light is just a phong implementation.
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[04:14:54] <GuShH> you can read more on glsl and basic lighting in www.lighthouse3d.com
[04:15:27] <radiance29> gush -> can you help?
[04:16:33] <iammisc> k thanks
[04:33:58] <iammisc> DO most games use glsl lighting or lightmaps to replace opengl lighting entirely?
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[04:39:33] <rnx> yes
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[04:41:11] <RTFM_FTW> heh the programmable pipeline being somehow slower than the fixed function pipeline is a myth nowadays
[04:41:46] <RTFM_FTW> hardware has been entirely programmable for *many* generations now
[04:42:15] <RTFM_FTW> at least desktop / laptop hardware... mobile (i.e. iPhone etc.) stuff is different
[04:42:37] <izike> guys, when opengl application doesnt draw on some driver, and i have no gl errors, what method should i use for debugging?
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[04:45:15] <rnx> check if a common one works
[04:45:32] <izike> yea it does
[04:45:48] <RTFM_FTW> better yet make sure you aren't relying upon undefined behavior
[04:46:06] <izike> RTFM_FTW: i do belive that exactly what happen!
[04:46:23] <RTFM_FTW> there are *many* aspects of the GL API (edge cases) which ultimately fall into the undefined category
[04:46:25] <izike> RTFM_FTW: question is, how to catch such thing, if no error is given?
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[04:46:41] <RTFM_FTW> undefined bahavior != error condition
[04:46:45] <RTFM_FTW> err behavior
[04:46:47] <izike> RTFM_FTW: can i somehow debug it to see to where "the drawing go" ?
[04:47:17] <RTFM_FTW> in any case you resolve these issues by (duh) not relying upon such behavior
[04:48:23] <RTFM_FTW> the GL API specification as well as the various extension specifications will specifically note what condition(s) for a given API feature will result in "undefined" rendering
[04:48:34] <RTFM_FTW> read those
[04:48:43] <izike> ok
[04:49:01] <izike> i guess there is no debug drivers that give messages for that kind of stuff...
[04:49:32] <RTFM_FTW> again as I said before undefined behavior is *totally* different than throwing a rendering error
[04:50:03] <RTFM_FTW> a driver (in the undefined category of rendering) can and often does do *whatever* it chooses when it comes to this
[04:50:43] <RTFM_FTW> it is by no means required to throw an error here
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[04:50:52] <izike> ok
[04:51:01] <izike> i got your point, will try to search for those
[04:51:09] <RTFM_FTW> drawing garbage is just as correct as throwing a OpenGL error
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[08:00:30] <dizekat> anyone had GL_RGB16F texture attached to FBO working on ati cards?
[08:01:40] <dizekat> GL_RGB16F_ARB to be exact
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[09:20:12] <[AD]Turbo> yo
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[10:22:13] <belou> Hello
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[10:34:53] <kbotnen_> hi.
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[10:45:11] <kkb110> hi
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[10:49:06] <aib42> are there any versions of the red and blue books for offline reading? (PDF preferred)
[10:49:41] <hackkitten> probably
[10:49:55] <hackkitten> tried searching yet? :)
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[10:51:16] <kbotnen_> look at the topic.
[10:51:31] <kbotnen_> and use google.
[10:53:45] <aib42> hackkitten: of course. they're usually just file->print'ed through a pdf printer, I was looking for better quality
[10:54:12] <aib42> kbotnen_: yes, what about the topic? and use google to do what?
[10:54:31] <kbotnen_> <aib42> are there any versions of the red and blue books for offline reading? (PDF preferred)
[10:55:16] <kbotnen_> nvm.
[10:55:34] <aib42> oh sorry, I should have said "HTML not preferred."
[10:55:41] <kbotnen_> I didnt notice the "offline" part of your question. my bad :)
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[10:57:21] <aib42> oh well, I guess I'll have to study for the final instead, on this particular trip. thanks, gotta go
[10:57:47] <hackkitten> html + wget = offline reading
[10:57:47] <hackkitten> ^-^
[10:58:31] <acetoxy> Or buy the book! A book is always nice to have.
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[11:05:39] <hackkitten> books are nice :3
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[11:15:12] <kbotnen_> Books are good :) But when we are waiting for shipping its nice to have online/offline version to read too.
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[11:16:26] * hackkitten generally works with offline copies
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[11:16:36] <hackkitten> got a dead-tree reference for C/C++, though
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[14:52:58] <rocketmagnet> hello, when i have an application running that's using display lists, can i write another app that's fetching this list to get to the models ??
[15:25:25] <tmccrary> :O
[15:31:55] <belou> rocketmagnet, never did it but why not
[15:32:10] <belou> using forced display list IDs maybe
[15:32:41] <rocketmagnet> i've found OGLE
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[15:32:51] <rocketmagnet> and GLintercept -- which is a great opengl helper
[15:33:55] <TheFlash> Displaylists are context specific. Unless you can share your context, that DL sharing could be difficult.
[15:35:39] <rocketmagnet> GLIntercept is the perfect solution (and a solution for many other opengl things!)
[15:37:03] <Weiss> "decoding" a DL is going to be hard because it's almost certainly transformed into some horribly device and driver-specific format
[15:37:08] <Weiss> but maybe you can intercept its creation?
[15:38:29] <tmccrary> Why not using something like a VBO w/ glMapBuffer or something like that?
[15:39:03] <tmccrary> err Why don't you use something :)
[15:39:21] <Weiss> can't you just get the models from (e.g.) the source code?
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[15:48:45] <sparky> mornin
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[16:24:32] <loufoque> is there a channel dedicated to 3D graphics?
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[16:38:01] <belou> loufoque, #channeldedicatedto3dgraphics
[16:38:25] <Ingenu> you can prolly ask about that in here
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[16:44:03] <kbotnen_> loufoque, I think "glEnable(irony)" some of the people in this # is dedicated to the mentioned topic :)
[16:47:05] <loufoque> i've heard of global illumination using voxels as a future solution for realistic lighting in realtime
[16:47:25] <loufoque> but I can't find anything very useful but research papers
[16:47:49] <loufoque> which, albeit long, don't really tell much
[16:47:54] <loufoque> anyone has some information on this?
[16:53:09] <quicksilver> well, research papers are the most likely place to find something useful for that kind of thing.
[16:53:25] <quicksilver> I certainly am not aware of anything specifi I'm afraid.
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[17:35:00] <shyam> hai all.. last year i think i saw a game simulating the rubik's cube based on opengl.. does anyone know about it?
[17:35:10] <shyam> searching is not getting me there..
[17:36:55] <shyam> ok got it.. gnubik;-)
[17:37:00] <shyam> bye..
[17:37:02] <shyam> thanks;-)
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[18:21:41] <TheFlash> I tought that if my vertex program outputs vertex coordinates to (-1,-1) it will be at lower-left corner of the view port and (1,1) at upper-right... But it seems that it does not work like that?
[18:26:45] <TheFlash> What is upper-right?
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[18:28:45] <quicksilver> 1,1
[18:28:47] <TheFlash> Looking at how glOrtho works, it sould be 1,1
[18:29:41] <TheFlash> Hmm... There MUST be something wrong, somewhere else.
[18:30:36] <quicksilver> so often the way, with programming.
[18:32:49] <TheFlash> Also is 1,1 at just-inside or just-outside of viewport?
[18:33:37] <quicksilver> just outside.
[18:33:45] <quicksilver> it is the coordinate of the actual mathematical point
[18:33:55] <quicksilver> which is at the top-right corner of the top-right pixel.
[18:34:09] <quicksilver> that's not really "outside"
[18:34:15] <quicksilver> "right on the edge of the viewport"
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[19:19:55] <monkey_d_luffy> Could anyone clarify me where is the origin of the referencial in an image file located? Is it always at the top left, like in computer displays (crt, tft, plasma, etc)?
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[19:21:39] <MatthiasM> monkey_d_luffy: depends on file format
[19:22:04] <MatthiasM> some files allow even bottom-right :)
[19:24:45] <monkey_d_luffy> MatthiasM: is there any table with that info (i'm looking at wikipedia for jpeg and no luck)? O_ô Anyway, I'm only interested in jpeg, jpg and pgm
[19:25:04] <MatthiasM> read the file format spec
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[19:57:55] <mlucassmith> MatthiasM: is it better to run with vsync on or off?
[19:58:18] <MatthiasM> a) why do you ask me ? b) on
[19:59:34] <Jupp3> off makes only sense if you are benchmarking something, or need to achieve higher-than-display framerate for other reasons (like badly coded physics)
[19:59:58] <Jupp3> for which framerate usually is good enough, and you can (should) run them separately anyway
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[20:48:39] <vick> How do i add texture to the atmosphere / sky or so ?
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[20:53:40] <predaeus> vick, search for skybox on the web
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[23:38:33] <vick> Anybody fammiliar with the skybox concept ?
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[23:51:02] <fixermark> vick: Yes. What's your question?
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[23:52:02] <a133x> hello guys, i have one question, does opengl still render objects that are outside the visible area of the screen? lets say for example i have an array of bullets (2d) that need to be rendered, when they are out of the visible area will they still use cpu resource to get rendered?
[23:52:19] <MatthiasM> yes
[23:52:35] <a133x> aha, so i should dispose manualy of them
[23:52:42] <a133x> thank you :)
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