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   January 15, 2009  
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[00:04:21] <vick> fixermark: Well i am trying to use the code at http://sidvind.com/wiki/Skybox_tutorial. i am calling it at the end the scene displaying, but nothing is happening
[00:04:35] <vick> fixermark: Maybe the box is too small ? i removed the gluLookAt line tho
[00:05:51] <vick> Worse yet, when i added it , not only did it not work, but it removed all the textures i added so far and made all the objects white
[00:07:19] <GuShH> always keep track of the opengl states... I'd say you should implement a proper rendering engine before getting into such things but oh well that's me always doing the right thing.
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[00:08:18] <vick> GuShH: What do you mean by proper rendering engine ?
[00:08:47] <MatthiasM> vick: OpenGL is a state machine - you set states and the execute commands
[00:08:51] <vick> GuShH: I am already loading files and rendering them with no problem, however i cannot apply the concept of the skybox for some reason
[00:09:05] <GuShH> pretty much abstraction layers that sit on top of the immediate code and a rendering pipeline to handle all of your objects
[00:09:13] <MatthiasM> vick: this makes it easy on one hand, but complicated when you want to plug in other code
[00:09:24] <GuShH> which will allow you in the future to implement useful things such as frustum culling and whatnot.
[00:09:31] <GuShH> even a scene graph.
[00:09:41] <vick> Ahh.
[00:09:50] <vick> But that doesn't explain why that code won't work
[00:10:13] <GuShH> no but it tells you that shortcuts aren't always the best paths.
[00:10:18] <vick> it's a simple concept, just create a box and add textures to it
[00:10:26] <MatthiasM> eg my render engine only knows about geometry, shaders, textures, and a few render states
[00:10:34] <vick> However one thing i dont understand is, how does it bring the whole scene already drawn within that box ?
[00:10:49] <MatthiasM> vick: it doesn't
[00:11:02] <GuShH> I didn't check the link but you usually do it in 2 passes to avoid any z-buffer issues.
[00:11:09] <MatthiasM> vick: everything you execute won't change what as been done before
[00:11:40] <vick> hmm i am a little bit confused
[00:11:40] <MatthiasM> you can render simple sky boxes without depth test/write
[00:11:49] <MatthiasM> then the size of the box doesn't matter at all
[00:12:15] <vick> how ?
[00:12:21] <MatthiasM> the only important thing is that you position the camera in the center of the box
[00:12:23] <GuShH> the red book is your friend
[00:12:40] <vick> MatthiasM: What about the lookat point ?
[00:12:55] <MatthiasM> lookat is just a helper
[00:13:05] <MatthiasM> understand what the parameters are
[00:13:16] <vick> it's where the camera is looking at :P
[00:14:32] <vick> Moreover why does it affect the rest of my scene when the all the operations are placed within glPushAttrib and glPushMatrix
[00:15:41] <MatthiasM> I'm not going to debug your code
[00:16:15] <MatthiasM> just look at what code you added - try to comment things out until you found the issue
[00:16:30] <MatthiasM> and read in the SDk about the function to know what they do
[00:16:41] <vick> MatthiasM: That's not what i am asking for, i am just saying it shouldn't affect the rest of the scene if it is placed within push and pop, correct ?
[00:16:51] <vick> i'll do so now
[00:17:16] <MatthiasM> and remember to check for errors
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[00:30:11] <GuShH> vick : copy&paste will only get you so far. Read a book or two not only on OpenGL but also in general programming. Writing code to reach a goal in a rush isn't always the best idea, chances are you'll end up rewriting it soon after you discover how little usefulness that code has. And all due to poor planning on your side!. Sit down and think it through, design your interfaces, make sure it all makes sense and only then try to i
[00:30:11] <GuShH> mplement in code. Although that's not the end of the development cycle, it sure is a step up on what you're currently doing.
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[00:30:52] <GuShH> Sigh ... this client breaks up the strings in a rather sad way.
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[00:40:11] <fixermark> vick: In general, I draw the skybox first, then draw everything else.
[00:40:45] <fixermark> Since one generally draws skyboxes with depth-testing off, this guarantees the skybox is "behind" everything else in the scene. Which is why the size of the skybox does not matter (as long as the camera is inside of it).
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[00:42:53] <vick> fixermark: I do change the camera position however when i move, will that make errors ?
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[00:43:27] <fixermark> vick: When it comes to the skybox, camera position doesn't matter as much as camera orientation.
[00:43:55] <ol1veira_> fixermark: don't you mean depth-writes, when rendering before the scene?
[00:44:19] <fixermark> (hypothetical situation: consider what space looks like around our solar system from the position of Earth as opposed to the position of Jupiter. Skyboxes are 'infinitely far away' in that sense; position doesn't matter to their appearance)
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[00:44:58] <fixermark> ol1veira_: I really mean glDisable(GL_DEPTH_TEST) ;)
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[00:47:23] <ol1veira_> I don't think I understand it then (but what do I know)
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[00:47:53] <fixermark> ol1veira: It's a subtlety of OpenGL that tripped me up for awhile. glDisable(GL_DEPTH_TEST) disables both depth-testing AND writing to the depth buffer.
[00:48:08] <fixermark> "Note that even if the depth buffer exists and the depth mask is non-zero, the depth buffer is not updated if the depth test is disabled."
[00:48:24] <ol1veira_> Oh, that makes it clear ;)
[00:48:35] <fixermark> (It took me some searching to figure out how to update the depth buffer without discarding fragments)
[00:48:48] <TheFlash> glDepthMask can be used to disable writing.
[00:49:16] <vick> lol, that is funny, the texture i am applying for the skybox instead got drawn on the objects in the scene
[00:50:16] <fixermark> vick: That's why people are suggesting you take some time to work in more of a graphics engine---particularly a state controller. The OpenGL state machine can be a real bitch in terms of letting operations "bleed" from one object in the scene to another object in the scene.
[00:50:55] <fixermark> We use a 'state guardian' object, of which there is a current one. To draw something in our engine, you create a new state guardian, configure it as you want, and then set it as 'current.'
[00:51:17] <fixermark> Setting it as current compares it to the current state guardian, changes any states that are different, and then sets this new one as current, discarding the old one.
[00:52:05] <fixermark> (When I say 'object' in the last two messages by the way, I mean C++ classes-and-instances object, not visual object. Gah, overloaded words) ;)
[00:53:11] <vick> I dont get the idea of the state guardian
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[00:53:58] <TheFlash> Just, try to be careful.
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[00:55:23] <dabreegster> I'm trying to write a simple 2D scrolling example, overhead view. The way I'm conceptually thinking about this is that I can draw GL_QUADs everywhere ,even "off screen" and then set the camera by translating the scene. So I can draw everything once, and my refresh-after-keypress code would just "move the camera." Is that correct?
[00:56:11] <TheFlash> Writing an "engine" instead of writing the application you are willing to do, may not be the best practise.
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[01:07:32] <DGMurdockIII> I don't suppose you know if it's possible to find the angle between two line segments?
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[01:08:20] <AlastairLynn> yes
[01:08:47] <AlastairLynn> find unit vectors in the direction of both line segments
[01:08:55] <AlastairLynn> take the arcsin of the dot product
[01:09:21] <DGMurdockIII> is that all
[01:09:26] <AlastairLynn> i lie
[01:09:28] <AlastairLynn> it's the arccos
[01:09:33] <AlastairLynn> and yes
[01:09:34] <AlastairLynn> that is all
[01:10:26] <DGMurdockIII> thanks
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[01:15:26] <vick> Do i need to make something after i do glBindTexture at the end to clean up or signify that i ended using that texture or so ?
[01:15:40] <AlastairLynn> no
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[01:16:12] <dabreegster> AlastairLynn: I'm trying to follow some examples now and I'm not getting it. http://pastebin.com/m4e89a02a Drawing quads once and then trying to mess with the camera and not redraw.. is that right?
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[01:27:02] <dabreegster> In other words, can I go through drawing GL_QUADs once and then "scroll" over by setting the camera and translating? Or do I have to keep redrawing the squares?
[01:27:56] <mlucassmith> you have to redraw
[01:29:08] <dabreegster> Alright.. so there's no point in translating once to account for the entire camera and then individual times for each tile, since I loadidentity after each tile to reset. I'd have to push/pop the matrix with the camera translation so I may as well, for each tile, just subtract camera_x
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[02:03:28] <DGMurdockIII> GLfloat origSlope = (edge.two.y - edge.one.y) / (edge.two.x -edge.one.x); GLflaot perpSlope = -(edge.two.x - edge.one.x) / (edge.two.y -edge.one.y) can any one help me with that
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[03:28:48] <paul424> Does anyone have problems with display list ? is it possible for opengl to give the same numbers for glGenList
[03:29:08] <paul424> s/for/from
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[05:24:27] <iammisc> How come my model looks better when I use a face normal on vertices in GL_SMOOTH but I can see triangle outlines in GL_SMOOTH with proper per-vertex normals
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[05:31:39] <iammisc> nvm, it only looks better for cubes
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[05:35:34] <sparky> hey people
[05:37:31] <RTFM_FTW> hey sparky
[05:38:09] <sparky> hey RT, how's life
[05:38:35] <RTFM_FTW> pretty good
[05:38:45] <sparky> oooh, big news, my son is scheduled to come out of the belly on friday, C-sectopm
[05:38:47] <sparky> C-section
[05:38:55] <RTFM_FTW> awesome
[05:39:07] <sparky> he hasn't turned so hence the c-section
[05:39:33] <sparky> an amnio tomorrow will verify whether or not the lunges are ready for the baby to come out. The doc says she's certain of it though
[05:39:42] <sparky> but I could sue their asses off if she were wrong
[05:39:47] <sparky> hence the amnio
[05:40:44] <RTFM_FTW> yep
[05:40:58] <RTFM_FTW> hopefully everything goes A-OK
[05:41:19] <sparky> I think it will, my doc also delivered the baby of brook shields :)
[05:41:20] <RTFM_FTW> heh then the adventure begins
[05:41:30] <sparky> so we're like, almost, famous :)
[05:41:33] <sparky> well, maybe not
[05:41:36] <sparky> but still good :)
[05:42:17] <sparky> oh yeah, and the dude from law and order he he :)
[05:42:19] <NoLimitz> hey guys
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[06:11:38] <Kyuuketsuki> how might i subtract objects? say I want to take this cube I rendered here and hollow a sphere out of it?
[06:11:51] <Kyuuketsuki> (hopefully that makes sense)
[06:13:51] <HuntsMan> that's called CSG (Constructive Solid Geometry)
[06:14:17] <Kyuuketsuki> after a google, yes, that is exactly what i'm looking for :3
[06:14:37] <Kyuuketsuki> can this be done in opengl?
[06:15:00] <HuntsMan> yes
[06:18:51] <sparky> HuntsMan: thanks for clearing that up
[06:19:11] <sparky> a very elaborate picture that is
[06:19:12] <sparky> :)
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[06:21:37] <jimtendo> Hey guys. In terms of 2D rendering, should co-ordinate x=0,y=0 generally be at the center of the screen or at the top left of the screen?
[06:23:17] <tmccrary1> its bottom left by default in opengl
[06:23:43] <tmccrary1> personally, I find top left most natural
[06:24:06] <tmccrary1> opengls way is more like a graph
[06:24:09] <Adrinael> It's whereever your projection puts it
[06:24:33] <sparky> well, 0,0 would typically be the center
[06:25:04] <sparky> at least for typical ogl
[06:27:38] <jimtendo> Yeah, I think I may roll sparky's way.
[06:27:40] <jimtendo> Thanks guys.
[06:27:55] <jimtendo> (Probably easier to co-ordinate with the physics)
[06:31:15] <Kyuuketsuki> HuntsMan: have a link for that?
[06:32:42] <Kyuuketsuki> i found http://opencsg.org/ but the example doesn't even work
[06:33:27] <Kyuuketsuki> so it's kind of difficult to experiment on
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[06:45:10] <Kyuuketsuki> oh well
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[07:34:19] <qazsxd> Hi guyz..can i discuss something related to EGL here?
[07:34:29] <qazsxd> or there is other IRC for EGL topics?
[07:34:34] <qazsxd> if any one is aware of...
[07:36:14] <rnx> what is it ?
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[07:37:17] <qazsxd> It is an equivanelt of GLX to be used on top of OpenGL-ES
[07:38:10] <qazsxd> @rnx: if you aware of what GLX extension is...then i can explain how EGL works/supposed to work
[07:38:31] <rnx> i'd guess that's on topic here then
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[07:39:45] <qazsxd> This is to those who knows EGL, because not everyone might be aware of it...
[07:40:11] <qazsxd> Can any one pls tell me how can i render my content from a EGLPixmap/EGLPbuffer to the screen?
[07:40:16] <qazsxd> without using EGLwindow surface?
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[07:59:55] <qazsxd> no EGL expert here?
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[08:02:26] <exDM69> qazsxd: seems not
[08:02:36] <exDM69> I am intrested about EGL, tho
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[08:06:44] <qazsxd> hmmmmm...:(
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[09:18:57] <[AD]Turbo> yo
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[11:35:24] <batbrat> Hi everybody. I dropped out of this channel suddenly a week back, thanks to a headache, in the middle of a lesson from sparky.
[11:36:42] <batbrat> I have since been unable to sit in front of my computer. Each time I did, I got a bad headache, saw double had a headache... This is my first time in front of a computer since then.
[11:37:43] <batbrat> I just dropped by to apologise for not coming back the next day for learning the rest of the lesson.I am not back to full health yet, so I can't stay long now.
[11:38:35] <batbrat> Once again, thanks to everybody on this forum, and sorry I didn't make it on time. I hope I can learn the rest once I recover. :)
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[11:42:41] <quicksilver> :)
[11:42:47] <quicksilver> good luck with your headache.
[11:42:52] <quicksilver> drink lots of water and get plenty of rest.
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[11:43:55] <batbrat> quicksilver: Thanks for your kind words.
[11:44:07] <batbrat> quicksilver: I'll get rest and water :)
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[11:45:27] <Plagman> <batbrat> I have since been unable to sit in front of my computer. Each time I did, I got a bad headache, saw double had a headache... This is my first time in front of a computer since then.
[11:45:32] <Plagman> sparky will do that to you
[11:45:52] <Plagman> honestly he bores me to death too
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[11:49:25] <batbrat> Plagman: Thats funny. Still this wasn't sparky. It was all me. I have to go to a Doc on Feb15 to see if its my eyes. Thanks Plagman :)
[11:51:03] <batbrat> Plagman: I was glad to learn from sparky. I appreciate all the help I get. I have conversed with sparky just the once though.
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[11:57:02] <batbrat> Ok. Bye everybody. I am going to go rest now. Great talking to you all. See you all as soon as I recover.
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[12:23:56] <litb> hi all :)
[12:24:02] <litb> im in teh opengl class currently :)
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[15:27:18] <sparky> good morning guys
[15:28:34] <boghog> hello
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[15:40:11] <belou> hello !
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[18:09:06] <matrium-> hi
[18:10:29] <matrium-> I'm trying to debug my shader with glslDevil, but my variables values are just "?" while stepping through the shader program
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[18:42:57] <TheLorax> do I need to call glEnableClientState at each render call or is it a global enable for the whole context?
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[18:45:10] <matrium-> it's enabled until you call glDisableClientState
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[18:46:00] <TheLorax> thanks
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[19:17:42] <xkpe> hello
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[19:21:50] <xkpe> im trying to copy the front buffer to the back buffer, the code has worked before, but not its not working im not sure if i missed something, can anyone take a look please? (its just 6 lines) http://cpp.ninjacodemonkeys.org/5035
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[19:22:36] <MatthiasM> xkpe: why are you doing that ?
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[19:24:56] <xkpe> sometimes i want to render realtime so i have double buffering but sometimes i only want to draw a cross on the cursor position so i use color mode xor do draw the cursor and draw/erase it drawing over it, but i still swap the buffers, so i need to copy the front buffer to the back buffer
[19:26:45] <xkpe> i also may want to draw more complex things on xor mode so i'd rather do it on the back buffer and then swap
[19:27:52] <MatthiasM> the front buffer may not contain any pixels at all when another window overlaps it
[19:28:04] <MatthiasM> or if it's outside the screen - same for the backbuffer
[19:28:20] <MatthiasM> if you want to do such things - render to front buffer without copying
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[19:28:39] <MatthiasM> or keep your image in an offscreen buffer (eg FBO, pbuffer)
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[19:29:47] <xkpe> i am aware of the overlap problem
[19:30:14] <xkpe> still i'd like to copy the back buffer to the front buffer, that code i posted was working before, is it missing something?
[19:30:34] <xkpe> i thought that should work
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[19:39:00] <e_roder> hey
[19:39:15] <e_roder> is it possible to combine opengl vertex transforms with vertex shader transforms?
[19:39:50] <Ingenu> obviously not
[19:39:56] <e_roder> i'd like to do model tranformation in opengl and then do world and projection transformations in the shader
[19:40:16] <Ingenu> do everything in the shader
[19:40:24] <Ingenu> it's only a matrix multiply anyway
[19:40:27] <Ingenu> should be trivial
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[19:41:01] <tmccrary> in a way you already do that with shaders (or there are builtins to accomplish this)
[19:41:12] <e_roder> right
[19:41:15] <e_roder> mul(x,y)
[19:41:26] <tmccrary> you setup the modelview, which is then available as a builtin in the vertex shader
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[19:42:11] <e_roder> set up the modelview?
[19:43:09] <tmccrary> applying your models transform matrix to opengl's modelview matrix
[19:43:24] <tmccrary> glMultMatrixf, etc
[19:44:00] <e_roder> i guess i don't understand what you're suggesting
[19:44:01] <e_roder> sorry
[19:44:25] <e_roder> i don't understand the purpose nor the method
[19:44:26] <tmccrary> You should probably read the red book
[19:44:33] <tmccrary> its like the first thing you learn with opengl
[19:45:08] <tmccrary> http://www.glprogramming.com/red/chapter03.html
[19:45:56] <tmccrary> Alternatively, you could just supply your transform matrix to the shader via a uniform
[19:46:09] <tmccrary> I doubt there's any real advantages in doing so though
[19:46:09] <e_roder> that's my intention
[19:46:35] <tmccrary> keep in mind, with shaders ALL your transforms are done in the shader
[19:46:35] <e_roder> letting the gpu do the work?
[19:46:42] <tmccrary> your geometry should be in its own local space
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[19:54:23] <TheLorax> I'm getting an exception from gl.glVertexPointer..."array vertex_buffer_object must be enabled to call this method"
[19:54:30] <TheLorax> anybody have experience with jogl?
[19:54:45] <TheLorax> there are 2 google search results for this.
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[19:57:13] <tmccrary> did make a glEnableClientState call before hand?
[19:57:20] <tmccrary> for GL_VERTEX_ARRAY
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[20:00:01] <TheLorax> tmccrary, yeah
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[20:01:40] <tmccrary> Maybe check to make sure it got bound properly when you called glBindBuffer
[20:03:35] <TheLorax> tmccrary, err, weith gl get error?
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[20:05:42] <TheLorax> well, glGetError = GL_NO_ERRORS.
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[20:05:52] <TheLorax> I'm pretty sure it's a jogl thing.
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[20:06:20] <tmccrary> It sounds like its trying to help prevent a crash
[20:06:29] <tmccrary> like a hard crash
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[20:07:03] <chai> aright meganoob here, bear with me, can anyone help me compile a simple opengl/glut sample?
[20:07:08] <TheLorax> I think the vbo extension is maybe not correctly initalized.
[20:07:18] <TheLorax> chai, sure, post errors.
[20:08:13] <chai> ok so i copied the first sample from http://mindfuck.de-brauwer.be/articles/glut/
[20:08:26] <MatthiasM> TheLorax: LWJGL does the same - but it does not check client state enables - it just checks if a VBO is bound when calling this function
[20:08:48] <chai> and compiled using the same line the site shows
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[20:09:03] <chai> but still get all the gl functions as undefined errors
[20:09:40] <chai> oh wait here it is GL/glut.h no such directory
[20:09:50] <chai> but i definitely have glut
[20:09:56] <MatthiasM> chai: install freeglut-dev package
[20:10:49] <TheLorax> chai, linux right?
[20:11:00] <chai> hah ok didn't have -dev package, thanks it works fine now
[20:11:12] <TheLorax> brb....\
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[20:32:51] <xkpe> MatthiasM, i solved my problem, i had the view matrix wrong when i was trying to copy, its working now
[20:32:56] <xkpe> thanks for the help
[20:33:12] <xkpe> and the sugestions
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[21:18:30] <dfletcher> hi so I made this fun media player UI http://i44.tinypic.com/2z8vrz6.jpg, http://i39.tinypic.com/15hkaw8.jpg
[21:18:46] <dfletcher> it does most of the thumb loading in a separate thread, but I found I needed to call glTexImage2d in the main thread
[21:18:50] <dfletcher> which is painfully slow
[21:19:17] <dfletcher> anyone have ideas how to load the thumbs and keep everything smooth? is preloading them the only option?
[21:19:32] <MatthiasM> ^PBO
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[21:22:52] <dfletcher> lead oxide?
[21:23:06] <exDM69> dfletcher: pixel buffer object
[21:23:19] <dfletcher> aha I didn't think that made sense ;)
[21:23:20] <exDM69> you can set up asynchronous texture transfer
[21:23:26] <dfletcher> aha!
[21:24:42] <dfletcher> oh I see, an extension
[21:24:49] <exDM69> so first create a pbo (allocate memory from gpu), then memory map the buffer and write data to mapped pointer, unmap, bind the buffer and call glTexImage with data = NULL
[21:25:31] <dfletcher> sounds good, I think though I'll detect if the extension exists, revert to what I do now if not there
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[21:26:36] <exDM69> that extension should exist on pretty much every half-modern gpu with decent drivers
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[21:26:58] <dfletcher> excellent, my main target is nvidia, thanks!
[21:27:31] <exDM69> even nvidia riva tnt should support that :)
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[21:59:35] <A2intaer> small plane just crashed into the hudson river
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[22:05:37] <tmccrary> It was a bird attack
[22:05:51] <tmccrary> even the birds have become terrorists
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[23:08:29] <jmd> On a certain display, glAccum fails in my app.
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[23:08:50] <MatthiasM> jmd: use FBO
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[23:09:05] <jmd> It fails with GL_INVALID_OPERATION
[23:09:33] <jmd> according to the red book, this can only happen if there is no accumulation buffer, or if executed between Begin/End.
[23:10:03] <MatthiasM> jmd: glGet
[23:10:30] <HuntsMan> probably there's no accum buffer
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[23:16:02] <jmd> HuntsMan, That's what I suspected, but gdk_gl_config_has_accum_buffer returns true.
[23:16:18] <jmd> MatthiasM, What parameter should I get?
[23:16:33] <MatthiasM> jmd: information about your accum buffer
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[23:27:12] <jmd> All bitplanes have a depth of zero!
[23:28:43] <MatthiasM> then you don't have accu
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[23:30:24] <jmd> gdk_gl_config_has_accum_buffer is lying then.
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[23:40:09] <dfletcher> gdk is full of lies!! use SDL ;)
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   January 15, 2009  
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