[00:08:08] *** jmd has quit IRC
[00:13:45] *** Suprano has quit IRC
[00:14:43] *** Spkka has joined ##OpenGL
[00:21:30] *** neoneye has quit IRC
[00:25:03] *** cs_student has joined ##OpenGL
[00:27:11] *** Amorphous has quit IRC
[00:30:34] *** Bollinger has quit IRC
[00:31:30] *** amz has joined ##opengl
[00:32:07] *** hansi_ has quit IRC
[00:32:17] *** hansi_ has joined ##OpenGL
[00:33:32] *** x0rx0r has quit IRC
[00:33:50] *** sparky has joined ##OpenGL
[00:44:32] *** sparky_ has quit IRC
[00:47:23] *** Amorphous has joined ##opengl
[00:48:39] *** AlastairLynn has quit IRC
[00:50:49] *** zacs7 has joined ##OpenGL
[00:53:28] *** Gorgoroth has quit IRC
[00:54:20] *** pietia has quit IRC
[01:00:51] *** Walt has joined ##opengl
[01:13:06] *** korff_home has quit IRC
[01:14:45] *** Deformalite has joined ##opengl
[01:17:37] *** elite01 has quit IRC
[01:20:26] *** Goosey has quit IRC
[01:24:27] *** dvoid_ has quit IRC
[01:30:00] *** msh07 has joined ##OpenGL
[01:36:01] *** hansi_ has quit IRC
[01:36:36] *** vade has quit IRC
[01:40:21] *** Gorgoroth has joined ##OpenGL
[01:42:36] *** HuntsMan has joined ##opengl
[01:55:21] *** m4ggus has quit IRC
[01:55:52] *** GuShH has joined ##OpenGL
[01:57:03] *** geocalc has quit IRC
[01:57:58] *** m4ggus has joined ##opengl
[02:00:56] *** pwned has quit IRC
[02:08:19] <urnotE`> Say I'm bulding a game that has a Skeleton class (some controllable character in the game). Should I make the material objects / mesh pointer part of the Skeleton class, or keep it as part of a data structure in the rendrer? I know this is kind of a design issue, but any help would be appreciated.
[02:11:28] *** eXtronuS_ has quit IRC
[02:19:38] <mlucassmith> urnotE`: think of them as separate models. If you want to render just the skeleton (to see what's going on when it breaks), then you'll need separate indexes in to it. But if you think about the actual -data- set, the skeleton is miniscule in size, so you have two models sharing the same data set
[02:20:14] <cplusplus> someone using LD_LIBRARY_PATH?
[02:20:19] <urnotE`> mlucassmith: I'm not sure I understand.
[02:23:20] *** mm765 is now known as mm765^sleep
[02:27:11] *** Cultz has joined ##OpenGL
[02:28:14] *** dfletcher has quit IRC
[02:34:39] *** vade has joined ##OpenGL
[03:00:51] *** LordMetroid has quit IRC
[03:01:10] *** Spkka has quit IRC
[03:04:59] *** msh07 has quit IRC
[03:06:02] *** cplusplus has quit IRC
[03:12:51] *** Aintaer has quit IRC
[03:13:10] *** Aintaer has joined ##OpenGL
[03:30:30] *** ixtli has quit IRC
[03:30:56] *** b0000 has quit IRC
[03:31:40] *** pwned has joined ##opengl
[03:32:00] *** Gudy has quit IRC
[03:35:41] *** ixtli has joined ##OpenGL
[03:35:47] *** groton___1 has quit IRC
[03:36:13] *** davidc__ has quit IRC
[03:37:40] *** MatthiasM has quit IRC
[03:37:46] *** MatthiasM has joined ##opengl
[03:43:00] *** pwned has quit IRC
[03:43:06] *** pwned_ has joined ##opengl
[03:50:48] *** HuntsMan has quit IRC
[03:54:43] *** HuntsMan has joined ##opengl
[04:00:05] *** Eforen has joined ##opengl
[04:00:41] *** vick has joined ##OpenGL
[04:03:13] *** reprore_ has joined ##OpenGL
[04:05:55] *** zacs7 has quit IRC
[04:06:32] *** davidc__ has joined ##opengl
[04:10:05] *** pwned_ is now known as pwned
[04:10:26] *** groton___ has joined ##OpenGL
[04:14:45] *** HuntsMan has quit IRC
[04:20:20] *** TheLorax has joined ##opengl
[04:20:45] *** calav3ra has quit IRC
[04:24:59] *** djork has quit IRC
[04:25:52] *** djork has joined ##opengl
[04:29:03] *** ectropy has joined ##OpenGL
[04:30:13] *** cs_student has quit IRC
[04:32:22] *** djork has quit IRC
[04:33:10] *** ectropy has left ##OpenGL
[04:33:51] *** TheLorax has quit IRC
[04:37:31] *** groton___ has quit IRC
[04:38:46] *** m4ggus has quit IRC
[04:40:34] *** Deformalite has quit IRC
[04:41:03] *** Deformalite has joined ##opengl
[04:43:41] *** matt_j has joined ##OpenGL
[04:43:51] *** deylen has joined ##OpenGL
[04:44:03] <matt_j> hey all :)
[04:45:00] <vick> hi.
[04:45:03] <vick> Anybody used SOIL ?
[04:45:58] <matt_j> you know how in old arcade and console games when you shoot a boss or whatever the sprite will flash all white? How would I do that drawing an alpha-blended quad?
[04:46:26] <vick> I want to know the answer to that one too
[04:46:27] <vick> :P
[04:46:39] <deylen> You could use blending I think
[04:47:07] *** HuntsMan has joined ##opengl
[04:47:33] <deylen> If you drew a white box and used glBlendFunc(GL_DST_ALPHA, GL_ONE) then would it not only draw into the place where the sprite had alpha>
[04:47:43] <matt_j> :O...
[04:47:57] <deylen> You'd have to draw the sprites before anything else tho I think
[04:48:13] <vick> How do you create the fading out effect tho ?
[04:48:47] *** reprore_ has quit IRC
[04:48:58] <deylen> Hmm, i'd have to see it, does it go to grey and then back to color? Maybe drawing a quad with differing levels of alpha? I'm not sure about that tho
[04:50:07] <deylen> Also I have a question of my own if anyone can answer it: Does using gltranslatef() translate the position of OGL lights in the scene as well as vertices, or will I have to move them myself?
[04:50:57] <matt_j> deylen: that works :D thank you very much!
[04:51:16] <deylen> matt_j: Glad to help :)
[04:51:46] <matt_j> though... I wonder if that will create issues with underlying pixels
[04:51:52] <matt_j> my game is all black in the background
[04:52:52] <matt_j> hmm...
[04:52:55] <deylen> Yeah, what you could do is draw the sprites first and then draw the background over the top. Using the opposite effect so that it only drew background where there was no alpha
[04:53:08] <deylen> That's worked for me in the past
[04:53:35] <deylen> glBlendFunc(GL_DST_ALPHA, GL_ZERO) when drawing the background should work I think,
[04:53:57] *** groton___ has joined ##OpenGL
[04:54:24] <deylen> Ah wait, I was using glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to get that effect
[04:55:19] *** braden has joined ##OpenGL
[04:56:35] *** HumpingSpider has quit IRC
[04:58:00] <deylen> gtg, bye
[04:58:00] *** deylen has left ##OpenGL
[04:58:47] <matt_j> hmm, got it working with gltexenv
[04:58:59] *** GuShH has quit IRC
[04:59:53] *** groton___ has quit IRC
[05:00:22] *** groton___ has joined ##OpenGL
[05:07:49] *** Kasu has quit IRC
[05:08:44] *** groton___ has quit IRC
[05:11:45] *** k3t has quit IRC
[05:15:28] *** tmccrary has quit IRC
[05:18:10] *** _3b_ has quit IRC
[05:18:10] *** druggy has quit IRC
[05:18:10] *** turbo24prg has quit IRC
[05:18:11] *** rektide has quit IRC
[05:18:11] *** autonomy has quit IRC
[05:18:13] *** ext has quit IRC
[05:18:13] *** Weiss has quit IRC
[05:18:13] *** JernejL has quit IRC
[05:18:13] *** Rangar has quit IRC
[05:18:14] *** t4bz has quit IRC
[05:18:14] *** Hypnosekroete has quit IRC
[05:18:14] *** arkx has quit IRC
[05:18:14] *** servus_ has quit IRC
[05:18:14] *** LiraNuna has quit IRC
[05:18:14] *** elektr1k has quit IRC
[05:18:14] *** saturn6 has quit IRC
[05:18:15] *** tyranis has quit IRC
[05:18:15] *** Defty has quit IRC
[05:18:15] *** furrywolf has quit IRC
[05:18:15] *** Kraln has quit IRC
[05:18:15] *** pa has quit IRC
[05:18:51] *** JernejL has joined ##OpenGL
[05:18:51] *** Rangar has joined ##OpenGL
[05:18:51] *** t4bz has joined ##OpenGL
[05:18:51] *** Hypnosekroete has joined ##OpenGL
[05:18:51] *** arkx has joined ##OpenGL
[05:18:51] *** servus_ has joined ##OpenGL
[05:18:51] *** saturn6 has joined ##OpenGL
[05:18:51] *** LiraNuna has joined ##OpenGL
[05:18:51] *** elektr1k has joined ##OpenGL
[05:18:51] *** pa has joined ##OpenGL
[05:18:51] *** tyranis has joined ##OpenGL
[05:18:51] *** Kraln has joined ##OpenGL
[05:18:51] *** furrywolf has joined ##OpenGL
[05:18:51] *** Defty has joined ##OpenGL
[05:18:59] *** tmccrary has joined ##OpenGL
[05:19:18] *** druggy has joined ##OpenGL
[05:19:18] *** turbo24prg has joined ##OpenGL
[05:19:18] *** _3b_ has joined ##OpenGL
[05:19:18] *** ext has joined ##OpenGL
[05:19:18] *** rektide has joined ##OpenGL
[05:19:18] *** autonomy has joined ##OpenGL
[05:19:18] *** Weiss has joined ##OpenGL
[05:21:39] *** vick has quit IRC
[05:23:10] *** elektr1k has quit IRC
[05:23:10] *** arkx has quit IRC
[05:23:10] *** Rangar has quit IRC
[05:23:10] *** JernejL has quit IRC
[05:23:10] *** furrywolf has quit IRC
[05:23:11] *** tyranis has quit IRC
[05:23:11] *** saturn6 has quit IRC
[05:23:11] *** t4bz has quit IRC
[05:23:11] *** Defty has quit IRC
[05:23:11] *** servus_ has quit IRC
[05:23:11] *** pa has quit IRC
[05:23:11] *** LiraNuna has quit IRC
[05:23:11] *** Kraln has quit IRC
[05:23:11] *** Hypnosekroete has quit IRC
[05:24:42] *** _3b_ has quit IRC
[05:24:42] *** druggy has quit IRC
[05:24:43] *** ext has quit IRC
[05:24:43] *** Weiss has quit IRC
[05:24:43] *** autonomy has quit IRC
[05:24:44] *** turbo24prg has quit IRC
[05:24:44] *** rektide has quit IRC
[05:25:32] *** druggy has joined ##OpenGL
[05:25:32] *** turbo24prg has joined ##OpenGL
[05:25:32] *** _3b_ has joined ##OpenGL
[05:25:32] *** ext has joined ##OpenGL
[05:25:32] *** rektide has joined ##OpenGL
[05:25:32] *** autonomy has joined ##OpenGL
[05:25:32] *** Weiss has joined ##OpenGL
[05:25:49] *** JernejL has joined ##OpenGL
[05:25:49] *** Rangar has joined ##OpenGL
[05:25:49] *** t4bz has joined ##OpenGL
[05:25:49] *** Hypnosekroete has joined ##OpenGL
[05:25:49] *** arkx has joined ##OpenGL
[05:25:49] *** servus_ has joined ##OpenGL
[05:25:49] *** saturn6 has joined ##OpenGL
[05:25:49] *** LiraNuna has joined ##OpenGL
[05:25:49] *** elektr1k has joined ##OpenGL
[05:25:49] *** pa has joined ##OpenGL
[05:25:49] *** tyranis has joined ##OpenGL
[05:25:49] *** Kraln has joined ##OpenGL
[05:25:49] *** furrywolf has joined ##OpenGL
[05:25:49] *** Defty has joined ##OpenGL
[05:31:30] *** vade has quit IRC
[05:34:20] *** groton___ has joined ##OpenGL
[05:38:06] *** calav3ra has joined ##opengl
[05:48:16] *** calav3ra has quit IRC
[05:48:30] *** groton___1 has joined ##OpenGL
[05:48:31] *** groton___ has quit IRC
[05:48:36] *** calav3ra has joined ##opengl
[05:51:18] *** zacs7 has joined ##opengl
[05:52:10] *** amz has quit IRC
[05:55:07] *** GuShH has joined ##OpenGL
[05:57:16] *** vade has joined ##OpenGL
[05:57:36] *** k3t has joined ##OpenGL
[05:59:50] *** vade has quit IRC
[06:17:30] *** qeed has quit IRC
[06:19:04] *** davidc__ has quit IRC
[06:19:26] *** fusi has quit IRC
[06:23:27] *** sparky_ has joined ##OpenGL
[06:32:48] *** sparky has quit IRC
[06:40:19] *** vade has joined ##OpenGL
[07:00:16] *** davidc__ has joined ##opengl
[07:04:57] *** sparky_ is now known as sparky
[07:12:17] *** Burga has quit IRC
[07:32:37] *** e_roder has joined ##OpenGL
[07:32:51] <e_roder> can shaders write to/test against the stencil buffer?
[07:34:04] <Madsy> no
[07:34:24] <e_roder> but if i have stenciltesting enabled
[07:34:43] <e_roder> can the test still fail before pixels are passed to the fragment shader?
[07:37:51] <Madsy> Afaik, OpenGL happily ignores whether if you use a shader or not. The stencil operations should still done correctly.
[07:38:07] <e_roder> ok
[07:38:19] <Madsy> Check the shader extensions, and perhaps the GLSL specification.
[07:47:53] *** Quentarez has quit IRC
[08:00:51] *** korff_home has joined ##OpenGL
[08:02:03] <e_roder> if i want to translate then rotate, then the rotation matrix goes on the left or right?
[08:12:01] *** Quentarez has joined ##OpenGL
[08:15:35] *** matt_j has left ##OpenGL
[08:19:08] *** X-Scale has joined ##OpenGL
[08:20:12] *** Quentarez has quit IRC
[08:20:15] *** twist_ has joined ##OpenGL
[08:26:44] *** groton has joined ##OpenGL
[08:29:57] *** UUncia has joined ##OpenGL
[08:32:26] *** scai has joined ##opengl
[08:35:15] *** predaeus has joined ##opengl
[08:38:22] *** Gorgoroth has quit IRC
[08:39:11] *** e_roder has quit IRC
[08:44:29] *** dvoid_ has joined ##OpenGL
[08:48:14] *** zommi has joined ##OpenGL
[08:50:02] *** scai has left ##opengl
[08:50:04] *** korff_home has quit IRC
[08:53:21] *** Bollinger has joined ##OpenGL
[09:13:39] *** dvoid_ has quit IRC
[09:17:21] *** Renderwahn has joined ##OpenGL
[09:21:31] *** rabbit- has joined ##OpenGL
[09:24:30] *** twist_ has quit IRC
[09:26:23] *** [AD]Turbo has joined ##OpenGL
[09:27:37] <[AD]Turbo> yo
[09:30:08] *** rnx has left ##opengl
[09:41:09] *** epifanio has joined ##OpenGL
[09:41:28] <epifanio> hi All
[09:42:19] *** belou has joined ##OpenGL
[09:43:36] <epifanio> i'm tring to learn how quaternion works to make rotation, can anyone help me?
[09:43:48] *** Burga has joined ##OpenGL
[09:45:18] *** NevroPus has joined ##OpenGL
[09:45:20] *** neoneye has joined ##OpenGL
[09:46:36] <epifanio> and now i'm starting to write some python code to undstand how o use quaternion to move a point in the 3d space
[09:47:39] *** Walt has quit IRC
[09:47:46] *** sohail has quit IRC
[09:47:58] <epifanio> what i've is a point on the world surface (open scene graphic object) and its coordinate system is based on latitude-longitude-(degres) and altitude(meters)
[09:49:08] <epifanio> i can trascure the altitude
[09:49:44] <epifanio> so i'll have to move a point on the sphere surface (altitude=costant)
[09:50:13] <epifanio> anyone has quaternion experience? thanks for any help guys
[09:56:41] *** korff has joined ##OpenGL
[09:58:17] *** vade has quit IRC
[10:02:49] *** sparky_ has joined ##OpenGL
[10:13:50] *** sparky has quit IRC
[10:18:03] *** Eforen has quit IRC
[10:18:51] *** sohail has joined ##OpenGL
[10:21:45] *** dennda_uni has joined ##OpenGL
[10:22:24]
<dennda_uni> Hey there. I was wondering: http://www.glprogramming.com/red/ <-- How old is this? I own the most recent edition of the book but don't have it with me at the moment and need to look something up. Is that version too old for that?
[10:25:46] <dennda_uni> (Still using OpenGL < 3)
[10:27:22] <Madsy> Version 1.1? Yeah, I would claim so
[10:27:40] <Madsy> You don't want to use the fixed-function pipeline nowadays.
[10:28:04] <Madsy> I'd go as far as to recommend skipping it entirely in the learning process.
[10:28:43] <Madsy> If I was going to learn OpenGL today, I would read the OpenGL 3 specification, and skip all the deprecated features.
[10:28:52] <Madsy> And read the latest GLSL specification.
[10:30:11] *** davidc__ has quit IRC
[10:31:01] *** geocalc has joined ##opengl
[10:31:01] <dennda_uni> Madsy: Sure, I'd do that, but we do OpenGL < 3 in class. So...
[10:31:21] <Madsy> dennda: Right :)
[10:34:15] *** kenws has joined ##OpenGL
[10:37:47] *** Ademan has joined ##OpenGL
[10:41:48] *** echelon3 has joined ##OpenGL
[10:45:49] <mlucassmith> even if you're doing OpenGL 2.0 you can still skip all the deprecated stuff
[10:49:07] *** LtJax has joined ##opengl
[10:50:49] <Madsy> LtJax \o
[10:51:42] <LtJax> lo
[10:57:41] <Madsy> LtJax: Do you have ten minutes to spare?
[10:58:06] <LtJax> sure
[11:02:02] *** elite01 has joined ##opengl
[11:05:21] *** Ingenu has joined ##OpenGL
[11:12:20] *** scai has joined ##opengl
[11:25:34] *** KU0N has joined ##opengl
[11:29:24] *** ol1veira_ has joined ##OpenGL
[11:29:38] *** tunnuz has joined ##OpenGL
[11:33:42] <tunnuz> hello
[11:46:05] *** eXtronuS_ has joined ##OpenGL
[11:46:24] *** scai has left ##opengl
[11:47:30] *** pietia has joined ##OpenGL
[11:47:39] *** tunnuz has quit IRC
[11:51:42] *** cplusplus has joined ##OpenGL
[11:56:04] *** calav3ra has quit IRC
[11:59:27] *** echelon3 has quit IRC
[12:01:30] *** dennda_uni has left ##OpenGL
[12:03:09] *** Acry_ler has joined ##OpenGL
[12:17:00] *** zacs7 has quit IRC
[12:31:54] *** UUncia has quit IRC
[12:33:50] *** johndoe has joined ##opengl
[12:34:45] *** elite01_ has joined ##opengl
[12:34:58] *** elite01 has quit IRC
[12:37:07] *** elite01_ is now known as elite01
[12:44:49] *** Killari has quit IRC
[12:45:59] *** Killari has joined ##OpenGL
[12:53:27] *** bijoo_osdev has quit IRC
[12:53:54] *** bijoo_appdev has quit IRC
[12:54:34] *** kbotnen has joined ##OpenGL
[13:00:08] *** bijoo_osdev has joined ##opengl
[13:00:59] *** bijoo_appdev has joined ##OpenGL
[13:08:40] *** fargiola` has joined ##OpenGL
[13:14:22] *** druggy_ has joined ##opengl
[13:18:21] *** fargiol`` has joined ##OpenGL
[13:19:22] *** druggy has quit IRC
[13:26:05] *** vick has joined ##OpenGL
[13:27:00] *** fargiolas has quit IRC
[13:27:00] *** fargiola` has quit IRC
[13:41:20] *** Suprano has joined ##OpenGL
[13:45:29] *** benoit_ has joined ##OpenGL
[13:45:54] *** benoit_ is now known as Guest32616
[13:47:30] *** belou has quit IRC
[14:04:00] *** Burga has quit IRC
[14:10:06] *** Suprano has quit IRC
[14:10:43] *** xkpe has joined ##OpenGL
[14:10:52] <xkpe> hello
[14:14:25] <xkpe> opengl*
[14:15:18] <HuntsMan> in the OpenGL spec
[14:16:37] <xkpe> i tryed to google hoping to get the page talking about it, do you know what should i look for?
[14:16:46] *** korff has quit IRC
[14:18:25] <HuntsMan> it's not a page, it's a document
[14:19:00] <HuntsMan> OGL 3.0 specification
[14:19:10] <[AD]Turbo> yo
[14:19:30] <HuntsMan> there are all specs for OpenGL
[14:20:10] <xkpe> ok tkx
[14:22:14] *** johndoe has quit IRC
[14:22:18] *** Guest32616 is now known as belou
[14:22:41] *** johndoe has joined ##opengl
[14:25:23] *** korff has joined ##OpenGL
[14:25:55] *** scai has joined ##opengl
[14:38:50] *** suppahsrv has quit IRC
[14:39:53] *** UUncia has joined ##OpenGL
[14:52:46] *** qeed has joined ##opengl
[15:01:48] *** wisey has joined ##OpenGL
[15:04:56] *** KU0N has quit IRC
[15:05:07] *** qeed_ has joined ##opengl
[15:09:32] *** xkpe has quit IRC
[15:11:58] *** pietia has quit IRC
[15:13:25] *** LtJax has quit IRC
[15:14:55] *** pietia has joined ##OpenGL
[15:18:24] *** korff has quit IRC
[15:19:54] *** m4ggus has joined ##opengl
[15:20:49] *** qeed has quit IRC
[15:21:10] *** suppahsrv has joined ##OpenGL
[15:22:17] *** oogaw has joined ##opengl
[15:22:42] *** LordMetroid has joined ##OpenGL
[15:23:27] <vick> Would creating a very large box with textures work as a skybox ? Would it be effecient or it wouldn't be ineffecient as compared to the other way of doing it ?
[15:23:56] <kbotnen> what other ways to do it?
[15:24:15] <vick> kbotnen: Create a box and position the camera in the middle
[15:24:21] <kbotnen> thats what a skybox is? a box with textures. ah.
[15:24:42] <vick> kbotnen: However i can't figure how to do it, i tried several times but it isn't working.
[15:24:49] <kbotnen> Ah. a static big box. but what happens when I move towards the wall? It has to be really big, or you have to contstrain me.
[15:24:50] <vick> kbotnen: In fact it messed up with the other textures.
[15:25:17] <vick> kbotnen: Yeah i guess, otherwise you'll get out of the enviroment :P
[15:25:47] <vick> kbotnen: Do you understand how would creating a box of any size and position the camera in the middle work tho ?
[15:26:19] <kbotnen> I understand the concept about skyboxing, and also moving camera, but I dont know the exact syntax for openGL.
[15:26:24] <kbotnen> Im new to openGL.
[15:26:31] <vick> ah ok.
[15:26:45] *** GX has joined ##OpenGL
[15:31:37] *** Wagoo has quit IRC
[15:34:36] *** x0rx0r has joined ##OpenGL
[15:34:57] <vick> After i load the texture using soil, i use it right away ?
[15:35:03] <vick> or do i need to set para and such ?
[15:37:50] <quicksilver> as far as I remember, soil sets up the parameters to somethign sensible for you.
[15:38:35] <quicksilver> kbotnen: you make the big box static relative to the camera, not the world.
[15:38:44] <quicksilver> kbotnen: then it doesn't matter if you move around.
[15:39:07] <kbotnen> but isnt that the same as " Create a box and position the camera in the middle"?
[15:39:16] <kbotnen> which was the other option he mentioned+
[15:39:41] *** johndoe has quit IRC
[15:42:01] *** elite01 has quit IRC
[15:42:43] <quicksilver> kbotnen: I thought that was just another way of explaining the same thing.
[15:42:48] <quicksilver> that's what I'd call a skybox, at least.
[15:43:41] <vick> quicksilver: Did you use soil before ?
[15:44:21] <kbotnen> ok. whatever :) The best and most correct skybox is the one you describe. box is moving with the camera. static box will get you problems when user try to explore outside the box :)
[15:44:36] <quicksilver> vick: no, but I read the documentation once :)
[15:44:56] *** Suprano has joined ##OpenGL
[15:45:03] <vick> quicksilver: I can't find any
[15:45:09] <vick> quicksilver: You mean the header file ?
[15:48:54] <vick> quicksilver: The texture seems rather strange, as if it was pulled or something, is that normal ?
[15:49:11] <vick> quicksilver: or is that related to fovy ? or something else ?
[15:50:36] <quicksilver> looks to me like your tex coords are wrong
[15:50:51] <quicksilver> texture looks OKish on the top-right triangle of that quad
[15:50:58] <quicksilver> but very very wrong on the bottom-left triangle
[15:51:42] *** elite01 has joined ##opengl
[15:51:43] <quicksilver> if you just want to check that the texture has loaded OK draw it on a simple square which faces the camera with coords (0,0) ... (1,1)
[15:51:55] <quicksilver> assuming that looks right, you must be using the wrong tex coords in the other case.
[15:52:08] <vick> quicksilver: I am mapping it here on a square also
[15:52:28] <vick> quicksilver: How can it be correctly on top right and wrongly on bottom left ?
[15:53:38] <quicksilver> well, it would suggest you ahve the right tex coords for 3 points
[15:53:43] <quicksilver> and the wrong coord for the 4
[15:53:49] <quicksilver> wrong coord for the bottom-left point
[15:54:39] <vick> Ah i solved it.
[15:55:02] <vick> i probably would have though that this problem was with the loading of the image rather than my own implementation, heh
[15:55:08] <quicksilver> ;)
[15:55:15] <quicksilver> was it the coords?
[15:55:19] <vick> Yes it was.
[15:55:22] <vick> Thanks.
[15:55:43] <vick> The thing is i am getting suspicious about soil is i am loading a lot of textures at the start
[15:55:48] <vick> one for the maze and another for sky box
[15:56:00] <vick> Whenever i do so, the textures of the skybox gets drawn on the maze
[15:56:13] <vick> even when i don't draw the skybox and load it's textures only
[15:56:36] <vick> And i checked it's not a 'common variable' or 'replacing variable' error or so.
[15:57:02] <vick> So i was kind of thinking how does soil assign the images to texture identifiers
[15:57:15] <quicksilver> you're supposed to do that.
[15:57:23] <quicksilver> you created and bind a texture
[15:57:29] <quicksilver> and then soil uploads to the 'current' one
[15:57:30] <quicksilver> I think?
[15:57:52] *** deXM96 has joined ##opengl
[15:58:08] <quicksilver> well, actually, it depends which function you use.
[15:58:29] <vick> hmm
[15:58:29] <quicksilver> and whether you use SOIL_CREATE_NEW_ID
[15:58:50] <vick> Yes i do use 'SOIL_CREATE_NEW_ID'
[15:58:57] <vick> Does that matter ?
[15:59:03] <quicksilver> then it should be return a (different) id for each texture for you
[15:59:10] <quicksilver> you should save that ID somewhere safe and use it later.
[15:59:20] <vick> That's exactly what i am doing.
[15:59:31] <dennda> Hm. I got a display() callback that draws the scene. I now want to have two objects, a teapot and a sphere. I want the sphere to be in the origin and the teapot to be translated down the negative z axis (0, 0, -20). my point of view is (0, 20, 20) and I am looking at (0, 0, -20).
[15:59:59] <vick> i have a class responsible for that, everytime i need a texture i define an object of it and it takes care of loading it using SOIL. [ kind of soil interface or so ]
[16:00:02] <dennda> How can I have one object in the origin and one at (0, 0, -20), that is, not make the modelview matrix affect both?
[16:00:14] <vick> And i have two, one for the walls of the maze and another for the skybox
[16:00:28] *** loonysalmon has joined ##OpenGL
[16:00:29] <dennda> but only the teapot
[16:00:42] *** loonysalmon has left ##OpenGL
[16:01:17] <dennda> ah I think I got it
[16:02:26] <quicksilver> vick: print out the texture IDs and just make sure they're different / you're binding the right ones.
[16:02:37] <quicksilver> dennda: either draw them before you set up the modelview matrix
[16:02:38] <vick> i did
[16:02:41] <vick> lol :P
[16:02:52] <quicksilver> dennda: or, reset the modelview matrix (glLoadIdentity()) and then draw them.
[16:03:31] *** LordMetroid has quit IRC
[16:03:32] <dennda> @ quicksilver
[16:04:54] *** xkpe has joined ##OpenGL
[16:05:13] <vick> is it normal when you make the camera approach a textured object it appears kind of blurry or so ?
[16:06:30] *** AlastairLynn has joined ##opengl
[16:07:34] <kbotnen> ? why should you do that?
[16:07:46] <kbotnen> when approachong a object I want to get clear textures, not blurred.
[16:08:00] <kbotnen> but can be blurred (less detail) when moving away from object.
[16:10:14] <quicksilver> vick: yes.
[16:10:22] <vick> Ah ok.
[16:10:29] <quicksilver> vick: if you texture doesn't have enough resolution.
[16:10:38] <quicksilver> as soon as you blow up a texture well beyond its natural size
[16:10:39] <vick> quicksilver: Do you know any good image loading library like soil ?
[16:10:53] <quicksilver> well I think soil is probably the best for a "Self-contained" one.
[16:10:55] <vick> quicksilver: i need to check it's not a problem from soil
[16:11:01] <vick> hmm
[16:11:12] <quicksilver> sdl_image works well.
[16:11:23] <quicksilver> but you probably wouldn't pull that in unless you were already using SDL.
[16:11:23] <vick> ok thanks a lot.
[16:11:30] <vick> i am not using SDL.
[16:11:32] <vick> heh.
[16:11:55] <vick> i willdebug it later.
[16:11:57] <vick> thanks a lot quicksilver.
[16:11:59] <vick> laterzx.
[16:14:09] <dennda> quicksilver: I didn't quite get what you meant. Could you roughly outline it?
[16:14:24] <quicksilver> each frame you do this:
[16:14:37] <quicksilver> glLoadIdentiy(); setup_modelview(); drawmyworld();
[16:14:38] <quicksilver> right?
[16:14:46] <quicksilver> effectively.
[16:14:47] <dennda> yes
[16:14:58] <quicksilver> if you insert stuff after glLoadIdentity, but before setup_modelview()
[16:15:02] <quicksilver> then it has a fixed coord system
[16:15:04] <dennda> setup modelview being composed of transformations
[16:15:06] <quicksilver> (you haven't set up modelview yet)
[16:15:12] <quicksilver> you can draw a skybox there
[16:15:18] <quicksilver> or other things which are supposed to "stand still"
[16:15:35] <quicksilver> alternatively, if you want to draw them last instead of first
[16:15:49] <quicksilver> then you add "glLoadIdentity(); drawfixedstuff();" at the end.
[16:15:56] <quicksilver> and glLoadIdentity destroys the model view matrix
[16:16:06] <quicksilver> and returns you to the default coords.
[16:16:24] <dennda> what's the point of setting the modelviewmatrix before then?
[16:16:26] <quicksilver> (where 0,0 is the middle of the screen, with a typical projection matrix)
[16:16:35] <quicksilver> just a question of which order you prfer to draw things.
[16:16:38] <quicksilver> If you're drawing a HUD
[16:16:42] <quicksilver> (hit points, score, etc)
[16:16:49] <quicksilver> it makes sense to draw it last, so it's on top of your game screen
[16:16:56] <quicksilver> if you're drawing a sky box it makes sense to draw it first.
[16:17:34] *** ectropy has joined ##OpenGL
[16:18:48] <dennda> quicksilver: well ok. suppose I have two things that aren't fixed. from my understanding, i'd need a seperate modelview for each object if I want to move, scale and rotate them independently
[16:19:05] *** vick has quit IRC
[16:19:16] *** GX has quit IRC
[16:19:40] <kbotnen> draw a object, translate it to x1, draw another object translate it x1, the 2nd object is on x2 now.
[16:19:48] *** GX has joined ##OpenGL
[16:19:52] <kbotnen> if you do a loadID between both will be at x1.
[16:20:03] *** ectropy has left ##OpenGL
[16:20:09] <quicksilver> dennda: typically you ahve a shared "view"
[16:20:14] <quicksilver> dennda: and separate model transforms.
[16:20:17] <quicksilver> then it looks like this:
[16:20:58] <quicksilver> setup_camera(); pushMatrix(); setupmodel1(); drawmodel1(); popMatrix(); pushMatrix(); setupmodel2(); drawmodel2();
[16:21:27] <quicksilver> the purpose of push/pop matrix is to let you isolate the "model" portions, and share the "view/camera" portion of the transformation.
[16:21:49] <quicksilver> when you have objects grouped into a tree (scene graph) it's the same idea but a deeper hierarchy.
[16:25:08] <dennda> ok I will try to understand that. I'm trying to write a simple game for learning purposes
[16:27:13] <kbotnen> try it :) do some transformations, push and pop and see what happens.
[16:27:31] <quicksilver> for example, I have a chess-like board
[16:27:33] <kbotnen> Its need to know stuff if you are going to move things aroung.
[16:27:39] <quicksilver> my pieces are all designed to draw at (0,0,0)
[16:27:40] <kbotnen> *around.
[16:27:45] *** barbar__conan has joined ##OpenGL
[16:27:49] <quicksilver> before I draw each one I translate to the right place on the board
[16:27:55] <quicksilver> and scale so 1 unit is the right height
[16:28:02] <quicksilver> then I call the draw routine
[16:28:09] <quicksilver> which draws them at the "origin" and "1 unit high"
[16:28:13] <quicksilver> and that works out right.
[16:36:44] *** rabbit- has quit IRC
[16:40:00] *** neoneye has quit IRC
[16:41:37] *** zommi has quit IRC
[16:53:27] *** UUncia has quit IRC
[16:56:18] *** suppahsrv has quit IRC
[16:57:30] *** GX has quit IRC
[16:59:31] *** barbar__conan has quit IRC
[17:01:32] *** twist_ has joined ##OpenGL
[17:03:12] *** Goosey has joined ##OpenGL
[17:06:57] *** Yustme has joined ##OpenGL
[17:07:59] *** Acryler has joined ##OpenGL
[17:09:52] *** rutski_ has joined ##OpenGL
[17:10:35] *** druggy has joined ##opengl
[17:11:24] *** kenws has quit IRC
[17:12:25] *** Acryler has left ##OpenGL
[17:12:35] *** twist_ has quit IRC
[17:14:49] *** druggy_ has quit IRC
[17:16:45] *** suppahsrv has joined ##OpenGL
[17:23:55] *** Acry_ler has quit IRC
[17:25:23] *** pietia has quit IRC
[17:25:47] *** pietia has joined ##OpenGL
[17:27:27] *** vade has joined ##OpenGL
[17:33:12] *** korff_home has joined ##OpenGL
[17:33:37] *** reprore_ has joined ##OpenGL
[17:35:30] *** reprore_ has quit IRC
[17:35:33] *** repror___ has joined ##OpenGL
[17:40:33] *** montana has joined ##OpenGL
[17:40:48] <montana> Hi, can anyone help me with parralax mapping? pm me?
[17:41:58] <montana> im so stuck
[17:51:37] *** NightVisio has joined ##OpenGL
[17:53:04] *** [AD]Turbo has quit IRC
[17:54:51] *** ljungk has joined ##OpenGL
[17:55:37] *** LordMetroid has joined ##OpenGL
[18:00:26] *** calav3ra has joined ##opengl
[18:02:12] *** loonysalmon has joined ##OpenGL
[18:02:33] *** loonysalmon has left ##OpenGL
[18:03:14] *** dvoid has joined ##OpenGL
[18:05:31] *** wisey has quit IRC
[18:06:14] *** korff_home has quit IRC
[18:07:43] *** itewsh has joined ##OpenGL
[18:07:47] *** groton_ has joined ##OpenGL
[18:08:10] *** HuntsMan has quit IRC
[18:10:08] *** sparky_ is now known as sparky
[18:13:36] *** belou has quit IRC
[18:16:13] *** groton has quit IRC
[18:23:11] *** groton_ is now known as groton
[18:27:45] *** NightVisio has quit IRC
[18:29:43] *** korff_home has joined ##OpenGL
[18:30:03] *** druggy has quit IRC
[18:30:07] *** druggy has joined ##opengl
[18:37:40] *** x0rx0r has quit IRC
[18:39:55] *** itewsh has quit IRC
[18:42:03] *** pietia has quit IRC
[18:46:42] *** a-stray-cat` has joined ##OpenGL
[18:46:45] *** a-stray-cat has quit IRC
[18:47:13] *** x0rx0r has joined ##OpenGL
[18:51:11] *** predaeus has quit IRC
[18:51:14] *** tmccrary has quit IRC
[18:52:08] *** groton_ has joined ##OpenGL
[18:57:27] *** GuShH has quit IRC
[19:05:20] *** steve918 has joined ##OpenGL
[19:05:29] *** steve918 has left ##OpenGL
[19:09:24] *** tmccrary has joined ##OpenGL
[19:13:15] *** groton has quit IRC
[19:14:03] *** repror___ has quit IRC
[19:14:45] *** reprore has joined ##OpenGL
[19:15:06] *** Captain_Code has joined ##OpenGL
[19:15:18] *** Captain_Code has left ##OpenGL
[19:19:37] *** groton__ has joined ##OpenGL
[19:21:17] *** groton__ is now known as groton
[19:25:12] *** x0rx0r has quit IRC
[19:25:41] *** fusi has joined ##opengl
[19:27:07] <montana> Hi, can anyone help me with parralax mapping? pm me?
[19:27:08] <montana> im so stuck
[19:28:08] *** GX has joined ##OpenGL
[19:28:22] <montana> i dont even know where to start though
[19:28:31] <fusi> google
[19:28:55] <montana> cant see any tutorials
[19:29:06] *** pietia has joined ##OpenGL
[19:33:51] *** x0rx0r has joined ##OpenGL
[19:34:22] *** groton_ has quit IRC
[19:35:25] *** x0rx0r has quit IRC
[19:37:14] *** johndoevodka has joined ##opengl
[19:37:45] *** pietia has quit IRC
[19:37:54] *** GinoMan has quit IRC
[19:39:03] <Madsy> montana: Perhaps you want something called a "white paper" or "research paper".
[19:39:25] <Madsy> tutorials are for people with short attention span
[19:39:29] <montana> ok
[19:39:57] <fusi> lol montana
[19:40:00] <fusi> Madsy*
[19:40:29] <montana> anyone want to parralax map my cube? :D
[19:40:30] <Madsy> Hi fusi. Never seen you on FreeNode before :-)
[19:40:51] <Madsy> fusi: Got tired of QuakeNet gamers yet?
[19:41:08] <fusi> qnet opengl has died a death
[19:41:12] *** pietia has joined ##OpenGL
[19:41:14] <fusi> ever since it got split into two channels
[19:41:22] <fusi> phenominally stupid idea imo
[19:41:27] <fusi> noone ever talks there anymore apart from me
[19:41:30] <Madsy> Oh? I didn't catch that happening :)
[19:41:30] <fusi> its sad
[19:41:46] <fusi> mmmm
[19:41:51] <Madsy> fusi: I'm partially back on Quakenet. Happy days!
[19:41:58] <fusi> some bullsh!t channel opengl.ot now for 'off topic' chat
[19:42:09] <fusi> im like 'what'
[19:42:15] <Madsy> :D
[19:42:37] <fusi> yes im fed up with qnet atm
[19:42:53] <fusi> tbh i came here in thehope of finding a buzzing intelligent community
[19:42:55] <Madsy> I'd rather start an ##OpenGL.pedantic for those who know how to do research before asking questions.
[19:43:05] <Madsy> Than a channel for off-topic stuff.
[19:43:25] <fusi> mm
[19:43:36] <fusi> specialist stuff in a sep chan ye
[19:43:58] <fusi> its all bollocks anyway is my point
[19:44:05] <fusi> im off for a spliff
[19:44:09] <fusi> ill be back in a min
[19:44:11] <Madsy> Laters.
[19:44:11] <fusi> dont go anywhere
[19:44:15] *** Quentarez has joined ##OpenGL
[19:44:15] <fusi> <3
[19:44:17] <Madsy> And it's nice to see you again.
[19:47:46] *** LtJax has joined ##opengl
[19:48:18] *** m4ggus has quit IRC
[19:55:44] <fusi> and u matey
[19:56:02] <fusi> on pda atm, cant type too fast
[19:56:08] *** xkpe has quit IRC
[19:56:36] <fusi> done anything leet rwcently?
[19:58:28] *** itewsh has joined ##OpenGL
[19:59:46] *** sparky_ has joined ##OpenGL
[19:59:48] *** ol1veira_ has quit IRC
[20:00:42] <fusi> oohfunky
[20:00:55] *** sparky has quit IRC
[20:00:59] <Madsy> Kudos to LtJax for helping me out with the inline-issue.
[20:02:50] <Madsy> fusi: The best part is that constructor parameters which are constant, gets optimized away. And those who are not gets optimized into exactly the same code as if you wrote the shifting arithmetic yourself.
[20:02:59] <Madsy> get*
[20:03:11] <Madsy> Only without the clobber.
[20:03:27] <fusi> neat
[20:03:35] *** Captain_Code has joined ##OpenGL
[20:03:49] <Captain_Code> gd day
[20:04:01] <Madsy> So, no argument for doing fixedpoint arithmetic by hand anymore ;)
[20:04:23] *** Captain_Code has left ##OpenGL
[20:04:23] <fusi> \o/
[20:07:17] <Madsy> fusi: Other than that, I'm working on my GP2X emulator, and an XNA Xbox 360 game.
[20:07:54] <fusi> cool
[20:08:11] <fusi> im wrestling with ati hardware :/
[20:08:15] <Madsy> hehe
[20:08:38] <fusi> all my texture coords are zero
[20:08:39] <Madsy> I'm still waiting for OpenGL3 drivers for Ubuntu :)
[20:08:52] *** rnx has joined ##opengl
[20:09:06] <Madsy> fusi: Ah, yeah I remember.
[20:09:37] <fusi> and if i specify mipmapping
[20:09:44] <fusi> all i get is the average colour of the texture
[20:09:44] <MatthiasM> Madsy: a working one ?
[20:09:49] <fusi> im like GRR
[20:09:57] <Madsy> MatthiasM: A working what?
[20:10:05] <fusi> game i guess
[20:10:07] <MatthiasM> a working linux driver from ati
[20:10:11] <fusi> oh
[20:10:21] <fusi> ha thatll never happen
[20:10:25] <MatthiasM> I think you can wait very long for that
[20:10:26] <fusi> regardless of the platform
[20:10:33] <Madsy> MatthiasM: OpenGL 3 drivers for Linux were released early from Nvidia.
[20:10:45] <Madsy> But I'd rather have them as a part of the repo.
[20:11:28] <Madsy> I'm stupid by nature and I don't want to break my system right now.
[20:11:40] *** TheLorax has joined ##opengl
[20:12:41] <Madsy> fusi: Send me your code, and I'll gladly take a look.
[20:15:50] <fusi> thanks for the offer
[20:15:59] <fusi> its too messy and sprawling
[20:16:20] *** reprore has quit IRC
[20:17:05] *** reprore_ has joined ##OpenGL
[20:17:38] <fusi> im incredibly frustrated
[20:17:46] <fusi> to the point where im throwing my hands up
[20:17:53] <fusi> and im going to do something useful with my time
[20:17:55] <fusi> bbl
[20:18:53] *** msh07 has joined ##OpenGL
[20:21:32] *** dusted has joined ##OpenGL
[20:25:19] *** msh07 has quit IRC
[20:38:33] *** davidc__ has joined ##opengl
[20:59:49] *** stringfellow has quit IRC
[20:59:54] *** vick has joined ##OpenGL
[21:03:22] *** nailora has joined ##OpenGL
[21:04:05] *** LtJax has quit IRC
[21:08:28] <nailora> when coding something on graphical level of -- lets say -- what you could achieve with flash if you really wanted to --- would you recommend using opengl or do it using some 2d lib like sdl?
[21:13:48] *** calav3ra has quit IRC
[21:14:31] *** Marin has joined ##OpenGL
[21:15:05] <Marin> Hello, I want to render stars as a background in my game, so I wonder should I use GL_POINTS or something else?
[21:20:36] <Marin> Weird for Some reason GL_POINTS are invisible until I set glPointSize to be larger that 1.5f
[21:20:46] <Marin> Too small I guess ..
[21:21:35] *** sparky_ has quit IRC
[21:23:54] <Marin> Wow, isn't it silent here today.
[21:27:44] <rnx> you will have to reveal a lot more about the nature of your scenes to get useful advice about how to implement some part of it
[21:28:01] *** WhatAHam has quit IRC
[21:28:12] *** WhatAHam has joined ##OpenGL
[21:31:50] *** emzic has joined ##OpenGL
[21:34:24] *** Walt has joined ##opengl
[21:37:15] *** vampirefrog has joined ##OpenGL
[21:37:36] *** vampirefrog has quit IRC
[21:38:14] *** vampirefrog has joined ##OpenGL
[21:42:48] *** kbotnen has quit IRC
[21:44:51] *** johndoevodka has quit IRC
[21:49:02] *** Gorgoroth has joined ##OpenGL
[21:49:08] *** iion has joined ##OpenGL
[21:49:28] *** iion has quit IRC
[21:55:16] *** GuShH has joined ##OpenGL
[22:03:32] *** fatih has joined ##OpenGL
[22:08:35] *** fatih has left ##OpenGL
[22:10:24] *** KU0N has joined ##opengl
[22:15:01] *** pietia has quit IRC
[22:15:32] *** pietia has joined ##OpenGL
[22:17:35] *** Jernej has joined ##OpenGL
[22:33:23] *** montana has quit IRC
[22:34:31] *** JernejL has quit IRC
[22:35:35] *** Walt has quit IRC
[22:36:55] *** sbwilson has joined ##OpenGL
[22:38:32] *** TheLorax has quit IRC
[22:39:17] *** TheLorax has joined ##opengl
[22:39:47] *** GX_ has joined ##OpenGL
[22:42:12] *** reprore_ has quit IRC
[22:42:47] *** GX has quit IRC
[22:56:46] *** mm765^sleep is now known as mm765
[23:01:15] *** Quentarez has quit IRC
[23:04:19] *** Walt has joined ##opengl
[23:09:10] *** Orphis_ has joined ##opengl
[23:09:12] *** Orphis has quit IRC
[23:12:13] *** pietia has quit IRC
[23:13:20] *** pietia has joined ##OpenGL
[23:18:44] *** Spkka has joined ##OpenGL
[23:18:59] *** Spkka has quit IRC
[23:19:15] *** Spkka has joined ##OpenGL
[23:19:40] <vick> I'm having a problem that whenever i am using soil to load more than one texture, the last one loaded is the only one that gets mapped to my objects...
[23:20:44] *** ljungk has quit IRC
[23:21:09] *** `Wil has joined ##OpenGL
[23:22:08] <MatthiasM> vick: didn't you ask this question already this week ?
[23:24:38] <vick> MatthiasM: Yes.
[23:24:52] <vick> MatthiasM: in fact i asked it today.
[23:25:04] <MatthiasM> and if I remember correctly you blaimed your image loading library
[23:25:18] <vick> MatthiasM: Correct :P
[23:25:40] <MatthiasM> so - as you have this issues again - go and learn how to use textures in OpenGL ==> red book
[23:25:44] <vick> MatthiasM: I debugged the whole thing and made sure soil is giving me diffrent values everytime, and i saved them seperately.
[23:25:58] <vick> MatthiasM: I know how to use textures.
[23:26:06] <MatthiasM> doesn't seems like it
[23:26:27] <vick> MatthiasM: The only way that thing might happen is that i'd bind the same identifier returned by SOIL before mapping my textures.
[23:26:34] <vick> MatthiasM: And i am not doing that.
[23:26:58] *** Spkka has quit IRC
[23:27:10] *** NotWil has quit IRC
[23:27:46] <vick> MatthiasM
[23:27:56] <vick> So you are saying it is my fault somewhere, correct ?
[23:28:11] <MatthiasM> who else ?
[23:28:31] <MatthiasM> OpenGL can work with a lot of textures at once
[23:28:40] *** Renderwahn has quit IRC
[23:32:30] *** `Wil has quit IRC
[23:38:33] *** Wil has joined ##OpenGL
[23:38:55] *** itewsh has quit IRC
[23:39:26] *** itewsh has joined ##OpenGL
[23:43:00] *** Quentarez has joined ##OpenGL
[23:48:49] *** TheLorax has quit IRC
[23:50:01] *** Ingenu has quit IRC
[23:51:01] *** cs_student has joined ##OpenGL