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   January 19, 2009  
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[00:06:20] <AlastairLynn> are graphics likely to go towards raytracing at all in the future or is it likely to remain with rendering as we have today?
[00:06:26] <AlastairLynn> s/is it/are they/
[00:07:40] <sparky> what made you say that? --> <joemax> seriously... shadow mapping is the future
[00:07:40] <TbbW> i think i read somewhere about intel putting alot of effort into raytracing with shadows... i culd be wrong doh :P
[00:07:44] <sparky> are you selling
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[00:08:32] <AlastairLynn> that made me think of it, but i'm not talking wrt shadows specifically
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[00:08:40] <AlastairLynn> it's a question i keep forgetting to ask
[00:08:58] <joemax> Real Time will always stick with this
[00:09:01] <AlastairLynn> no doubt RTFM_FTW will come and tell me what a tard i am for even considering it but in the meantime what does everyone else think?
[00:09:05] <joemax> at least for a long arse while
[00:09:06] <AlastairLynn> okay
[00:09:19] <joemax> but anyway
[00:09:21] <joemax> back to my question
[00:09:26] <joemax> come on.... anyone know a good paper?
[00:09:45] <joemax> that likes really considers all optimization options
[00:09:50] <joemax> until they become redidulous
[00:12:10] * TbbW lisens to the crickets
[00:12:57] <joemax> actually
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[00:13:14] <joemax> since ray tracing is an operation that can be split into parts and done parallel
[00:13:22] <joemax> we might do it real time in the next....30 years?
[00:13:39] <joemax> when all CPUs have 500 3.2 ghz cores and suck in as much power as the Tokamak reactor in France
[00:14:02] <joemax> for complex scenes in games
[00:14:04] <joemax> etc.
[00:14:58] <TbbW> joemax: what ever medication you'r on... plz let me have some :)
[00:15:08] <joemax> lol no it's true... think about it :D
[00:15:12] <sparky> joe: you're giving me the willies here, you're firing off buzzwords and sentences fired off by the media
[00:15:31] <sparky> and switching subject rapidly without encouragement
[00:15:46] <joemax> huh, .... what I said wasn't a loose bunch of buzzwords
[00:15:50] <joemax> it's the way the industry is going
[00:15:57] <TbbW> sparky: culd he maby be... amfetamin ?
[00:16:03] <joemax> how long ago did we have 4 cores?
[00:16:08] <joemax> now it's 8 cores...
[00:16:08] <sparky> TbbW: he he :)
[00:16:12] <joemax> before you know it, it's 16
[00:16:18] <joemax> see the trend?
[00:16:28] <sparky> joemax: yeah, imagine how fast we could make the rasterizers on that many cores!!
[00:16:38] <joemax> that was might point
[00:16:41] <sparky> it would be even faster then raytracing wooooot!!!!
[00:16:54] <joemax> the geometery data is shared
[00:16:59] <TbbW> heh intel basicly sead "dont write for 1,2 or 4 cores... write for 100s of cores coz the way things are going, 100s of cores are not that far away"
[00:17:01] <joemax> and since the CPU will have 1 GB of layer 1 cache
[00:17:28] <joemax> all each core has to do , is to just render a small cube portion of the scene :P
[00:17:52] <joemax> and memory access times will be fast ... since the whole scene is on cache anyway
[00:17:55] <joemax> :P
[00:18:01] <RTFM_FTW> heh people have been fooling around with RT RT on the GPU for quite a while now
[00:18:19] <joemax> yeah it'll move to CPUs, the way intel is thinking
[00:18:48] <sparky> joemax: so what happened to "shadow maps are the future"?
[00:18:50] <AlastairLynn> RTFM_FTW: that happens with most questions or musings of mine ;)
[00:18:57] <RTFM_FTW> nah :P
[00:19:10] <joemax> sparky, lol... yeah...so .... shadow maps!
[00:19:22] <joemax> shadow maps!... anyone got a good link/paper? :)
[00:19:29] <AlastairLynn> :)
[00:19:33] <joemax> fast shadow maps, with lotsa optimization :D
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[00:20:23] <TbbW> jooemax: if u give me a days pay and a donut... i culd google for you :P
[00:20:31] <joemax> I've already googled
[00:20:33] <kbotnen> joemax, tried to do a search for that? "fast shadow map paper"?
[00:20:41] <joemax> yeah
[00:20:43] <RTFM_FTW> in any case there are a number of people on the academic side (and researchers in industry) investigating RT RT on current generation HW... personally I don't see this replacing rasterization anytime soon but it definitely has potential for certain usage cases
[00:20:55] <joemax> didn't quite find the paper I wanted
[00:21:08] <joemax> I was just wondering if any of you know any paper... that's all
[00:21:10] <joemax> it's ok if you don't
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[00:21:15] <joemax> any authors
[00:21:31] <AlastairLynn> what about deferred shading?
[00:21:46] <RTFM_FTW> and anyone thinking that Intel is primarily looking at RT RT versus (SW / HW) rasterization is delusional :P
[00:21:50] <kbotnen> hmm.. thats bad. Get a lot of hits on it, but I dont know what you are looking for so. And its mostly articles not whitepapers.
[00:21:57] <joemax> cubic shadow maps... soft and very optimized (for small radius omni-dir shadows)
[00:22:30] <RTFM_FTW> heh a number of Intel insiders (and those working on Larrabee) have discussed this matter
[00:22:59] <joemax> or I once heard sparky here (I think) mention dual paraboloid maps
[00:23:21] <joemax> I think he did a paper on this too :P
[00:26:32] <sparky> joemax: I've only come across papers on shadow mapping adressing quality
[00:26:33] <sparky> sorry
[00:26:56] <sparky> to find optimization you'll have to go through GDC presentatoins
[00:27:03] <sparky> tmk anyway
[00:27:23] <sparky> assuming you are talking about basic optimization
[00:27:45] <sparky> such as minizing receiver, caster colume and other things
[00:27:48] <joemax> I see a lot of... ways... you can optimize
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[00:28:01] <joemax> I mean anything beyond far plane is not rendered is it?
[00:28:10] <joemax> and if your light has a small radius... and you have a large scene
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[00:28:17] <joemax> that's a great way to deal with it no?
[00:28:35] <sparky> reducing your receiver/caster volume is very important yes
[00:28:54] <sparky> also you don't want to waste depth precision on caster objects which are not inside the camera frustum
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[00:29:01] <joemax> and I bet indexing a dual paraboloid map (I heard it from someone here) is more fast than indexing two large textures no?
[00:29:22] <joemax> I mean 6 large textures
[00:29:24] <joemax> not 2
[00:29:24] <joemax> sorry
[00:29:27] <joemax> (cube map)
[00:29:36] <sparky> well cubemapping is built into the hardware
[00:29:52] <sparky> and assuming you're using the same amount of texels as you would have done with the paraboloid maps
[00:29:59] <sparky> I'm not 100% sure it will be faster
[00:30:01] <joemax> right... but there's probably some... ray intersection test or something with 6 quads no?
[00:30:12] <sparky> not to mention the problems you have to deal with when generating them
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[00:30:23] <joemax> yeah the 'fine' line
[00:30:39] <GuShH> joemax: "more fast" = "faster"
[00:30:40] <sparky> you can't really generate accurate paraboloid maps because it can't be done using matrix transformation and perspective projection
[00:30:47] <mor_> when using framebuffer object with stencil, i am little confused, what should i do, attach stencil texture, or add stencil storge from renderbuffer?
[00:30:49] <joemax> GuShH, yes I know, sometimes it slips
[00:30:53] <GuShH> :p
[00:31:01] <joemax> yeah the 180 " problem
[00:31:03] <sparky> self shadow would certainly not be a posibility
[00:31:09] <sparky> if you were to use paraboloid maps
[00:31:14] <joemax> well there is already self shadowing...
[00:31:17] <joemax> but that's not enough
[00:31:27] <joemax> normals facing away etc.
[00:31:36] <sparky> have fun
[00:31:40] <sparky> I got stuff to do
[00:31:46] <joemax> alright thanks for the tips
[00:31:48] <joemax> and the conversation
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[00:49:40] <cmtptr> Where can I find information about texture mapping triangle strips? I can get the first triangle fine, but after that I'm just confused as the texture seems to flip.
[00:51:26] <cmtptr> Sorry, actually I meant that I can get the first two triangles fine. They're no different from mapping a quad.
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[00:56:55] <tmccrary> cmtptr: are you sure your winding is correct in all cases?
[00:57:52] <cmtptr> Actually I might have just figured out this one side I've been playing around with by accident. By winding do you mean the vertex order?
[01:04:56] <cmtptr> I'm sorry, I think I have it figured out. I just didn't play with it enough! Thanks anyway.
[01:06:49] <jmd> Is anyone here familiar with GtkGlExt ?
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[01:16:42] <jmd> According to the red book, every X Window System is guaranteed to have a visual with an accumulation buffer. But I have a netbook which doesn't.
[01:17:14] <Weiss> jmd: i've been using GtkGLExt for a while, but not too deeply
[01:18:52] <jmd> Weiss, I wondered if you'd had any problems with configuring the frame buffer?
[01:19:25] <Weiss> nope, but i didn't try anything clever
[01:20:16] <Weiss> i've been having some weird redraw issues though
[01:20:31] <jmd> Have you been using the accumulation buffer?
[01:20:36] <Weiss> nope
[01:20:41] <jmd> ok.
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[01:28:52] <jarac> Hi
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[01:35:02] <jarac> I'm not an opengl developer and I don't need to render anything myself, I'm hoping someone could provider me with a solution: I need to copy part of the rendered screen into a buffer. glReadPixels is too slow - is there any alternative? Note: I don't need to be able to access the buffer right after calling any appropriate API
[01:35:33] <jarac> Could render-to-texture help me?
[01:35:50] <MatthiasM> jarac: use PBO
[01:36:27] <RTFM_FTW> how about explaining *why* you need the scene copied into a buffer first
[01:37:01] <jarac> RTFM_FTW: is that relevant?
[01:37:04] <RTFM_FTW> secondly tell us what you mean by "buffer"... i.e. a buffer usable by GL or usable by some other (client side) library?
[01:37:29] <RTFM_FTW> yes all of this is relevant
[01:37:40] <RTFM_FTW> the approach used for one isn't what would be used for the other
[01:38:07] <jarac> RTFM_FTW: to explain the buffer - the ideal solution would be a RGB pixel buffer
[01:38:18] <RTFM_FTW> for example do you need the underlying texel data copied out of card memory or can it all stay on the GPU for further GL processing?
[01:38:35] <jarac> no further processing will be done by the GPU
[01:38:59] <jarac> i need the rendered pixels, as if i were implementing a function that would make a screenshout out of screen
[01:38:59] <RTFM_FTW> are you using multiple read-backs or just a single read-back?
[01:39:16] <RTFM_FTW> ah then use ReadPixels or GetTexImage
[01:39:27] <jarac> ReadPixels is too slow - it slows down the application
[01:39:30] <RTFM_FTW> hell using a PBO for a single read-back is a waste as well
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[01:39:42] <RTFM_FTW> umm for a single screenshot?
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[01:39:53] <RTFM_FTW> I fail to see how ReadPixels would be too slow for that
[01:39:59] <RTFM_FTW> heh something isn't adding up here :P
[01:40:21] <jarac> RTFM_FTW: I need to be able to call it very often without perfomance issues
[01:40:28] <jarac> is what i'm asking for maybe a bit too crazy?
[01:40:33] <HuntsMan> too crazy
[01:40:39] <HuntsMan> readback from GPU to CPU IS slow
[01:40:40] <HuntsMan> :)
[01:40:40] <RTFM_FTW> if you need to perform multiple read-backs then use PBO accelerated ReadPixels
[01:40:46] <RTFM_FTW> but even this isn't ideal
[01:40:59] <RTFM_FTW> i.e. not nearly as fast as never reading back the data in the first place :P
[01:41:32] <jarac> Hm.. let's put it this way:
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[01:42:31] <MatthiasM> jarac: you got told to use PBO already 2x - look it up and implement it
[01:42:47] <RTFM_FTW> you can use a ring buffer containing multiple buffer objects (i.e. 4 would be a good starting point) and cycle through them in order to improve performance
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[01:43:42] <RTFM_FTW> even better you can use what I mentioned above but rather than reading multiple frames you can tile the read-backs across a single frame
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[01:44:11] <RTFM_FTW> which will help since you are ultimately reading back 1/N pixels per ReadPixels call
[01:44:47] <RTFM_FTW> stitching them back together is an exercise I'll leave to you :P
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[01:45:23] <RTFM_FTW> in all case all of this is discussed within the ARB_pixel_buffer_object specification
[01:45:25] <RTFM_FTW> so read that
[01:45:40] <jarac> alright
[01:45:52] <jarac> do older cards support it?
[01:46:05] <jarac> nevermind, i'll read about it
[01:46:07] <jarac> thanks
[01:46:09] <MatthiasM> jarac: check the supported extensions
[01:46:25] <RTFM_FTW> support for PBO is pretty good
[01:46:40] <RTFM_FTW> and of course anything exporting 2.1 will support PBO in core
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[01:59:47] <emzic> good'night everybody, thanks again for all your help!
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[02:32:35] <joemax> GLSL has 'continue' right?
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[02:50:18] <GuShH> joemax : I believe so.
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[02:55:34] <joemax> anyone know how many MTU these recent 'cards' have?
[02:55:51] <joemax> like the most recent nVidia GeForce 295 or ATI's 4870 X2?
[02:57:45] <joemax> 160 in total for 295......... HOLY LIVING ****.
[02:58:20] <joemax> 80 per GPU
[02:58:24] <joemax> wow....
[03:00:32] <joemax> my 8800 GTX only has like 32... and before I know it, wow, everything changes so much
[03:00:53] <joemax> I don't even think anyone needs the Texture Array extension
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[03:51:56] <attacke> anyone know a tutorial of multitexturing when it goes for using 2 textures and one grayscale alpha map, so that white = tex1, black = tex2.
[03:52:16] <attacke> all the tutorials i find are just mixing 2 textures straight off.
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[05:19:05] <dean1012> Hi everyone
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[05:21:44] <Kyuuketsuki> how might i go about vertex buffering a sphere? do i need to find my own vertices for that sort of thing?
[05:24:36] <Kyuuketsuki> i'm guessing I have to do my own calculation, but if anyone knows a shortcut, it'll save me a lot of trouble (not using immediate mode)
[05:25:06] <dean1012> i'd help if i could
[05:25:20] <dean1012> i'm just getting started and having my own problem
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[05:29:24] <Kyuuketsuki> whats your problem?
[05:29:35] <Kyuuketsuki> while I'm here anyway...
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[05:48:08] <dean1012> ahh
[05:48:15] <dean1012> sorry was in another channel trying to get help
[05:48:31] <dean1012> my problem is that when i try to draw something (texture or text) on the lower left of the screen at 0,0 it is slightly off screen
[05:48:33] <dean1012> and i can't figure out why
[05:51:25] <Kyuuketsuki> got an image of it?
[05:52:04] <Kyuuketsuki> dean1012: i think i know why but i'll know for certain if you have a screenshot
[05:52:24] <dean1012> i'll have a screenshot in a second
[05:52:25] <dean1012> [testTex drawAtPoint:CGPointMake(20, 10)];
[05:52:30] <dean1012> is what i have to use to get it where i want it
[05:52:32] <dean1012> rather than 0,0
[05:52:41] <dean1012> the height of the text is 15 so i figured 0,15 if 0,0 didn't work
[05:52:47] <dean1012> but 20,10 i'm at a loss
[05:52:50] <dean1012> let me get a SS
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[05:56:40] <dean1012> ok got the screenshots
[05:56:43] <dean1012> http://img102.imageshack.us/my.php?image=screenshot1bk4.png
[05:56:52] <dean1012> that screenshot shows what the text looks like when printed at 20, 10
[05:57:19] <dean1012> http://img525.imageshack.us/my.php?image=screenshot2gk0.png
[05:57:29] <dean1012> that screenshot shows what the text looks like when printed at 0, 0
[05:57:56] <dean1012> http://img440.imageshack.us/my.php?image=screenshot3hs8.png
[05:58:00] <dean1012> and that one at 0, 15
[05:58:01] <Kyuuketsuki> that's easy, then
[05:58:09] <dean1012> the text is 15 pixels high
[05:58:19] <Kyuuketsuki> it's taking the midpoint of your overall text
[05:58:29] <dean1012> i'm doing just 2D programming using OpenGL ES and using glOrthof
[05:58:39] <dean1012> specifically i'm using OpenGL ES on the iPhone 2.2 FW
[05:59:10] <dean1012> i also exhibit this issue when blitting a texture using the same wrapper (Texture2D)
[05:59:13] <Kyuuketsuki> use this instead fo TEST: FOOBAR with 0,15. My guess is that it'll show BAR only
[05:59:25] <dean1012> i was using Texture2D since it allows me to do it without knowing how to use vectors (which really confused me)
[05:59:47] <Kyuuketsuki> this being the case, it's takng the midpoint. let me make it graphical for you...
[06:01:03] <Kyuuketsuki> http://img.skitch.com/20090119-mn7k48fr6n2j2df7xrd5fgnrb1.png
[06:01:19] <Kyuuketsuki> the very centre of the text is the 0,0 marker
[06:01:42] <dean1012> you are correct
[06:01:45] <dean1012> it shows just BAR
[06:01:48] <dean1012> at 0, 15
[06:02:27] <dean1012> i wonder why apple would use the midpoint?
[06:02:36] <dean1012> i thought it was standard to use the upper left
[06:02:45] <Kyuuketsuki> i use the midpoint in my frameworks too
[06:02:59] <Kyuuketsuki> but you can set the reference with a flag
[06:03:06] <Kyuuketsuki> i'd bet apple does the same
[06:03:21] <dean1012> is there an advantage to the midpoint?
[06:03:39] <Kyuuketsuki> certainly, at least for my framework
[06:03:55] <dean1012> i mean i've always used Allegro primarily under a windows environment and i would always blit(texture, x, y) where x and y were the coordinates for the upper left
[06:04:17] <dean1012> so 0,0 for first tile, 32,0 for second tile, etc... assuming 32x32 tiles
[06:04:27] <dean1012> then 0,32 for next line first tile
[06:04:28] <dean1012> etc...
[06:04:42] <Kyuuketsuki> define an Sphere *obj1 = Sphere(5,4,7,8); with my framework and you'll have a sphere with a radius 8 and centre at (5,4,7)
[06:04:56] <Kyuuketsuki> my text rendering just falls in with everything else
[06:05:38] <dean1012> well i could understand for spheres, ellipses, etc... where the midpoint makes sense but in a tile map situation isn't it easier to use the upper left corner?
[06:06:15] <dean1012> so since we now know it uses midpoint, how would i translate that? i mean if i wanted to start my first 32x32 tile at 0,480 (upper left corner)
[06:06:23] <dean1012> would it be 480 / 32?
[06:07:20] <Kyuuketsuki> lemme load up the spec
[06:07:35] <dean1012> which spec in specific?
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[06:11:30] <Kyuuketsuki> for drawAtPoint
[06:11:43] <dean1012> Ahh
[06:11:44] <Kyuuketsuki> so, NSString
[06:11:55] <dean1012> actually it is Texture2D
[06:12:05] <dean1012> I'll get you a link if youd like
[06:12:58] <dean1012> http://rafb.net/p/87itLW59.html
[06:13:02] <dean1012> is Texture2D.m
[06:13:09] <dean1012> i'm using the text implementation to be exact
[06:13:19] <dean1012> and if you'd like i can get you pastes of my entire source code
[06:13:27] <dean1012> it is just one applicable file
[06:13:47] <Kyuuketsuki> oh my
[06:14:07] <Kyuuketsuki> your vertices are the issue i thing
[06:14:09] <Kyuuketsuki> hold on
[06:14:47] <dean1012> a lot of people tell me to ditch Texture2D and just blit my graphics using triangle strips myself
[06:14:52] <dean1012> but there is one major problem with that
[06:15:02] <dean1012> i don't understand how the vertices work for positioning
[06:15:08] <dean1012> most of the examples i find include no explanation
[06:15:18] <dean1012> and seeing a bunch of .5 and -.5s doesn't help me
[06:15:46] <dean1012> if i want to make a 32x32 square with triangle strips, give it a 32x32 texture, and blit it at the upper left corner of the screen i have no idea how
[06:15:56] <Kyuuketsuki> check your PM
[06:16:13] <Kyuuketsuki> use it to replace lines 297 to 300
[06:17:10] <Kyuuketsuki> lemme know if it helps
[06:17:22] <dean1012> i'm doing that now
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[06:56:53] <joemax> mat4 in GLSL is column major right?
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[06:57:07] <joemax> so mat4 j; j[0] = vec3 (x,y,z); would set the first 'column' right?
[06:57:17] <joemax> sorry vec4 (x,y,z,w);
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[07:54:22] <iammisc> I have a wavefront obj model ( I can post that if you want ) with textures. The model is a model of a room, so all the normals are pointing inwards. Without lighting, the thing renders fine. However, when I enable lighting, some faces appear completely black.
[07:56:37] <iammisc> http://img110.imageshack.us/my.php?image=screenshotgalaxiajy1.png is the model with lighting enabled and this is what I want lighted http://img292.imageshack.us/my.php?image=screenshotgalaxia1ez1.png
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[08:20:55] <iammisc> How do you draw a lighted room in opengl
[08:21:18] <iammisc> If I draw a cube that has its normals pointing inwards, either the top or the bottom appears black
[08:25:30] <ville> make sure the light source is within the box as well
[08:27:25] <iammisc> ville it is
[08:27:31] <iammisc> did you see those pictures I sent?
[08:27:36] <ville> then your normals aren't correct.
[08:27:38] <iammisc> http://img110.imageshack.us/my.php?image=screenshotgalaxiajy1.png is the model with lighting enabled and this is what I want lighted http://img292.imageshack.us/my.php?image=screenshotgalaxia1ez1.png
[08:27:58] <iammisc> no I'm pretty sure they are because if I rotate the object, the ceiling or roof will appear
[08:28:03] <iammisc> but they never appear at the same time
[08:28:58] <ville> Sure you don't put anything funny in the GL_PROJECTION matrix, like your "camera" location?
[08:29:29] <iammisc> this is the model when the camera is rotate a little downwards to point to the floor(the sphere is the light location): http://img237.imageshack.us/my.php?image=screenshotgalaxia2xl0.png
[08:29:36] <iammisc> ville: no nothing
[08:29:42] <ville> I can't see any imageshack images
[08:29:57] <iammisc> what d o you mean?
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[08:30:26] <ville> They wan't javascript or something to display images. I don't have javascript turned on
[08:30:37] <iammisc> Okay, what if I host it somewhere else?
[08:30:39] <ville> want
[08:30:48] <ville> don't bother I am off anyway in a short while
[08:30:52] <iammisc> okay
[08:31:08] <iammisc> anyway, my problem occurs in my own viewer and in openscenegraph
[08:31:15] <iammisc> openscenegraph's viewer: osgviewer
[08:31:45] <iammisc> I'm using blender to export my normals in a wavefront obj file format, and AFAICT, blender's normals are right
[08:32:00] <iammisc> Using GL_LINES to draw the normals, also shows them pointing the right way
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[08:34:58] <iammisc> even blender renders the roofs black. : (
[08:39:22] <iammisc> basically, any surface that is flat on the xz plane or on the yz plane is black
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[08:56:52] <iammisc> How do you properly light the inside of a cube?
[08:57:08] <jmd> How can do I createa a rendering context from a GLFBConfig ?
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[09:22:38] <[AD]Turbo> yo
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[09:25:21] <joemax> does the parameter to textureCube () in GLSL need to be normalized?
[09:25:30] <joemax> the indexing vector
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[10:04:57] <jezek2> joemax: no
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[12:39:01] <samx23> hi, i am trying to enable an extestion in a shader, but i get compilation errors
[12:39:13] <samx23> i am using this at the top of the file #extension GL_EXT_gpu_shader4 : enable
[12:39:47] <samx23> and i am getting error C0105: Syntax error in #extension, error C0000: syntax error, unexpected $end at token "<EOF>" and error C0501: type name expected at token "<invalid atom -1>"
[12:39:49] <samx23> any ideas?
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[13:59:22] <LordMetroid> Anyone had any experience of this litterature: http://www.pearsonhighered.com/educator/academic/product/0,3110,0321535863,00.html
[13:59:55] <LordMetroid> It is used as course literature for the course of computer graphics I am about to participate in
[14:11:17] <LtJax> never heard of it, but the idea doesn't look to bad. did you read reviews about it?
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[14:41:23] <Ingenu> it's a brand new book, I don't think anyone have read it yet
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[14:45:09] <kbotnen> hmm..
[14:45:20] <kbotnen> its not a new book, but a updated version of an old one?
[14:45:32] <Ingenu> is it ? I just checked the copyright date
[14:45:58] <AlastairLynn> i find it irritating that google aliases 'OpenCL' to 'OpenGL'
[14:45:58] <Ingenu> anyway, that would need proper reading first, except if the first was pretty good already
[14:46:05] <Ingenu> lol
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[14:46:32] <Ingenu> OpenAL, OpenCL, OpenGL, isn't there yet another ?
[14:46:46] <kbotnen> It clearly states 5th edition :) But anyway, we used the 3rd edition at school.
[14:46:57] <predaeus> there's ML I think
[14:48:56] <Ingenu> oh
[14:49:02] <Ingenu> that's what the 5/E means ^^
[14:49:07] <Ingenu> lol
[14:49:25] <Ingenu> guess I'm right not to try to code today, wouldn't be a good thing
[14:49:38] <predaeus> hahaha
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[15:05:01] <LordMetroid> So how is the 3rd edition?
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[15:10:36] <kbotnen> its a ok book. math and a bit coding :)
[15:10:59] <kbotnen> its not a tutorial book.
[15:11:01] <kbotnen> hehe.
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[15:17:01] <LordMetroid> Well okay, going to buy that one...
[15:17:04] <LordMetroid> Thank you
[15:17:15] <LordMetroid> For your assistance, has been much appreciated
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[15:18:42] <kbotnen> If you read it and understand it, you learn a lot. But I had to read alot to understand that stuff, as said, its not a tutorial book. More foundation of 3D and the needed math. Good luck at the course :)
[15:21:20] <Ingenu> Real Time Rendering might be interesting too
[15:21:59] <Ingenu> covers a broad range of topics, with interesting details at times
[15:25:23] <LordMetroid> ok
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[15:30:10] <kbotnen> ah. red book arrives in the post today :)
[15:30:40] <kbotnen> thats might cool. And it means that the rest of the colours will arrive this week too hopefully.
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[16:07:34] <pZombie> anyone there ?
[16:08:16] <tmccrary1> no
[16:08:19] <pZombie> i ve seen most examples for learning ogl use glut, but what exactly is glut, and can i code using ogl directly?
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[16:10:26] <pZombie> also, which files would i need to code the opengl examples within windows?
[16:10:47] <pZombie> do i need like opengl32.lib? and where do i find those files?
[16:11:13] <pZombie> i want to try with using notepad and gcc for compiling only
[16:14:00] <Weiss> pZombie: glut is just a thin layer to set up a window and rendering context etc. you always need something like that - you're not using OpenGL somehow "indirectly"
[16:14:14] <Weiss> but glut is quite limited, so it's worth looking at other options
[16:14:29] <quicksilver> glut is not a bad place to start though
[16:14:34] <quicksilver> if you just want to experiment
[16:14:40] <Weiss> i think the windows equivalent is WGL, but i've never done any OpenGL development on Windows myself
[16:14:43] <quicksilver> it makes it pretty simple to put together a (simple) program.
[16:16:13] <pZombie> why, is it so difficult to create a windows yourself in c?
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[16:16:19] <pZombie> window
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[16:17:09] <pZombie> this is really quite weird, i wonder how people even start developing something. the whole process is not outlined properly anywhere
[16:17:23] <Weiss> you'd have to set up the surfaces (colour buffer, depth buffer etc) yourself, do the clipping yourself, and so on. lots and lots of pain...
[16:17:24] <ol1veira_> pZombie: window management is specific
[16:17:26] <pZombie> you google and get no concrete info on how to setup a proper environment within windows
[16:17:44] <ol1veira_> X11 and windows for example are completely different APIs
[16:17:45] <pZombie> except like how to set it up for visual studio which basically does everything for you
[16:18:02] <ol1veira_> therefor use GLUT or SDL for window construction
[16:18:12] <Weiss> yes, the Interweb doesn't have all of the answers in this case...
[16:18:32] <pZombie> i love the wiki article on the opengl page... you need opengl32.lib etc etc... if you dont have the files... try to find them somewhere on the web
[16:18:33] <pZombie> lol
[16:18:38] <Weiss> hehe
[16:18:51] <pZombie> wtf is going on here
[16:19:54] <pZombie> in principle those should be simple things, here you have your c program, here are some libraries with some functions you can use, and here is how to use those libraries. but the info is like deliberately obfuscated
[16:20:35] <ol1veira_> pZombie: the libraries come with our driver usually
[16:20:51] <pZombie> i did a search on opengl32.lib but didnt find it
[16:21:08] <pZombie> along the other libs i need
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[16:25:16] <pZombie> another fun part is, i take this superbible crap all advertise
[16:25:40] <pZombie> all examples are within the MS windows environment
[16:25:59] <pZombie> one would think he would explain in the book how to setup your tools for coding... but no
[16:26:08] <pZombie> and its supposed to be a primer
[16:26:53] <pZombie> no mention about where to get the libraries, no mention about how to setup your IDE... just straight to some half assed examples
[16:26:54] <ol1veira_> a primer for OpenGL, yes.
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[16:27:13] <ol1veira_> do you even listen to what I said?
[16:28:12] <pZombie> yes but i dont see how you said anythign valueable except libraries should come with our drivers.... but not mentioning which files those are and where they are located
[16:29:53] <ol1veira_> pZombie: http://www.opengl.org/wiki/Getting_started
[16:31:12] <pZombie> oliveira do you even read what i type?
[16:31:16] <pZombie> Typically, a compiler comes with the binding files. For example, if you have a C++ compiler, it will come with gl.h and opengl32.lib. It may even come with glu.h and glu32.lib, glut.h and glut32.lib.
[16:31:16] <pZombie> If you don't have your binding files, you will need to figure out where to download them from. ..
[16:31:26] <pZombie> note i mentioned this some lines ago
[16:32:14] <pZombie> my c comppiler doesnt come with opengl32.lib...
[16:32:19] <pZombie> why should it?
[16:34:22] <Weiss> hmm.. where's that quote from?
[16:35:05] <Weiss> you're right, it's not exactly helpful
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[16:37:42] <pZombie> are those files illegal or something or why dont they directly link to them?
[16:37:53] <pZombie> do you need to buy them?
[16:38:04] <pZombie> which versions do i need to use?
[16:38:13] <pZombie> where the hell is all the info ?
[16:38:42] <pZombie> unbelievable...
[16:39:06] <Weiss> i'd be telling you exactly where to find them if i knew :(
[16:39:14] <Weiss> but i do all my development on Linux
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[16:47:13] <sparky> you're all hired!
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[16:50:38] <aum_> hi, im running gentoo on a white macbook. I am running xorg 1.3.0 and I have an intel gma x3100 video card. i am trying to set up hardware acceleration/direct rendering, but i just can't seem to get it to work. i'm using the intel driver, and this is the output that glxinfo gives me: http://dpaste.com/110753/. is there anyone here that could give me a hand with this?
[16:51:24] <sparky> doubtful
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[16:51:31] <aum_> :|
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[16:52:02] <sparky> at least it seems driver related questions are not answered in here
[16:52:07] <sparky> typically that is
[16:52:44] <aum_> ah
[16:52:58] <aum_> do you know where i could go to ask questions about driver related questions?
[16:53:07] <HuntsMan> #gentoo ?
[16:53:36] <sparky> or perhaps ask those who made the driver
[16:53:51] <HuntsMan> you seem to have the driver misinstalled btw
[16:54:05] <HuntsMan> /usr/lib/dri/i965_dri.so: cannot open shared object file: No such file or directory
[16:54:10] <Weiss> aum_: looks like you have the correct DRI-aware X driver for your card, but are missing the hardware-specific Mesa DRI bit
[16:54:13] <HuntsMan> that clearly states that something isn't installed
[16:55:13] <aum_> hmm
[16:55:21] <aum_> i think that must be it
[16:55:34] <aum_> i know i've configured my kernel to have support for my video card and dri
[16:55:48] <HuntsMan> that's the kernel
[16:55:54] <HuntsMan> were talking about user space libraries
[16:56:01] <aum_> yeah
[16:56:22] <aum_> i know, that's what it must be, because my kernel is fine
[16:57:17] <aum_> im new to gentoo, and i can't figure out what to do for the software libraries.. the people in #gentoo are too busy playing with channel bots to help ;/
[16:57:40] <Weiss> check your Xorg log file to see if that's really true. it should say it's initialised DRI, in which case everything is working apart from your Mesa driver
[16:58:18] <Weiss> #xorg and #dri may also be able to help, but here is livelier
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[16:59:37] <aum_> in Xorg.0.log, it says (II) intel(0): direct rendering: Enabled
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[17:09:41] <ewn> I'm drawing a quad where two of the vertices have the same coordinates so that the quad should look like a triangle. However, the drawn quad seems to be missing a vertex. Is it illegal to draw a quad with two vertices at the same coordinates?
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[17:14:24] <predaeus> ewn, no, but what is the point of doing that?
[17:16:04] <ewn> I'm folding a grid of quads into a sphere. On the poles a lot of vertices ends up on the same coordinate.
[17:16:09] <predaeus> ewn, always check for glgeterror to be sure you do nothing that is illegal.
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[17:17:18] <Weiss> aum_: so, check your Mesa installation
[17:17:41] <predaeus> ewn, afaik GL doesn't care where your vertices are. It will just render the corresponding primitives.
[17:21:29] <Weiss> maybe you're confusing some internal triangulation routine? i'd hope that'd be taken care of, though.
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[17:28:49] <ewn> I think I have figured out the problem. OpenGL seems to render the quad as two triangles. If two vertices have the same coordinate only one of the triangles are shown.
[17:29:39] <ewn> (the other triangle's area becomes zero)
[17:30:10] <Weiss> isn't that exactly what you wanted?
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[17:32:50] <ewn> No. My quad is textured. I wanted the rectangular texture to be squished into a triangle. Now it looks like the texture is split along the diagonal and one of the pieces are applied to the triangle that is shown.
[17:33:03] <Weiss> ah, right
[17:33:06] <Weiss> yes.. now it makes sense
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[17:34:23] <quicksilver> ewn: well you did it wrong then, didn't you?
[17:34:34] <quicksilver> how do you want the texture to be squished into the triangle?
[17:34:47] <quicksilver> one possibility would be to put the 4th point midway along the diagonal.
[17:34:52] <quicksilver> that would give you 'one kind of' squishin
[17:35:00] <quicksilver> (with appropriate texture coords)
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[17:47:43] <ewn> Let's say that I have an square axis aligned quad. If the top two vertices are moved towards each other I would want the texture to be squished uniformly over the quad's whole surface. Instead one half of the quad is only tilted while the other's area goes towards zero.
[17:47:46] <Weiss> hmm.. one way might be to manually split the quad into three triangles, the base of one of which fills the entire of the side that's getting squished
[17:49:45] <quicksilver> ewn: then you have to split the quad into triangles which match the way you want the textures to go.
[17:50:04] <quicksilver> if you split your quad into two quads, vertically down the middle
[17:50:14] <quicksilver> then move the two top vertices in it will all work nicely
[17:50:16] <quicksilver> (for example)
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[17:51:46] <Weiss> quicksilver: i think that still fails if the two smaller quads get triangulated the wrong way
[17:52:19] * quicksilver thinks
[17:52:27] <quicksilver> yes, I agree.
[17:52:39] <quicksilver> best to choose the triangles explicitly for the effect you want.
[17:52:45] <Weiss> yeah
[17:52:52] <Weiss> (mmm.. geometry exercise...)
[17:54:34] <ewn> It seems to me that it's only possible to make the problem less noticeable by splitting the quad into more triangles, but it can't be removed entirely.
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[17:55:35] <f00bar80> Anyone knows about Image enhancement techniques simple guide.
[17:56:34] <Weiss> ewn: hmm.. you might be right
[17:57:44] <Weiss> deceptively tricky little problem..
[17:58:01] * boghog is thinking about it as well now
[17:58:09] <ewn> No problem though. My sphere have enough vertices in virtually every scenario that it won't be a problem.
[17:58:42] <Weiss> i'm sure there must be a way of doing it
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[17:59:04] <quicksilver> in the past I've divided my quad into an NxN chessboard of smaller quads
[17:59:08] <quicksilver> for distortions
[17:59:24] <quicksilver> that was necessary for the more complex distortions I was doing but it would help here too :)
[17:59:39] <quicksilver> you just pick a suitable value of N based on screen resolution and acceptable CPU cost.
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[18:01:54] <Weiss> maybe the texture matrix can help
[18:02:45] <ewn> Yeah, you're right. I'm rendering the earth and fortunately in my application the user would never have a reason to zoom in on the poles. :)
[18:03:56] <ewn> So I'll just let it look a little weird close up
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[18:08:49] <boghog> to be honest that has always bugged me with google earth :D
[18:08:55] <boghog> I could never get a nice view of the poles
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[18:44:56] <predaeus> ewn, maybe an environment map lookup with the normal would make a difference.
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[20:31:58] <e_roder> hey
[20:32:43] <e_roder> i get this weird flicker affect when i call glColorMask(0,0,0,0); in my draw loop and then try to draw a cube
[20:33:23] <Plagman> flicker?
[20:33:40] <e_roder> yup
[20:34:16] <e_roder> in fact
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[20:34:28] <e_roder> if there's any color channel masked
[20:34:44] <e_roder> it flickers, and i can see the form behind it
[20:35:36] <HuntsMan> code?
[20:35:52] <e_roder> wanna see a screen shot?
[20:36:11] <HuntsMan> no, the code
[20:36:23] <e_roder> 1 sec
[20:36:46] <e_roder> gimme a site please?
[20:36:49] <e_roder> i forget them
[20:37:03] <e_roder> ah pastebin
[20:37:04] <e_roder> nvm
[20:38:05] <e_roder> http://pastebin.com/d3ae176b
[20:39:02] <e_roder> http://i43.tinypic.com/21myqsw.png
[20:39:13] <e_roder> it doesn't capture the flicker but it's strange
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[21:29:33] <yno> hi
[21:29:40] <e_roder> hi
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[21:50:21] <fusi> i need to improve my highlighter pattern
[21:50:38] <fusi> every time someone gets confused i get highlighted
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[21:57:49] <boghog> :D
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[22:34:54] <dean1012> hello everyone
[22:35:36] <dean1012> I'm having an issue with colors
[22:36:38] <dean1012> I'm using Texture2D provided by Apple in the iPhone SDK Crash Landing example. This wrapper takes a given font and places it as a texture of a given size and allows me to draw it on the screen
[22:36:52] <dean1012> it also supports displaying graphics
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[22:39:09] <HuntsMan> so?
[22:39:37] <dean1012> sorry was distracted for a second in another channel
[22:39:51] <dean1012> i am drawing a texture on the left of the screen, followed by text in the upper left corner, then a texture on the right side
[22:39:53] <dean1012> in that order
[22:40:03] <dean1012> right before i draw the text i call glColor4f to change the text color to black from white
[22:40:16] <dean1012> this causes the second texture to display as a black rectangle rather than a textured one
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[22:40:39] <dean1012> the only way i can get it to display the correct texture is by doing glColor4f(1.0,1.0,1.0,1.0) right before i draw the second texture
[22:40:48] <dean1012> this works but i have a feeling it isn't the recommended solution
[22:40:57] <dean1012> so i'm looking for alternative suggestions
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[22:43:46] <dean1012> would anyone have a clue?
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top

   January 19, 2009  
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