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[01:08:27] <[p]Zombie> Anyone here who has worked with opengl in windows but without using VS to compile/link?
[01:08:48] <[p]Zombie> opengl + glut i may add
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[02:24:22] <domino14> can i put glLoadName inside a display list?
[02:24:40] <domino14> i'd like to be able to select the polygons of a model individually
[02:26:12] <domino14> oh great.. nevermind. the maximum depth of a name stack is way too small
[02:27:06] <domino14> how else can i select an individual polygon in a display list?
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[02:47:47] <MatthiasM> domino14: don't use select mode
[02:50:56] <domino14> how should i do it?
[02:51:08] <domino14> i want to be able to click on a model and select a polygon or point or something
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[02:51:28] <yno> domino14: use color detection picking
[02:52:08] <domino14> zat
[02:53:41] <MatthiasM> use math to determine the hit object, use bounding boxes/spheres to speed up the test
[02:53:42] <yno> write the scene with a own color for each object, then analyze the color of the pixel that your mouse pointed, and you give your object
[02:54:26] <MatthiasM> GL select mode does the same - but without using bounding shapes
[02:56:04] <domino14> but how do i use "math"
[02:56:11] <domino14> like ray tracing?
[02:56:31] <yno> notice that the advantage of the technique I explained is that it manages texture alpha, but rendering all the scene can be slower that using math
[02:56:36] <ville> cast a ray and find with what it intersects with
[02:56:43] <yno> than*
[02:57:11] <domino14> cast ray should go from where to where
[02:57:31] <MatthiasM> domino14: look at gluUnproject as a start
[02:58:02] <domino14> whoa cool
[02:58:11] <domino14> props
[02:58:13] <MatthiasM> yno: not only may the rendering be an issue - but also the readback will wait until the rendering is done
[02:58:29] <MatthiasM> and alpha blending might result in "wrong" colors
[02:59:26] <yno> only alpha test, without blending
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[03:22:50] <domino14> how do i get a xyz window coordinate?
[03:22:52] <domino14> windows are only xy
[03:22:55] <domino14> for gluunproject
[03:23:22] <mlucassmith> read it from the depth buffer after you've rendered the scene
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[03:24:23] <MatthiasM> no - just use any value you like
[03:24:32] <MatthiasM> domino14: don't read from the buffer
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[03:25:10] <domino14> :(
[03:25:22] <domino14> i found a site that said
[03:25:23] <domino14> You can obtain any window space Z value by reading the depth buffer with glReadPixels().
[03:25:42] <MatthiasM> it's just a value used to transform - choose any value
[03:26:02] <mlucassmith> he might misclick with a random z value, but he probably won't
[03:26:05] <MatthiasM> the resulting vector will have the correct direction - normalize it to get unit length
[03:26:24] <domino14> vector?
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[04:18:03] <e_roder> hey
[04:18:34] <e_roder> does anybody have experience with shadow volumes using shaders?
[04:19:13] <e_roder> i had them implemented with a ffp but when i switched to shaders i get strange effects
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[04:34:00] <e_roder> the stenciled shadow is calculated when the scene is first rendered, but it won't move when the object or camera is moved
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[05:00:29] <sparky_> e_roder: what if you ask it nicely?
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[05:00:46] <e_roder> Cg doesn't play nice
[05:01:03] <e_roder> i've heard something about using a texture as a stencil buffer
[05:01:13] <sparky> there is no difference
[05:01:18] <sparky> whether you are using shaders or not
[05:01:23] <e_roder> but first i guess i have to get textures to work with shaders
[05:01:29] <e_roder> well the test works the same
[05:01:54] <e_roder> but i think that the vertex shader transformations are not applied to the vertices before writing to the stencil buffer
[05:02:20] <sparky> incorrect
[05:02:32] <sparky> vertex shading occurs first
[05:02:34] <e_roder> really?
[05:02:42] <e_roder> well something is funky
[05:02:53] <e_roder> because i'm drawing my shadow volume (with a wireframe)
[05:03:12] <e_roder> even that is clearly behaving properly, but the stencil doesn't seem to be
[05:03:30] <sparky> you just have some bug in your code, there is no difference between shadow volumes with and without custom shaders
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[05:03:53] <e_roder> wanna take a look at it?
[05:04:00] <sparky> not really :)
[05:04:14] <e_roder> alright
[05:04:23] <sparky> sorry, but this is my time off
[05:04:29] <e_roder> fair enough
[05:04:41] <e_roder> but thanks anyway for setting me straight
[05:04:45] <sparky> np
[05:05:08] <e_roder> ill say this though
[05:05:14] <e_roder> i had shadow volumes working with a ffp
[05:05:22] <e_roder> i switched to shaders
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[05:05:32] <e_roder> and got my geometry to move with the camera
[05:05:38] <sparky> you just accidently messed something up when you switched to shaders
[05:06:02] <e_roder> aren't shadow volumes just geometry?
[05:06:15] <sparky> which is easy to do when dealing with something like opengl considering you can't really debug into the actual rendering pipeline
[05:06:28] <e_roder> yeah
[05:06:29] <e_roder> alright
[05:06:45] <sparky> shadow volumes are geometry but you can still easily mess things up
[05:07:03] <sparky> are you using Cg or CgFX?
[05:07:11] <e_roder> Cg
[05:07:48] <sparky> do you suspect the error is it doesn't update the stencil buffer or do you think the geometry itself gets messed up?
[05:08:18] <tmccrary> how do you pronounce albedo?
[05:08:38] <sparky> al-bee-do is how people usually say it
[05:08:52] <e_roder> it's not updating the stencil buffer
[05:09:01] <e_roder> what is it?
[05:09:09] <sparky> e_roder: sounds like a setup bug to me exactly like I said
[05:09:19] <e_roder> setup bug?
[05:09:28] <sparky> yeah on your part
[05:09:31] <e_roder> right
[05:09:40] <e_roder> like in the pixel format descriptor?
[05:09:46] <e_roder> i have stencil buffering enabled
[05:10:02] <e_roder> hmmm
[05:14:18] <e_roder> what about lighting with shaders?
[05:14:28] <sparky> what about it
[05:14:32] <e_roder> do they behave the same?
[05:14:41] <e_roder> or do i have to implement them via the fragment shader/
[05:14:42] <e_roder> ?
[05:14:45] <sparky> I don't follow the question
[05:14:53] <sparky> when you write shaders you write your own light
[05:14:59] <e_roder> can i use opengl lighting with shaders
[05:15:00] <e_roder> so no
[05:15:01] <e_roder> ok
[05:15:07] <sparky> the answer is no
[05:15:09] <e_roder> i think that's causing part of the problem
[05:16:14] <e_roder> wow i kinda got it to work
[05:16:16] <e_roder> thanks!
[05:16:32] <sparky> first of all the built-in lighting takes place in the vertex shader
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[05:18:09] <sparky> that's great
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[08:41:48] <jmd> I'm having problems with gdk_gl_config_new ; It often returns a config without a accumulation buffer, even though glxinfo says there is a FBConfig with an accumulatioin buffer.
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[09:20:52] <[AD]Turbo> yo
[09:21:08] <zacs7> yo
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[09:26:25] <axleAx> If am making a game etc, opengl can produce the graphics of a game such as half-life 2?
[09:27:29] <zacs7> yes
[09:27:31] <Spark> and no
[09:27:45] <Spark> if you're asking if it can do what d3d9 can do
[09:27:49] <Spark> the answer is probably yes
[09:27:55] <zacs7> a bit of both ;)
[09:28:15] <zacs7> Spark: visually it can
[09:28:25] <Spark> however to implement a graphics engine of that quality would take a lot of work beyond just learning and calling into opengl
[09:28:39] <Spark> a lot of work that will be written by you and will execute on the cpu
[09:30:00] <Spark> if you want to minimise the amount of work you have to do, you could consider using a more highlevel engine like ogre or ihrlicht
[09:30:05] <zacs7> and if you have to ask that then you have a long way to go
[09:30:21] <zacs7> or just work off the ioquake3 engine
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[09:30:50] <Spark> yeah i mean engines like hl2 are developed by a large number of experts over a long period of time
[09:31:03] <zacs7> very long
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[09:31:57] <axLe_REY> So opengl is used for the basic graphics? (eg. Mario) and d3d9 for the complex? What factor would help decide
[09:32:16] <zacs7> axLe_REY: not at all
[09:32:53] <Spark> d3d9 and gl are mostly equivalent
[09:32:53] <zacs7> The main differences are, dx has large commercial backing
[09:33:15] <Spark> in my experience of implementations, dx is much less friendly and a bit faster
[09:33:20] <Spark> gl implementations vary a lot in quality
[09:33:31] <axLe_REY> More money, you mean?
[09:33:58] <zacs7> I guess
[09:34:03] <Spark> gl's design is a bit more sane
[09:34:08] <Spark> and glsl is easier to use i'd argue
[09:34:39] <Spark> gl is all about providing a nice interface, d3d9 is all about getting something out there ASAP that people can use to write 3d apps
[09:35:15] <zacs7> gl ftw
[09:35:47] <Spark> i'm currently aiming for gl on linux, d3d9 on win32
[09:35:49] <axLe_REY> So if i coded from 9am to 6pm non stop how long could it take to get a hl2 game engine?
[09:35:59] <axLe_REY> 2yrs?
[09:36:00] <Spark> 5 years maybe
[09:36:28] <Spark> oh game engine
[09:36:33] <Spark> i was only talking about graphics
[09:36:44] <Spark> the other 75% of the game would take another 10 years of your time
[09:36:44] <zacs7> probably close to 10
[09:36:47] <axLe_REY> And a decent one (like for vice city)?
[09:36:54] <zacs7> 7 or 8 years
[09:36:57] <Spark> heh i'm actually writing a gta clone
[09:37:24] <zacs7> In C?
[09:37:31] <axLe_REY> Yea
[09:37:41] <Spark> c++
[09:37:57] <Spark> http://spark.woaf.net/bullet/evo.avi
[09:38:03] <zacs7> cool :P
[09:38:14] <Spark> the world is taken from SA
[09:39:16] <zacs7> Cool, nice textures
[09:39:21] <zacs7> ;)
[09:39:55] <Spark> if only they weren't all stolen
[09:40:15] <zacs7> Spark: it looks awesome. I'll keep an eye on it ;)
[09:40:28] <Spark> progress is slow because it's just a hobby
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[09:40:33] <Spark> it's open source though
[09:40:43] <axleAx> Btw, i got two books, c and c++, and want to code a game, which should i study on first
[09:41:12] <zacs7> and/or
[09:41:22] <axleAx> Gta clone, what are the changes youv introduced?
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[09:42:12] <Spark> there's not much gameplay so far
[09:42:18] <Spark> in fact there's no gameplay
[09:42:22] <Spark> i've been doing this 2 years
[09:42:30] <Spark> perhaps longer i can't remember
[09:42:47] <Axl3_R3y> Your Project page?
[09:43:02] <Spark> there isn't one
[09:43:48] <Axl3_R3y> When you make one, ill try help
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[09:43:55] <zacs7> lolz
[09:43:59] <Spark> i'm hoping to get some community going
[09:44:00] <Spark> the keystone of it is this massive scripting framework
[09:44:09] <zacs7> Sigh lua :(
[09:44:11] <Spark> i figured a game like gta has a lot of small gameplay elements that are mostly independent
[09:44:34] <Spark> so this is perfect for a large number of people to put a small amount of work in each
[09:44:43] <zacs7> Spark: I'd be interested in some sort of community
[09:45:14] <zacs7> At least move it to google code or sf.net
[09:45:27] <Spark> it's on sf at the moment, but just as a convenient place to dump code
[09:45:30] <zacs7> does it have a d3d renderer?
[09:45:34] <Spark> it's using ogre
[09:45:40] <zacs7> :o
[09:45:53] <Spark> suprised?
[09:46:12] <Spark> the d3d9 backend has some bug that i haven't teased out yet
[09:46:14] <zacs7> nah
[09:46:16] <Axl3_R3y> I noticed vicecity, is just a copy everywhere you go! The people all walk the same, look the same, buildings are the same, cars damage the same etc,
[09:46:35] <zacs7> screw d3d support
[09:46:37] <Spark> it just crashes with some exception to do with not having enough memory for a new index/vertex/texture buffer
[09:46:44] <Spark> however there is enough memory, pix tells me so
[09:46:59] <Spark> yeah well i'm usually on linux which is why it hasn't been a priority
[09:47:08] <Spark> but it will be necessary for the success of the project so needs to be fixed some time
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[09:47:42] <zacs7> And not using stolen data
[09:47:50] <zacs7> ;)
[09:47:57] <Spark> i'm not sure of the legality to be honest
[09:48:12] <Spark> the way i have it set up is as follows
[09:48:17] <Spark> there is an engine, with its own formats for things
[09:48:32] <Spark> and a convertor that looks in a gta sa directory and compiles all that game data into my own formats
[09:48:49] <Spark> obviously the engine by itself is completely legal
[09:48:55] <Spark> but i think the converter should be too
[09:49:01] <Spark> it's just a reader for some proprietory formats
[09:49:14] <Spark> obviously using the converter breaks the EULA of gta
[09:49:40] <Spark> but i think there are not any serious implications to that
[09:50:04] <Spark> obviously i won't distributed any files that are taken from or derived from copyright gta files
[09:50:08] <Spark> *distribute
[09:50:08] <zacs7> but distributing the data is bad
[09:50:16] <Axl3_R3y> What ideas have you in mind 4 the game Spark? More violence, cars?
[09:50:17] <Spark> yeah you won't be able to play on the gta map unless you own gta
[09:50:19] <zacs7> good
[09:50:46] <Spark> there is some gta-community stuff that i could use with permission from the authors
[09:50:51] <Spark> something called myriad islands
[09:50:57] <Spark> which is a new world
[09:51:01] <zacs7> used that
[09:51:03] <Spark> but i think it still reuses a lot of gta stuff
[09:51:06] <zacs7> broken mostly ;)
[09:51:08] <Spark> heh
[09:51:35] <Spark> also it might be possible to get some people to make a city for it
[09:51:39] <Spark> once the engine is proven
[09:51:50] <Spark> but the gta map is nice and has character
[09:51:58] <Spark> i don't want it ending up all surreal and stupid like second life
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[09:52:22] <zacs7> hehe
[09:52:35] <Spark> Axl3_R3y: i'd like at least the basic gameplay elements - walking, running, climbing, driving, swimming, boating, flying, parachuting, blowing stuff up, killing people, etc
[09:53:05] <Spark> at the moment i have almost finished driving
[09:53:15] <Spark> after that i will work on walking/running and possibly climbing
[09:53:27] <Spark> and then probably shooting and blowing up the cars
[09:53:30] <Spark> since that seems like fun
[09:53:50] <Spark> oh, and some sort of multiplayer mode is high up my list
[09:54:05] <Spark> i think i should probably start doing that sooner rather htan later since it's hard to shoehorn it into an existing single player game
[09:54:22] <Spark> i'd like to be able to do something like sa-mp
[09:54:54] <Axl3_R3y> Hmm, multiplayer (where everyone would join in place of a citizen) that gta would be chaotic
[09:55:14] <Spark> there would probably be no NPCs and only a handful of players
[09:55:18] <zacs7> it's too hard
[09:55:18] <zacs7> although gigabit lan...
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[09:55:31] <Axl3_R3y> So what would you name it
[09:55:37] <Spark> it's called grit
[09:55:46] <Spark> i was going to call it "gnu theft auto" but chickened out
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[09:56:30] <zacs7> hehe good
[09:57:41] <Axl3_R3y> Nice
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[10:02:03] <Axl3_R3y> Still i like the 'gnu theft auto' name *opensource
[10:02:05] <Axl3_R3y> Still i like the 'gnu theft auto' name *opensource
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[10:32:56] <notsonerdysunny> Hello .. how would one catch double-click events in opengl?
[10:33:28] <bobbens> opengl doesn't specify anything about input, it's only graphics
[10:33:30] <rnx> opengl does graphics ... nothing else
[10:33:35] <notsonerdysunny> or is it the job of the windowing system?
[10:33:41] <notsonerdysunny> oh ic
[10:33:45] <bobbens> this is the job of sdl, glut or whatever you're using
[10:34:41] <notsonerdysunny> I am actually maintaining a legacy code written X/Motif lib
[10:35:01] <notsonerdysunny> would any body know how to catch the double click event then?
[10:35:33] <notsonerdysunny> I meant written with X/Motif Library .. so you think my X/Motif library should handle this?
[10:36:05] <bobbens> check to see if it lets you catch double click event per se, otherwise you'll have to handle two single clicks and check time offset if it's within a threshold and then generate your double click event
[10:36:14] <bobbens> i haven't done X/Motif programming so I have no idea
[10:36:17] <bobbens> read their documentation
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[10:40:45] <notsonerdysunny> Thanks bobbens
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[11:20:53] <quicksilver> patapon, locoroco, rolando and similar games have smoothly rendered 2D curves
[11:20:58] <quicksilver> I wonder if that's MSAA
[11:21:08] <quicksilver> or if it's some special purpose curve smoothing algorithm.
[11:23:19] <acetoxy> Multiple Sclerosis Association of America?
[11:24:30] <quicksilver> multisampling anti aliasing
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[11:24:49] <acetoxy> ah
[11:27:13] <zacs7> is not msaa a special purpose algorithm?
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[11:38:31] <quicksilver> zacs7: it's a kind of adaptive supersampling where you only actually do the actual samples if you think you need to.
[11:38:50] <quicksilver> I think it's triggered by the depth buffer - more samples if the depth buffer changes suddenly.
[11:39:25] <zacs7> ahh I see
[11:39:47] <Spark> one thing i don't get about these AA approaches (other than FSAA which is braindead)
[11:39:53] <Spark> so you want to make the edges of triangles smooth
[11:40:04] <Spark> how can you do that without having to use alpha and scene blending
[11:40:09] <Spark> which means z sorting and all that crap
[11:40:22] <zacs7> Spark: that's easy use a circle ;)
[11:40:29] <Spark> hmm?
[11:41:09] <zacs7> Triangle with smooth edges ;)
[11:43:04] <quicksilver> we need RTFM_FTW or someone to wake up and tell us the answers.
[11:43:22] <quicksilver> I was sure I understood the answer to Spark's question but now I think about it, I can't construct the reasoning ;)
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[12:28:25] <Ingenu> what's the deal with AA ?
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[12:30:45] <Ingenu> what's the question about AA ?
[12:32:08] <Spark> Ingenu: what i said
[12:36:12] <quicksilver> Ingenu: Spark's question was how you can make the edges of a triangle smooth over a distant background without depth sorting.
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[12:36:37] <quicksilver> Ingenu: My question was, what are good techniques for smooth (anti-aliased) 2D curve drawing.
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[12:41:25] <Ingenu> MSAA does edge antialiasing
[12:41:31] <Ingenu> that's how it works
[12:42:05] <Madsy> MSAA? The lookup-table thing which sucks? :-)
[12:42:16] <quicksilver> Ingenu: but if the foreground is drawn first
[12:42:24] <quicksilver> then isn't it "too late" to blend it against the background
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[12:42:29] <quicksilver> just like any blending-based solution?
[12:46:15] <Ingenu> Multi Sampling Anti Aliasing
[12:46:31] <Ingenu> it's widely supported
[12:46:51] <Ingenu> MSAA doesn't "blend"
[12:47:08] <Ingenu> it detects polygon edge by having more than a single sample by pixel
[12:47:08] <quicksilver> Ingenu: do you understand the question Spark and I are asking?
[12:47:52] <quicksilver> its hardwired into the primitives? So primitives always generate more samples along their edges?
[12:47:59] <quicksilver> or its based on something else like depth buffer changes?
[12:48:08] <Ingenu> they generate more samples on every pixel
[12:48:15] <Ingenu> but it doesn't have any effect beside the edges
[12:48:25] <Ingenu> since all fragments have the same color everywhere but on edges
[12:48:37] <Ingenu> depth buffer
[12:48:42] <quicksilver> I thought the whole point of MSAA was to only bother with the extra samples at edges
[12:48:49] <quicksilver> otherwise it's just FSAA isn't it?
[12:48:56] <Ingenu> so to speak
[12:49:08] <Ingenu> MSAA is FSAA
[12:49:16] <Ingenu> it's just not Super Sampling
[12:49:28] <Ingenu> SSAA & MSAA are FSAA
[12:49:37] <Ingenu> (both)
[12:49:55] <quicksilver> OK, I think I'm use the words wrongly, sorry.
[12:50:03] <quicksilver> SSAA is blindly supersampling every single pixel, right?
[12:50:14] <quicksilver> so you have a fixed ratio of (say) 4 fragments per pixel?
[12:50:21] <Ingenu> yes
[12:50:40] <quicksilver> Now MSAA is supposed to be smarter
[12:50:42] <Ingenu> in SSAA you evaluate each pixel color then you average pixels together to get the final image
[12:50:47] * quicksilver nods
[12:51:02] <quicksilver> SSAA can be thought of as rendering ot a higher resolution
[12:51:09] <quicksilver> and them subsampling that to get your final frame
[12:51:10] <quicksilver> right?
[12:51:23] <quicksilver> which is the classic antialiasing technique used by many offline techniques.
[12:51:40] <Ingenu> yes
[12:51:46] <Ingenu> that is exactly that
[12:51:51] <Ingenu> it's not "thinking of" ^^
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[12:52:12] * quicksilver nods
[12:52:14] <Ingenu> you do render to higher resolution then downsample to the screen resolution
[12:52:21] <quicksilver> OK, so let's put SSAA to one side now.
[12:52:35] <quicksilver> What is "clever" about MSAA? At what point does it 'decide' to generate more fragments?
[12:52:55] <Ingenu> the difference with MSAA is that MSAA does only evaluate a fragment color if there's a reason to
[12:53:12] <Ingenu> if all the fragments of a pixel are in the same polygon, only one color is computed
[12:53:40] <Ingenu> if the all belong to different triangles, then up to n samples are computed (where n is the number of samples you asked for)
[12:53:55] <Ingenu> the/they
[12:54:11] <quicksilver> Hmm.
[12:54:26] <quicksilver> does this make everythign two-pass in some sense?
[12:54:39] <quicksilver> in the first pass, all the fragments are generated, but the fragment shaders are not run yet
[12:54:52] <quicksilver> and in the second pass, fragment shaders are run for some subset of these fragments?
[12:55:14] <Ingenu> no
[12:55:49] <Ingenu> samples depths are compared, a mask is generated per primitive and a color is computed if the mask isn't null (ie at least one fragment passes the depth test)
[12:56:18] <Ingenu> so it's like the usual deal, except if tests more than one sample per pixel
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[12:57:16] <quicksilver> Ingenu: but depths are computed by the fragment shader aren't they?
[12:57:21] <Ingenu> the thing is that, if you have 4x MSAA and an edge on a pixel, in which case one primitive takes 2 samples and the other 2 samples
[12:57:25] <Ingenu> you only compute 2 colors
[12:57:32] <quicksilver> Ingenu: so you have to run the fragment shader for each sample, before you know the depths?
[12:57:48] <Ingenu> (ie run two fragment shaders )
[12:57:57] <Ingenu> instead of 4 with SSAA
[12:58:28] <Ingenu> no, you do like usual, depth test first, run fragment shader later (except in some cases)
[12:58:55] <Ingenu> There's a nice paper about the order of the tests depending on the alpha and stencil tests written by Humus for ATi
[12:58:55] <quicksilver> I thought the depth value was determined by what the fragment shader put into gl_FragDepth
[12:59:01] <Ingenu> yep
[12:59:10] <Ingenu> that's one case in which you can't depth test early
[12:59:11] <quicksilver> so how do oyu know the depth value before you run the fragment shader?
[12:59:15] <quicksilver> Ah.
[12:59:27] <quicksilver> so this technique only works for fragment shaders which don't mess with the depth value?
[12:59:27] <Ingenu> but usuallly you don't write that, you leave it auto filled
[12:59:33] <Ingenu> so the hardware can do clever tricks
[12:59:44] <Ingenu> no
[12:59:44] <quicksilver> so the shader compiler has to "notice" that the shader doesn't change gl_FragDepth
[12:59:48] <Ingenu> it works for them all
[12:59:57] <Ingenu> it's just that you don't save fragment shader power
[12:59:57] <quicksilver> btu it's faster if the shader doesn't write to fragDepth
[13:00:04] * quicksilver nods
[13:00:10] <quicksilver> OK, that is one of the things I didn't understand.
[13:00:29] <quicksilver> so the driver can notice that a particular fragment shader doesn't touch fragDepth and be cleverer in this case?
[13:02:52] <Ingenu> of course
[13:02:56] <Ingenu> it does that all the time
[13:03:00] * quicksilver nods
[13:03:05] <quicksilver> Thanks.
[13:03:05] <Ingenu> the compiler does also optimize shaders to some extent
[13:03:09] <quicksilver> Next part I don't understand:
[13:03:16] <quicksilver> suppose a draw a blue quad in the background.
[13:03:34] <quicksilver> this has all been processed and rendered to pixels and is already in the color buffer.
[13:03:44] <quicksilver> now I draw a red triangle using MSAA
[13:03:59] <quicksilver> in one particular pixel, the primitve only covers part of the pixel
[13:04:06] <quicksilver> by what mechanism does the red end up 'blended' with the blue?
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[13:08:30] <Ingenu> can't find that ATi pdf
[13:08:33] <Ingenu> that's annoying
[13:10:00] <Ingenu> nop
[13:10:09] <Ingenu> the buffer stores samples not pixels
[13:10:22] <Ingenu> so 4x MSAA = 4 times bigger ^^
[13:10:49] <Ingenu> it's the ROP that does merge fragments into pixels
[13:14:53] <Ingenu> and it's just a weighted average
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[13:15:43] <quicksilver> Ingenu: AH!
[13:15:49] <quicksilver> Ingenu: so you really do store 4x the data!
[13:16:01] <quicksilver> Ingenu: it's just sometimes you save time by storing the same bytes 4 times
[13:16:08] <quicksilver> instead of calculating 4 different colours
[13:16:09] <quicksilver> right?
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[13:20:34] <Ingenu> yep
[13:20:47] <Ingenu> still a huge saving
[13:20:50] <quicksilver> Ingenu: finally I understand.
[13:20:52] <quicksilver> thank you so much.
[13:20:56] <quicksilver> Obvious in retrospect.
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[13:21:02] <quicksilver> but that's bugged me for ages :)
[13:21:55] <Ingenu> ^^
[13:22:22] <Ingenu> MSAA have a little drawback, that's why the "centroid" word was added to GLSL
[13:22:39] <Ingenu> you may sample your color outside of your primitive
[13:22:46] <Ingenu> since you sample at the center of the pixel
[13:22:56] <Ingenu> and your primitive may very well not cover it
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[13:23:14] <Ingenu> there's an article about that on OpenGL.org
[13:24:25] <Ingenu> http://www.opengl.org/pipeline/article/vol003_6/
[13:26:16] <quicksilver> Ingenu: good article. Bookmarked to read over lunch ;) thanks.
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[13:34:53] <yno> hi
[13:35:34] <quicksilver> Ingenu: Well i will try my grand smooth 2D rendering ideas on MSAA to start with.
[13:35:47] <quicksilver> Ingenu: and I will experiment with whether it makes more sense to do my own custom AA implementation.
[13:38:35] <Madsy> Ingenu: Yep. Great article.
[13:39:44] <yno> does glEnable(GL_TEXTURE_*) only acts on the activated texture unit?
[13:40:16] <doub|work> yes
[13:40:28] <yno> ok tanks :)
[13:40:38] <yno> +h
[13:41:09] <Ingenu> ah found back the ATi paper I was looking for : http://developer.amd.com/media/gpu_assets/Depth_in-depth.pdf
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[13:44:29] <quicksilver> Ingenu: thanks. added to lunchtime reading list.
[13:44:35] <quicksilver> going to be a long lunch!
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[13:49:43] <quicksilver> Hmm. One 2D AA technique : http://people.csail.mit.edu/ericchan/articles/prefilter/
[13:49:57] <quicksilver> although I'm slightly wary of techniques which use 'blurring' instead of antialiasing.
[13:50:08] <quicksilver> I guess it can work OK if you get the blur width right though.
[13:51:08] <acetoxy> Oh, thanks for the link
[13:51:19] <quicksilver> acetoxy: which one?
[13:52:15] <acetoxy> This one: http://people.csail.mit.edu/ericchan/articles/prefilter/
[13:52:36] <quicksilver> ah, you're interested in 2D AA too? ;)
[13:53:46] <acetoxy> A little bit, maybe. I might need it someday :)
[13:58:32] * Spark finishes reading the scrollback
[13:58:39] <Spark> yeah that answered my question rather well :)
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[14:00:05] <Spark> so how can you do that "manually"
[14:00:10] <quicksilver> Spark: yeah, I even got it into my thick head in the end ;)
[14:00:40] <Spark> is it possible to write a fragment shader that somehow knows whether or not it needs to calculate the colour for this fragment?
[14:01:11] <quicksilver> fragment shaders are pretty restricted in what they are allowed to "read".
[14:01:23] <Spark> yeah that's what i thought
[14:01:23] <quicksilver> it would have to be somehow setup by the vertex shader
[14:01:46] <Spark> could you render the mask to a texture
[14:01:47] <quicksilver> perhaps if the vertex shader sets up texture coords over a B&W texture which has a straight edge in it
[14:01:49] <Spark> in a prepass
[14:01:57] <quicksilver> then the fragment shader can sample from that
[14:01:57] <Spark> but i doubt that would be worth the extra cpu overhead
[14:02:03] <quicksilver> if the value is < 0.5, then discard
[14:02:09] <quicksilver> (because you're outside the line)
[14:02:24] <quicksilver> I'm not sure how much time "discard" really saves though.
[14:02:29] <Spark> hmm
[14:02:37] <quicksilver> you've already paid the cost of setting up the fragment shader and setting up its inputs.
[14:02:48] <quicksilver> presumably it depends how complex the part you're skipping is :)
[14:03:25] <Spark> yeah but if it's not very complicated you may as well do basic FSAA
[14:04:08] <Spark> SSAA, i should say
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[14:42:02] <Ingenu> discard saving depends on your coherency
[14:42:26] <Ingenu> the GPU are executing the same instructions on a group of 4 (usually) fragments
[14:42:54] <Ingenu> if branching leads to different execution, both branches are taken, and some results are discarded
[14:43:07] <Ingenu> so you pay the price of both branches, and not one
[14:43:29] <Ingenu> so I'd guess your discard is conditional, which means that it needs be coherent too
[14:44:55] <Ingenu> http://sa08.idav.ucdavis.edu/
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[14:45:08] <Ingenu> Course Note 2 might be of interest to get an idea of what's going on inside the GPU
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[17:50:40] <BenPa85> hi guys, I use the following texture coordinates: "1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f" but the image is flipped vertically, what must I use to flipp it?
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[17:52:03] <dindinx> BenPa85: 1,0,0,0,1,1,0,1
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[17:54:05] <quicksilver> Things That Really Piss Me Off About OpenGL Code Examples #42 : all those stupid ".0f" s
[17:54:19] <Madsy> heheh
[17:54:19] <mlucassmith> That's not OpenGL
[17:54:34] <Madsy> That's more a C syntax issue, indeed
[17:55:03] <Madsy> quicksilver: It's either that or a lot of implicit type conversion errors.
[17:56:45] <quicksilver> "1" is a valid float literal in C.
[17:56:51] <quicksilver> isn't it?
[17:57:26] <dindinx> quicksilver: no, it is an interger literal, but the conversion is implicit.
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[17:58:17] <quicksilver> int main() { float x = 1; return 0; }
[17:58:23] <quicksilver> compiles with no warnings for me
[17:58:30] <dindinx> yes.
[17:58:31] <quicksilver> no implicit type conversions error or warning.
[17:58:41] <quicksilver> (well there is a warning about unused 'x' actually ;)
[17:58:51] <dindinx> because the conversion is implicite, why would it warn about it?
[17:59:00] <quicksilver> so what is the point of the ".0f" shit, then?
[17:59:09] <dindinx> none :)
[17:59:12] <quicksilver> as I said.
[17:59:14] <quicksilver> thanks.
[17:59:59] <dindinx> well, tell the reader that the value is meant to be a float.
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[18:00:36] <dindinx> it is necessary in float x = 1/5.f; though. (float = 1/5; would result in x being 0)
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[18:01:18] <quicksilver> dindinx: but it's not necessary in glTranslatef (1,1,1)
[18:01:25] <quicksilver> dindinx: which is where I see it most/where it annoys me most :)
[18:01:42] <quicksilver> although I suppose it could be annoying if you added /5 later and it didn't do what you expected.
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[18:12:43] <groton> quicksilver, nothing to think today?
[18:13:43] <quicksilver> groton: eh?
[18:14:27] <groton> quicksilver, all that hating for the .0f :P
[18:16:13] <quicksilver> groton: I'm always full of hate.
[18:16:20] <quicksilver> groton: the hate keeps me sharp.
[18:16:25] <quicksilver> stop hating, and I fall asleep.
[18:17:08] <groton> oh, i hate you :P
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[18:19:16] <quicksilver> thanks. That helps a bit.
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   January 20, 2009  
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