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[00:49:50] <GNU\caust1c> how can i get a texture with lower resolution from an existing texture?
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[00:50:15] <MatthiasM> mipmapping
[00:51:03] <GNU\caust1c> and how can i specify which detaillevel it should use?
[00:51:28] <MatthiasM> read about mipmapping in the red book
[00:51:36] <GNU\caust1c> i want to render to an fbo and get a downsampled version of that texture
[00:52:05] <MatthiasM> read the fbo extension
[00:52:26] <GNU\caust1c> hm, but i want to have both resolutions
[00:53:09] <MatthiasM> reading is hard
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[00:57:19] <GNU\caust1c> i know how i can generate the mipmapped textures, but i dont know how i can explicit specify which level i want to use when i bind the texture
[00:57:24] <GNU\caust1c> and i dont know if its even possible
[00:57:46] <MatthiasM> glTexParameter
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[00:59:07] <GNU\caust1c> okay, thanks :)
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[01:35:23] <reduz> oops back
[01:36:24] <reduz> question! do you guys think it may be a good idea to use deferred but instead of storing all the material properties in the fragment, storing a material index and then use uniform buffers to fetch the material parameters?
[01:36:46] <HuntsMan> in the fragment?
[01:37:05] <reduz> yeah instead of setting diffuse, ambient, specular, etc in the fragment
[01:37:18] <reduz> just store an index
[01:37:29] <reduz> and then fetch all that per material from an uniform buffer per fragment
[01:37:37] <reduz> not sure how efficient that can be
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[01:38:28] <HuntsMan> what would be an uniform buffer?
[01:38:33] <HuntsMan> an bindable uniform?
[01:38:39] <reduz> err yeah
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[01:42:11] <HuntsMan> sounds complicated :P
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[02:51:55] <GNU\caust1c> hmm, im trying to use a fbo to render my stuff into a texture, but there seems to be a problem with the depthbuffer
[02:54:25] <HuntsMan> your FBO doesn't have a depth buffer
[02:54:42] <RTFM_FTW> indeed
[02:54:44] <GNU\caust1c> hm, i assumed it would use the default fbo
[02:54:49] <RTFM_FTW> no
[02:54:59] <RTFM_FTW> if you need a depth attachment you need to create one
[02:55:20] <GNU\caust1c> so do i just need to add another texture as depthbuffer attachment?
[02:55:21] <RTFM_FTW> either by binding a (depth) texture or by creating a (depth) render buffer
[02:55:40] <GNU\caust1c> which solution would be the faster one?
[02:56:11] <GNU\caust1c> and can i mix the the texture with the depth render buffer?
[02:56:16] <RTFM_FTW> it all depends upon what you need
[02:56:28] <GNU\caust1c> i dont need the depthbuffer information
[02:57:45] <MatthiasM> then use a renderbuffer
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[02:58:13] <GNU\caust1c> can i mix both of them in one fbo?
[02:58:41] <HuntsMan> yes
[02:58:47] <GNU\caust1c> okay, thanks :)
[02:58:52] <MatthiasM> GNU\caust1c: did you read the fbo spec ?
[02:58:54] <RTFM_FTW> actually not in the way you are thinking :P
[02:59:02] <MatthiasM> it has examples for such use cases
[03:00:47] <GNU\caust1c> i didnt read the complete specs :/
[03:01:04] <GNU\caust1c> must have scrolled over the examples :/
[03:03:46] <RTFM_FTW> *always* read the fucking spec :D
[03:04:06] <MatthiasM> but reading is sooo hard :P
[03:05:08] <RTFM_FTW> uh huh :P
[03:06:47] <GNU\caust1c> actually, reading the whole spec (-> understanding) is not that easy for me, being an opengl novice
[03:07:38] <GNU\caust1c> and i really didnt know there were examples in it, i googled for some, but only found stuff that confused me more than it helped
[03:08:12] <GNU\caust1c> i find it quite hard to judge if some method is the right way to use for the problem i want to solve
[03:08:15] <RTFM_FTW> well you generally start with the core GL API specification
[03:08:38] <RTFM_FTW> and from there (as needed) you branch off into the various extension specification(s) you might need to reference
[03:09:09] <GNU\caust1c> yes, thats where i started, but really didnt see it between those glx specifications which i find not that interesting at all :)
[03:09:16] <RTFM_FTW> since everything in a given extension specification is ultimately a branch off of the core (for version XYZ) GL API spec
[03:09:42] <RTFM_FTW> in fact the spec authors even quote the section / sub-section differences (from core <-> extension) for you
[03:09:53] <GNU\caust1c> anyways, i'll try with the example code
[03:10:20] <RTFM_FTW> and as a developer you *really* need to have a strong grasp of the documentation
[03:10:32] <RTFM_FTW> specifically the technical documentation we discuss here
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[03:27:55] <GNU\caust1c> how problematic are textures with dimensions which arent a power of 2?
[03:28:26] <RTFM_FTW> that depends upon the target HW
[03:28:30] <zacs7> not very / very
[03:28:55] <RTFM_FTW> in other words (as I said above) "it depends" :P
[03:28:58] <GNU\caust1c> so in which cases its problematic? :)
[03:29:21] <RTFM_FTW> well I suppose its problematic on any target HW lacking NPOT support :P
[03:29:27] <RTFM_FTW> heheh
[03:29:45] <zacs7> hehe
[03:30:09] <GNU\caust1c> okay :>
[03:30:26] <RTFM_FTW> in any case you want support for (a) GL_ARB_texture_rectangle and / or (b) GL_ARB_texture_non_power_of_two
[03:31:33] <RTFM_FTW> support for (a) has been around (in HW) since the original ATI Radeon (i.e. R1xx) and GeForce4 as I recall
[03:32:03] <RTFM_FTW> complete support for (b) is only available on R6xx+ or G8x+
[03:32:25] <RTFM_FTW> i.e. anything D3D10 compliant since Direct3D 10.x requires generalized NPOT support
[03:32:37] <GNU\caust1c> okay, thanks :)
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[07:10:29] <kker> Does anyone happen to know an example codebase which renders text using purely PyOpenGL? (No PIL)
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[08:38:00] <dean1012> hi everyone
[08:38:22] <dean1012> what's the best way to rotate an entire screen (IE, everything that is rendered on it or will be rendered on it)?
[08:38:43] <dean1012> i'm developing on an iPhone and by default the screen dimensions are 480 high and 320 wide
[08:38:56] <dean1012> i need to reverse this so that it is 320 high and 480 wide
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[08:39:04] <dean1012> does anyone have a clue?
[08:39:10] <dean1012> i've tried glViewport changes and glRotatef
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[09:24:27] <[AD]Turbo> yo
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[09:48:47] <groton> hi kenws
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[12:03:01] <quicksilver> brief experiments yesterday found that MSAA gave much worse results than LINE_SMOOTH, on some line primitives.
[12:03:06] <quicksilver> possibly not enough samples.
[12:05:27] <LtJax> you might wanna do line drawing yourself via quads
[12:06:27] <quicksilver> that's one of the things I'm planning to try.
[12:06:56] <quicksilver> and texture mapping to "trick" mipmapping into serving as AA.
[12:07:34] <LtJax> mipmapping? you mean bilinear filtering?
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[12:17:08] <quicksilver> LtJax: yes, I did mean bilinear filtering
[12:17:54] <quicksilver> LtJax: *nod* I read another version of the GPU Gems article yesterday.
[12:18:04] <quicksilver> I think the pre-filtering risks looking blurred.
[12:18:14] <quicksilver> but if you get the amount excatly right, it can work.
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[13:16:05] <DARKGuy> Hey people, when trying to load a non-power-of-two image file, what should I do? use an extension, do some work behind-the-scenes to resize the image, or what? I'm asking because I find it useless to have a 119x29 sprite that looks -really- bad when resized, or a 640x480 splash screen that looks low-quality in 512x512, but too blurry on 1024x1024.... get the point? =/... any ideas on the topic?
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[13:20:20] <quicksilver> DARKGuy: use TEXTURE_RECTANGLE for the splash screen, certainly.
[13:20:38] <GuShH> DARKGuy : use extensions when availabe, always have a fall-back method... your resizing could just do a nearest-neighbor as not to introduce any "blurring" into the image.
[13:20:52] <quicksilver> DARKGuy: for the sprite it's perhaps more complex. Do you ever display the sprite at anything but its native size?
[13:20:57] <DARKGuy> quicksilver: that works for small sprites too?
[13:21:24] <quicksilver> TEXTURE_RECTANGLE works for everything, but its drawback is that it doesn't support mipmapping
[13:21:37] <DARKGuy> GuShH: yeah that's what I'm doing, but I find it kinda silly to have around 200-300 pixels wasted on blanks because of resizing
[13:21:37] <GuShH> take a look at point sprites
[13:21:47] <DARKGuy> point sprites?
[13:21:52] <GuShH> nv point sprite, etc.
[13:22:20] <GuShH> well instead of wasting that area pack other data inside it
[13:22:20] <DARKGuy> quicksilver: Well my idea is to display them at their native size... for scaled sprites and mipmapping it won't be like that
[13:22:31] <GuShH> take an atlas approach for instance.
[13:22:57] <quicksilver> DARKGuy: then TEXTURE_RECTANGLE should be fine.
[13:23:08] <quicksilver> Although on the other hand you probably don't want to use lots and lots of small textures.
[13:23:16] <quicksilver> better to have an atlas as GuShH is suggesting.
[13:23:32]
<DARKGuy> well look at this GuShH: http://omploader.org/vMTVscA/tyrian.shp.000000.png <- if I resize that to 256x256, the sprites look -baaaaad-. I can't crop, because if I crop, I'm still left with a non-power-of-two image that when resized, looks bad too, and so on.
[13:23:42] <DARKGuy> quicksilver: why not?
[13:24:38] <GuShH> just resize the image canvas to 256x256... the little blank space is not going to kill anyone.
[13:24:42] <quicksilver> or don't.
[13:24:46] <quicksilver> there's no need.
[13:24:47] <GuShH> in fact it allows you to add more sprites in the future.
[13:24:49] <quicksilver> just use texture_rect
[13:24:59] <quicksilver> which works on all graphics cards from the last 500 years, easily.
[13:25:04] <DARKGuy> I can't GuShH, I'm using a spritesheet approach so for an image I can have around 30 or more 32x32 sprites like that, so the space between sprites can't be non-equal
[13:25:20] <quicksilver> if you really have people using 700 year old computers, then think again.
[13:26:10] <DARKGuy> hm, I guess that'd work, just as long as it works on old geforce2 cards or intel 82815E, I think it's enough xD
[13:26:18] <DARKGuy> j/k :P
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[13:29:45] <GuShH> I think you should worry about other aspects of whatever it is that you're developing, this shouldn't be a concern unless you're ridicoulusly tight on RAM or for some strange reason you happen to enjoy premature optimizations.
[13:31:20] <DARKGuy> Well what I'm developing is aiming for systems as low as a P3 900Mhz with an integrated graphics board with basic opengl support or a GF2/4 card, that's why I'm using a fallback method too :P
[13:34:43] <GuShH> I don't think 3584 bytes ( in the case of that sprite sheet ) are of any concern, should you resize it to 256x256 (assuming 4bytes per pixel)
[13:37:04] <GuShH> I'd focus in other ways of saving RAM for instance avoiding PE resources such as icons, bitmaps, etc. If I were in such a tight spot.
[13:39:47] <DARKGuy> Hmmm I think you're right
[13:39:49] <GuShH> DARKGuy : you don't even have to resize the images in the case of your fallback method though, padding them will suffice, you just have to avoid displaying the padded portion.
[13:39:58] <DARKGuy> still, with around 128-256Mb RAM, I shouldn't have to worry right?
[13:40:17] <GuShH> audio will most likely be your main concern
[13:40:40] <GuShH> unless you're using trackers/midi :p
[13:41:04] <DARKGuy> yeah but I'm using an algorithm that takes the image and splits it in equal parts of X pixels width & tall, so padding it makes the algorithm grab also part of the neighbour sprite :P
[13:41:19] <DARKGuy> huh, really sound is that memory-consuming? =/
[13:41:23] <DARKGuy> I didn't expect that
[13:41:23] <GuShH> I used to play Quake3 with 128MB of ram... in fact, with less. No problem, back in the day.
[13:42:07] <GuShH> Well, unless you're streaming you'd have to decompress the samples into memory first.
[13:42:36] <GuShH> "all of it"... but there are some good libraries out there
[13:42:46] <quicksilver> the memory saved by trimming textures is GPU ram not main ram, of course
[13:42:52] <GuShH> I just don't know why you're so worried about memory footprints at this stage though
[13:43:22] * quicksilver agrees with GuShH
[13:43:30] <quicksilver> Premature optimisation is the root of all evil.
[13:43:48] <quicksilver> However it is *easier* to use TEXTURE_RECTANGE than manually pad your 640x480 splash screen to a power of two
[13:43:53] <quicksilver> that's the main reason I use it
[13:43:58] <quicksilver> programmer laziness :)
[13:44:01] <GuShH> I think he wants to "make things right" I've had those moments... but it just makes you waste time over nothing really.
[13:45:49] <GuShH> In this case though I think padding is a better idea than resizing the entire texture, for the fallback method.
[13:48:44] <DARKGuy> yeah the fallback method does the padding and/or resizes the image... doesn't look great but it works at least
[13:49:07] <DARKGuy> my question was more centered to mid-high end PCs that obviously have the capability to display non-power-of-two images
[13:49:32] <DARKGuy> I've read that works in other systems but I hadn't it very clear yet
[13:49:56] <DARKGuy> The method is the same though? just enable the extension and load the texture as usual ?
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[13:50:26] <LtJax> TEXRECT gives your a new target
[13:50:39] <GuShH> padding does not modify the image data, it means "allocate the nearest power of two and then just display the actual size instead"
[13:50:43] <LtJax> if you got the generic npot extension, you can just ignore the POT restriction
[13:50:53] <GuShH> your padded data could be either rubish or 0s, depending on your malloc...
[13:51:29] <LtJax> why even use malloc for that? you can allocate the "canvas" with TexImage and then load your actual data with TexSubImage
[13:51:46] <LtJax> that way you don't need to do any mem management at all
[13:51:55] <DARKGuy> Hmm that's a good idea
[13:52:20] <DARKGuy> I had forgotten you could "paste" a texture's content over another
[13:52:44] <DARKGuy> :D
[13:52:46] <LtJax> you can't. but you can upload to specific regions in a texture
[13:53:06] <GuShH> Because data has to come from system RAM to go into video RAM ... malloc actually stands for memory allocator and he could be allocating in any way to load from disk, I don't even know which programming language or libraries hes using so it's a little stupid to assume things, really.
[13:53:42] <DARKGuy> Ah, sorry for the lack of details XD. I'm actually using C++ and SDL_Image for the texture loading (and fallback method) :P
[13:53:57] <DARKGuy> However I think I got all I needed to know (for the time being ^_^)
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[14:07:16] <nitrotrigger> I can render textures with OpenGL, but not basic polygons, can anyone help me?
[14:08:34] <LtJax> nope, all hope is lost
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[14:20:42] <quicksilver> this is quite interesting.
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[14:23:12] <nitrotrigger> is it possible to render polygons and textures in the same time?
[14:23:38] <nitrotrigger> or do I need to set something like glDisable(GL_TEXTURE_2D) ?
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[14:30:46] <ol1veira_> nitrotrigger: you render textured polygons.
[14:30:49] <Ingenu_> define "rendering polygons"
[14:30:57] <ol1veira_> nitrotrigger: check out the redbook
[14:33:46] <exDM69> quicksilver: nice article
[14:34:16] <exDM69> quite different from the stencil-buffer based method
[14:34:50] <quicksilver> exDM69: yeah, I thought you'd be interested.
[14:35:15] <quicksilver> exDM69: I think there is similar content in GPU Gems 3 but this particular chapter isn't online yet
[14:35:15] <exDM69> quicksilver: I had an idea of doing something similar
[14:35:38] <exDM69> triangulate first and use the geometry shader to subdivide the triangles
[14:36:11] <quicksilver> it's nice to be subdividing in screen space
[14:36:19] <quicksilver> because you can get LOD effects automatically
[14:36:21] <quicksilver> (well, in a sense)
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[14:42:46] <nitrotrigger> I can't find a solution from the red book
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[14:43:16] <quicksilver> nitrotrigger: I don't think any of us understood your question.
[14:43:22] <quicksilver> rendering textures *is* rendering polygons.
[14:43:27] <quicksilver> that's what you map the textures onto (polygons)
[14:43:33] <quicksilver> can you explain better what you actually mean?
[14:44:19] <nitrotrigger> I mean
[14:44:32] <nitrotrigger> I want to draw polygons without a texture
[14:44:44] <nitrotrigger> but my program also draws textured polygons
[14:44:44] <quicksilver> then either unbind the texture, or disable texturing
[14:44:55] <nitrotrigger> what's the difference?
[14:45:24] <quicksilver> not sure. I believe both work.
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[14:45:53] <nitrotrigger> ok, someone told me that unbinding a texture is slower
[14:45:56] <Madsy> You can't unbind a texture. You can bind a null texture though.
[14:46:08] <quicksilver> yes, binding 0 is what I meant by unbinding.
[14:46:10] <nitrotrigger> Madsy: gotcha
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[14:47:06] <Madsy> Afaik, it's not entirely the same as disabling the target, but binding texture name zero can be faster.
[14:47:32] <Madsy> Especially if you just want to void one of several texture units.
[14:48:54] <Madsy> With a texture target enabled, the texture environmental stage is also enabled, no matter whether which texture name is currently bound.
[14:49:52] <nitrotrigger> so unbinding is slower...?
[14:49:56] <Madsy> It doesn't apply if you have overridden the environmental stages with shaders, but that's self-explainatory, since shaders don't depend on targets being enabled in the first place.
[14:50:28] <nitrotrigger> well I got it to work with glDisable(GL_TEXTURE_2D)
[14:50:32] <nitrotrigger> thanks anyway
[14:50:49] <Madsy> nitrotrigger: Nothing to worry about really. As "they" say, pre-optimization is the root of all evil.
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[16:06:47] <yno> hi
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[19:05:06] <xkpe> hello
[19:06:12] <xkpe> are maximun dimentions for the dimensions of a texture?
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[19:06:58] <tmccrary1> xkpe: query for it with glGet
[19:06:58] <HuntsMan> ah?
[19:07:58] <xkpe> i found GL_MAX_TEXTURE_SIZE but not for width or heiht
[19:08:16] <HuntsMan> width = height = GL_MAX_TEXTURE_SIZE
[19:08:31] <xkpe> oh thanks
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[19:24:12] <Madsy> Or use the proxy target.
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[19:42:05] <basy> Hi, im looking for OpenGL forum with good support...
[19:42:25] <Madsy> opengl.org
[19:42:54] <basy> there is no forum
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[19:43:58] <HuntsMan> yes, there is
[19:44:37] <basy> thank you
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[19:54:40] <xkpe> glGetIntegerv(GL_MAX_LIGHTS, &FMaxLights);
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[19:54:52] <xkpe> is setting the variable to 1
[19:56:00] <ville> and the type of FMaxLights is?
[19:56:02] <xkpe> how is this possible?
[19:56:10] <xkpe> int
[19:57:41] <yno> does your gl context is activated before this call?
[19:59:53] <xkpe> its returning 8 now, that could be it
[20:00:01] <xkpe> im gonna make sure it is
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[20:08:51] <xkpe> how can i know if opengl supports non power of two textures?
[20:10:48] <HuntsMan> if it's version 2.0 or the GL_ARB_texture_non_power_two extension is supported
[20:11:17] <xkpe> thank you i couldnt find the extention name
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[20:22:40] <xkpe> the max dimensions for a fbo is the same as a texture?
[20:23:52] <xkpe> nvm found MAX_RENDERBUFFER_SIZE_EXT
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[20:27:40] <HuntsMan> that's for a renderbuffer
[20:27:51] <HuntsMan> maximum texture sizes apply for attachments to textures
[20:29:06] <xkpe> ok, so i have to take both in consideration right?
[20:29:15] <xkpe> im using them to render and then usem them as texture
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[20:30:08] <HuntsMan> unless you are creating extremely big FBOs, yes
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[23:31:35] <paul424> anyone here knock .... knock .......
[23:32:37] <paul424> I recently think about some extension to my project of simple 3d lod algorithm ...........I think about adding some lights + something which would look like the sun
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