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[02:12:38] <DARKGuy> Hey! it's me again ^_^ btw thanks for the NPOT problem the other day :). I got another related question - what method do you guys suggest to check if a texture is a POT texture or not ?
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[02:18:50] <DARKGuy> Anybody? :(
[02:20:31] <boghog> I'm here but I missed your question. not that I'm likely able to help you, being an opengl noob :D
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[02:29:56] <Delta_Theta> Sup coderzs
[02:30:33] <Delta_Theta> anyone up?
[02:31:12] <tmccrary> Are you speaking metaphorically?
[02:31:23] <Delta_Theta> :)
[02:31:43] <Delta_Theta> Don't want to be a nooby, but I need some X11/OpenGL help.
[02:32:41] <tmccrary> Then stay a while and listen!
[02:32:50] <Delta_Theta> To use display, XCreateWindow ect.. What X11 header would you include? I am usign codeblocks and I have multiple X11 #includes... but codeblocks can't find it
[02:33:16] <Delta_Theta> The functions that is...
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[02:33:42] <boghog> X11/Xlib.h
[02:34:01] <boghog> that's the only one I include to setup an OpenGL window
[02:34:12] <boghog> well, and glx and gl
[02:34:16] <boghog> but glew.h does that for me
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[02:35:41] <Delta_Theta> Thanks, I juts got my copy of OpenGL Super Bible(amazon) and was having problems starting OpenGL. Ty :)
[02:39:54] <Delta_Theta> This appear sufficient?
[02:39:57] <Delta_Theta> #include <GL/glx.h>
[02:39:57] <Delta_Theta> #include <GL/gl.h>
[02:39:57] <Delta_Theta> #include <GL/gltools.h>
[02:39:57] <Delta_Theta> #include <GL/glu.h>
[02:39:57] <Delta_Theta> #include <X11/X.h>
[02:39:57] <Delta_Theta> #include <X11/Xwindows.h>
[02:39:59] <Delta_Theta> #include <X11/Xlib.h>
[02:40:01] <Delta_Theta> #include <X11/Xutil.h>
[02:40:03] <Delta_Theta> #include <X11/keysym.h>
[02:43:28] <boghog> I'd guess so yeah
[02:44:36] <Delta_Theta> Must be C::B, what IDE do you use boghog?
[02:45:08] <boghog> though I only include Xlib.h aside from standard C and opengl headers
[02:45:12] <boghog> vim+make :D
[02:45:34] <Delta_Theta> old skool eh
[02:45:48] <boghog> as far as you can call it an IDE which I guess you can't hehe
[02:45:58] <boghog> nah, just too lazy to learn how an IDE works
[02:46:20] <boghog> I never know what they do under the hood and it makes me feel out of control :D
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[02:47:41] <DARKGuy> oh well, I went afk xD
[02:47:43] <DARKGuy> repost!
[02:47:45] <DARKGuy> Hey! it's me again ^_^ btw thanks for the NPOT problem the other day :). I got another related question - what method do you guys suggest to check if a texture is a POT texture or not ?
[02:47:51] <yno> http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html
[02:47:53] <yno> omg
[02:48:42] <RTFM_FTW> checking for NPOT dimensions is trivial
[02:48:44] <RTFM_FTW> if (!(width & (width - 1)) && !(height & (height - 1)) && !(depth & (depth - 1))) { ...NPOT... } else { ...POT... }
[02:48:48] <RTFM_FTW> for example
[02:49:04] <RTFM_FTW> I'd suggest learning bit-wise operations :)
[02:49:13] <DARKGuy> oh, wow.
[02:49:38] <DARKGuy> I got lost until the width -1 xD
[02:50:33] <RTFM_FTW> { width } for 1D, { width, height } for 2D, RECT, CUBE and { width. height, depth } for 3D targets respectively
[02:51:09] <DARKGuy> Ahhh I see
[02:51:15] <DARKGuy> I only use 2D targets though
[02:52:59] <RTFM_FTW> doesn't matter... I gave you a flexible code sample for a reason
[02:54:59] <RTFM_FTW> heh using a macro for this i.e. something like: #define NPOT( X ) ( !( X & ( X - 1 ) ) ) ...would probably be more sensible of course :P
[03:00:12] <DARKGuy> hm that would work too xD
[03:00:28] <DARKGuy> but I prefer it in code, I'll give it a try tomorrow, 'cause I have to go to bed now
[03:00:38] <DARKGuy> thanks a lot, I'll be back to tell how did it go ^^.
[03:00:42] <DARKGuy> I wanna learn how it works Oo.
[03:00:45] <DARKGuy> But for now, bed xD
[03:01:17] <RTFM_FTW> well if you understand bit-wise operations then it should be obvious :P
[03:01:24] <RTFM_FTW> heh
[03:02:17] <DARKGuy> yeah, I gotta learn those
[03:02:25] <DARKGuy> <.< I hadn't figured they would be useful until now
[03:02:33] <boghog> oh they will, gogo practice :D
[03:02:43] <DARKGuy> ya :D
[03:02:49] <DARKGuy> ttyl, thanks again! ^____^
[03:03:05] <boghog> just think about how a pot number would look like in binary, and learn the basic bit-wise operations you could use to test for it :D
[03:03:16] <RTFM_FTW> yep
[03:03:30] <DARKGuy> oh I had an idea of using an algorithm for that =/
[03:03:33] <RTFM_FTW> and bit-wise operations are amazingly useful
[03:03:39] <DARKGuy> but I didn't know bitwise stuff could do it automatically
[03:03:46] <DARKGuy> I was thinking about a formula or something, just not with that
[03:04:14] <DARKGuy> Either way, talk to you guys tomorrow :D
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[03:38:09] <Delta_Theta> Saying Java is better than C++ because it works on multiple platforms is like saying anal sex is better....because it works on multiple genders.
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[03:39:56] <RTFM_FTW> "Java is better than C++ because it works on multiple platforms" ...huh?
[03:40:09] <RTFM_FTW> since when does C++ not work on multiple platforms?
[03:40:20] <tmccrary> Java is better because development is faster and more reliable across platforms
[03:40:20] <Delta_Theta> I was refering to the VM
[03:40:27] <tmccrary> C++ is better because its slightly faster
[03:40:47] <Delta_Theta> But Smaltalk (sniper shoots before i can finish)
[03:40:58] <Delta_Theta> lol
[03:41:12] <tmccrary> Smalltalk hasn't been used in the crazy environments both Java and C++ have been proven in
[03:41:20] <tmccrary> Smalltalk is purely an academic language
[03:41:31] <Delta_Theta> that was the joke....
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[03:41:49] <Delta_Theta> I should have used COBOL..... im out all!
[03:41:59] <Delta_Theta> Keep rocking out with your cocks out!
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[09:20:47] <[AD]Turbo> yo
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[12:12:05] <NightVisio> good day
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[18:58:37] <l4m4_m4n> hello! is there any tutorial, book on opengl programming in linux?
[18:58:40] <l4m4_m4n> pls help
[18:58:48] <l4m4_m4n> I need it very much
[18:58:50] <l4m4_m4n> !!!
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[19:00:55] <yno> hi
[19:04:13] <pa> if i blend a red texture with a green texture, should i obtain a yellow image?
[19:04:46] <pa> no, right?
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[19:13:48] <l4m4_m4n> so... any book on opengl programming for linux?
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[19:18:40] <quicksilver> pa: no.
[19:18:54] <quicksilver> pa: (that is, it depends on your blending mode, but not with the common ones)
[19:19:09] <quicksilver> with glBlendFunc(GL_ONE,GL_ONE) that is exactly what would happen, though.
[19:19:28] <quicksilver> l4m4_m4n: yes, there are some in the topic of this channel.
[19:20:18] <l4m4_m4n> the red and blue books are for windows or linux?
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[19:20:41] <Ingenu> neither
[19:20:55] <Ingenu> they aren't for any OS
[19:21:01] <Ingenu> OpenGL being OS independant
[19:21:10] <Ingenu> platform indep even
[19:21:50] <l4m4_m4n> hm, I need to make a 3d application in C++ under linux and I need a book! I can use any of them?
[19:22:37] <bobbens> they are for OpenGL, if you need help with C++ you'd need another book.
[19:22:43] <quicksilver> sure.
[19:23:04] <quicksilver> they'll point you in the right direction; you'll need a small amount of linux specific (or, rather, X11 specific) code to get going.
[19:23:22] <quicksilver> there are cross platform libraries like glut and sdl which reduce the amount of OS-dependent code you need.
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[19:23:48] <l4m4_m4n> so I can learn from red and blue books with no problem right?
[19:26:29] <rnx> yes
[19:29:20] <l4m4_m4n> thx
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[19:51:48] <l4m4_m4n> what is the diference between red and bkue book?
[19:52:05] <HuntsMan> the color?
[19:52:36] <HuntsMan> one is the programming guide and the other the reference guide
[19:52:44] <rnx> the blue book is just the reference ... aka manpages
[19:52:46] <l4m4_m4n> :)
[19:52:46] <HuntsMan> there's also the orange book, which is the GLSL reference guid
[19:52:57] <l4m4_m4n> which one is refernce?
[19:53:12] <HuntsMan> blue
[19:53:28] <l4m4_m4n> oh, yes
[19:53:40] <l4m4_m4n> so I must start with reference right?
[19:54:29] <HuntsMan> that's like learning to read reading the dictionary
[19:54:38] <HuntsMan> begin with programming
[19:55:37] <l4m4_m4n> so what is the reference for?
[19:57:59] <HuntsMan> uhm, for reference?
[19:58:08] <l4m4_m4n> HuntsMan: where can I find the orange one?
[19:58:18] <HuntsMan> for when you forget parameters or such from GL functions
[19:58:22] <HuntsMan> l4m4_m4n: amazon.com
[19:59:18] <l4m4_m4n> it is not free?
[19:59:35] <HuntsMan> why would it be?
[19:59:58] <l4m4_m4n> HuntsMan: because the red and blue ones are :)
[20:00:13] <bobbens> free version of red one isn't the latest
[20:00:14] <bobbens> iirc
[20:00:21] <HuntsMan> both of them are ancient :P
[20:00:27] <HuntsMan> the orange one is pretty recent
[20:01:40] <l4m4_m4n> hm
[20:01:47] <l4m4_m4n> thank you a lot!
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[20:58:15] <opr> hi
[20:58:21] <opr> i have installed that ms sdk
[20:58:26] <opr> and i still cant do #include <windows.h> // Header File For Windows
[20:58:26] <opr> #include <gl\gl.h> // Header File For The OpenGL32 Library
[20:58:26] <opr> #include <gl\glu.h> // Header File For The GLu32 Library
[20:58:26] <opr> #include <gl\glaux.h> // Header File For The GLaux Library
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[20:59:44] <MatthiasM> opr: don't paste into the chat
[20:59:54] <opr> sorry
[21:00:27] <MatthiasM> on windows you have to add the sdk to the include folder list
[21:04:23] <opr> ok how?
[21:04:27] <opr> :)
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[22:13:47] <Jupp3> opr: Your includes are wrong
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[22:14:13] <Jupp3> opr: Should be GL/gl.h instead of gl\gl.h etc.
[22:14:45] <Jupp3> opr: And I guess glaux is rather outdated, never used myself, better use glut or sdl probably
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[22:23:35] <Madsy> Jupp3: A replacement for glaux would be libpng
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[22:48:12] <Jupp3> Madsy: Well no idea about that really
[22:48:26] <Jupp3> But I just assume that like most comments here tend to say, it's outdated
[22:48:41] <Jupp3> I never use it, so I never have to replace it :)
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[23:22:45] <Madsy> Jupp3: Yep. Glaux is from 1996 and has not been updated since
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   January 23, 2009  
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