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[00:04:34] <shuffle2> it's probably to do with registerwindowclass, i'm thinking
[00:04:56] <shuffle2> it returns a handle, but the handle appears to point to nothing
[00:05:24] <Madsy> Your first mistake is to provide a testcase which isn't a testcase.
[00:05:41] <Madsy> I don't see the header specified.
[00:06:09] <shuffle2> well ill just post the whole thing then i guess
[00:06:39] <Madsy> A testcase should compile on its own merit. If you use non-standard libraries, you should at least tell us which libraries you use.
[00:07:50] <Madsy> Most of us are glad to help, but not if it means doing a lot of work which you should have done beforehand.
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[00:08:32] <shuffle2> you cant compile it probably
[00:08:41] <shuffle2> it has too many deps as you can see from glwindow.h
[00:08:51] <Madsy> *shrug*
[00:09:03] <shuffle2> lolz this is why i hate ogl
[00:09:27] <Madsy> Problem solving and proper etiquette has little to do with OpenGL.
[00:09:42] <shuffle2> probably all you need to look at is the registerwindowclass and the ctor
[00:09:49] <shuffle2> because the problem occurs there already
[00:10:40] <Madsy> You could start off by telling us what the problem is. What do you want to happen? What happens instead? What does GetError and glGetError return?
[00:11:01] <shuffle2> it's probably to do with registerwindowclass, i'm thinking
[00:11:03] <Madsy> Err.. GetLastError, sorry
[00:11:07] <Madsy> Don't guess
[00:11:08] <shuffle2> it returns a handle, but the handle appears to point to nothing
[00:11:43] <shuffle2> its not really opengl, it's creating the wgl context
[00:11:57] <shuffle2> that's what i'm failing at
[00:12:23] <Madsy> You still didn't answer any of my questions.
[00:12:55] <Madsy> If the context isn't created, you can disregard glGetError though
[00:13:01] <shuffle2> yeah
[00:13:04] <shuffle2> thats what i said
[00:13:18] <Madsy> ..
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[00:17:43] <shuffle2> ... yourself
[00:17:49] <shuffle2> i answered your questions
[00:18:04] <shuffle2> if you want to compile it then get dolphin-emu svn and ill send a patch
[00:18:12] <shuffle2> other than that i told you what's not working
[00:20:43] <shuffle2> funny, i only have problems like this on oss channels
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[00:23:05] <Madsy> Yeah, I guess we're all evil.
[00:26:04] <TheFlash> We are not OSS.
[00:27:24] <shuffle2> well i was refraining from using the broader word
[00:27:40] <shuffle2> but nvm, i cant seem to get help here anyways
[00:28:27] <TheFlash> Well, I am using my time to search where the heck is that "rasterwindow" class.
[00:28:55] <TheFlash> Oh, register.
[00:29:03] <quicksilver> registerwindowclass doesn't return anything at all.
[00:29:13] <quicksilver> So I don't really understand your problem description.
[00:29:24] <TheFlash> Win32. Not very OpenGL specific.
[00:29:25] <quicksilver> ("it returns a handle but the handle appears to point to nothing")
[00:29:34] <quicksilver> still, I know nothing about win32 so I'm probably no help anyway
[00:29:38] <quicksilver> never used windows.
[00:29:43] <shuffle2> myHandle = CreateWindow(ourClassName, _T(""), WS_POPUP | WS_DISABLED, 0, 0, GetXwin(), GetYwin(), NULL, NULL, myhInstance, NULL)))
[00:30:12] <shuffle2> myHandle=pointer, but when i'm debugging it appears to be nothing (not null, but not able to be determined)
[00:30:39] <quicksilver> definitely win32 ;) sorry.
[00:31:23] <shuffle2> well for the other people
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[00:31:36] <shuffle2> RegisterClass(&WindowClass) is a win32 function, done in registerwindowclass()
[00:31:47] <TheFlash> shuffle2: There is win32 api channels.
[00:32:25] <shuffle2> where?
[00:32:45] <Gargantua> #winapi
[00:32:59] <shuffle2> heh i was trying with 32 :p
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[00:36:44] <TheFlash> I guess also people on #winapi likes well formed test cases.
[00:36:52] <Madsy> shuffle2: I'll try again. When RegisterClass return zero, what does GetLastError say?
[00:37:10] <Madsy> You didn't answer my questions.
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[00:41:46] <shuffle2> getlasterror returns 2
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[00:46:06] <shuffle2> also, registerclass doesn't return zero
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[01:40:38] <Gargantua> why is the red book called the red book
[01:40:41] <Gargantua> damn communist ogl
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[05:34:31] <xkpe> where should i get C headers for openGL? i went to the sdk link but thers nothing there? i cant find them
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[05:54:20] <mbset> are you running linux?
[05:54:32] <xkpe> no
[05:54:34] <xkpe> win
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[09:42:17] <zeroflag> I know chances are slim but here goes anyway...
[09:44:07] <zeroflag> basic math and runtime is handled, everything API related is separated into modules. but I need help to create an OpenGL backend.
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[10:26:04] <Jimathon> Hello, I am interested in being a computer games developer, I know some C++ and have a book for it, Im not sure which is the best option: Learn C and OpenGL (Because OpenGL is C style) or C++ and Direct3D(X), what are your opinions?
[10:26:36] <dolphin> C++ and OpenGL
[10:27:39] <Jimathon> I see, Does C++ go "well" with OpenGL even though OpenGL is C style? And can OpenGL be used as commercially as Direct3D(X)?
[10:29:08] <zeroflag> Jimathon: how about C# and XNA? or C# and OpenGL? C++ is the _current_ standard in game development, but everyone who has some kind of common sense is trying to get away from it.
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[10:29:47] <MatthiasM> lol
[10:30:03] <zeroflag> Jimathon: as someone who has been programming for years and who has recently picked up 3D programming I can say that C#/XNA is a great place to start - and with that background OpenGL and C++ is much easier to learn.
[10:30:49] <Jimathon> I already know some C++ and have "accelerated C++" though?
[10:31:03] <zeroflag> especially because C# programmers aren't such jerks who won't help you, and there is actually documentation on XNA other than the specification.
[10:31:46] <zeroflag> Jimathon: I know too many people who tried to start with C++. they either end up frustrated or delusional and always ignorant to the fact, that there are better options than C++.
[10:31:57] <Jimathon> Kk, Does C# and XNA combine well? And what are you saying? When i've picked up on them it should seem "easy/easier" to pick up C++ and OpenGL/DirectX?
[10:32:17] <MatthiasM> C# and XNA locks you into MS platforms
[10:32:18] <zeroflag> Jimathon: C# is the primary language for XNA.
[10:32:39] <zeroflag> MatthiasM: see it as a stepping stone to start learning programming and 3D...
[10:32:50] <Jimathon> Okay, thanks.
[10:32:59] <zeroflag> MatthiasM: I tried long and hard with opengl and didn't even understand index buffers... it was much easier with XNA.
[10:33:06] <MatthiasM> no - learn C/C++ and OpenGL - most existing code is written in these languages
[10:33:37] <Jimathon> Matt, you saying don't learn C# and XNA?
[10:33:42] <MatthiasM> yep
[10:34:09] <MatthiasM> atleast not as a start - only if someone pays you for it
[10:34:30] <Jimathon> :/ I just want to learn C++ (well alot of it in the end) and be able to create commercial games (10 years time or something?)
[10:34:42] <zeroflag> argh
[10:34:46] <zeroflag> good old language war...
[10:34:49] <zeroflag> here we go again.
[10:34:56] <zeroflag> it's like this:
[10:35:27] <zeroflag> C++ is currently the industry standard. C# is the newcommer.
[10:35:54] <zeroflag> C++ has a huge and old crowd of programmers who will flood you with "read this and that book" but will never help you.
[10:36:05] <Jimathon> I might do like you said, C# && XNA then C++ and OpenGL
[10:36:20] <zeroflag> C# has a friendly and patient community which is mostly still learning themselves.
[10:36:24] <MatthiasM> lol
[10:36:24] <zeroflag> same with opengl and XNA.
[10:37:05] <Jimathon> Is ++ similar to #?
[10:37:09] <zeroflag> for example you can start by comparing the MSDN (for XNA and C#) to the documentation you'll find for C++ and OpenGL - that's something C++ and OpenGL can not win.
[10:37:46] <zeroflag> Jimathon: the syntax looks similar, but C++ is based on C (hence it's slow to work with and overly complicated) while C# has it's own modern compiler system.
[10:38:14] <MatthiasM> Jimathon: # is the shit MS invented to lock devs into their platform
[10:38:27] <MatthiasM> it's a bad copy of Java
[10:38:45] <zeroflag> Jimathon: long story short: a medium-sized C++ project takes about 5 minutes to compile from scratch, and about 10-30 seconds to rebuild and test (execute after you changed something). C# takes 10-30 seconds to build from scratch, and 1-5 seconds to test.
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[10:39:26] <zeroflag> MatthiasM: shut up with your ignorance and idiotic propaganda. if you know ANYTHING about C# you wouldn't talk like that.
[10:39:26] <Jimathon> Okay, I think I'll go C# and XNA then, But return to ++ and GL at a later date?
[10:39:36] <zeroflag> Jimathon: yes, that is a sound plan.
[10:39:41] <MatthiasM> zeroflag: you know why it compiles so fast ?
[10:39:56] <MatthiasM> because the compile is not doing any optimisations
[10:40:02] <zeroflag> MatthiasM: yes, because it has a compiler that isn't built for 386s and does understand it's code.
[10:40:08] <zeroflag> MatthiasM: that is wrong.
[10:40:33] <zeroflag> MatthiasM: the first compiler does general, high-level optimization. something that is hardly possible for C++ because there is no "high level".
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[10:40:36] <MatthiasM> look at what it does - it create bytecode - just a mostly 1:1 mapping from source code
[10:40:49] <Jimathon> Is it possible to create commercial games with XNA?
[10:40:50] <zeroflag> MatthiasM: the second compiler does FAR more optimization than C++... for a realistic build anyway.
[10:41:33] <zeroflag> MatthiasM: while you can enable SSE3 for your PC because you know it supports it, you can't enable it on a public build because not everyone has such a PC... I don't have to worry about it, the runtime will enable every optimization possible on the target PC.
[10:41:46] <MatthiasM> zeroflag: the amount of optimisation built into .net are very few
[10:42:01] <zeroflag> MatthiasM: so while you might get better benchmark results on your highly optimized system, I get better REAL WORLD results.
[10:42:40] <zeroflag> MatthiasM: C++ is about 10% faster than C# under perfect circumstances: highly optimized C++ with highly demanding algorithms.
[10:42:58] <MatthiasM> well - I use Java - which uses the same approch (it was earlier) and has a more advanced runtime
[10:43:11] <zeroflag> MatthiasM: in the real world you don't have highly optimized C++ for compatibility and you don't run highly demanding algorithms all the time.
[10:43:31] <zeroflag> MatthiasM: end of the day C# will be just as fast as C++, but a LOT easier to write and port to different platforms.
[10:43:41] <Jimathon> I'm guessing you can combine C# and XNA nicely?
[10:44:00] <zeroflag> MatthiasM: wrong. the java runtime is what C# was in version 1.1... we're at 3.5/2.0 now.
[10:44:09] <zeroflag> Jimathon: as I said, it's the native language for it.
[10:44:22] <MatthiasM> zeroflag: lol - c# version only cleaned up the shit they created as 1.x
[10:44:27] <zeroflag> Jimathon: you just add reference -> Xna -> go for it.
[10:44:45] <zeroflag> MatthiasM: what the hell are you talking about?
[10:44:58] <MatthiasM> zeroflag: the first API was a bad clone of win32 API
[10:45:11] <MatthiasM> they even used the same error codes for the network functions
[10:45:28] <zeroflag> oh, guess why?
[10:45:32] <MatthiasM> now they cleaned it up a bit and found some kind of design
[10:45:51] <MatthiasM> but it took years - but the runtime they run on is still poor
[10:46:00] <zeroflag> that's nonsense.
[10:46:09] <zeroflag> the runtime is very solid and powerful.
[10:46:24] <zeroflag> the APIs might not be perfect but they are FAR better than anything C++ or C has to offer.
[10:46:29] <MatthiasM> so - what type of GC do they run ?
[10:46:36] <zeroflag> and the libraries are portable.
[10:46:46] <zeroflag> depends on the runtime.
[10:48:20] <zeroflag> I think mono recently implemented a new GC...
[10:48:29] <zeroflag> but even with the old GC they could compete with java...
[10:48:31] <MatthiasM> mono is 5+ years behind anything else
[10:48:39] <zeroflag> you think?
[10:48:50] <zeroflag> mono still beats java on language features. :P
[10:49:11] <MatthiasM> yes - even a naive on the fly .net -> java bytecode translater outperforms it
[10:49:13] <zeroflag> here's a clue: List<int>
[10:49:18] <MatthiasM> lol
[10:49:48] <zeroflag> or how about list.Find(item => item.IsSomething);
[10:50:23] <zeroflag> unlike java, C# has real generics and real lambda expressions.
[10:50:32] <zeroflag> and before you start about templates and C++...
[10:50:42] <MatthiasM> well - language features alone doesn't mean that you can write better apps
[10:51:02] <zeroflag> typeof(List<>).Specialize(someRuntimeType).CreateInstance();
[10:51:27] <zeroflag> I admit, those are my own extensions, but they all build on the C# type system.
[10:51:43] <zeroflag> some language features do.
[10:51:45] <MatthiasM> and? I create my OpenGL render backend at runtime :)
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[10:52:45] * zeroflag has no idea what kind of mental illness would cause anyone to do that but... great... I guess...
[10:53:41] <MatthiasM> check GL extensions - and create a optimized renderer for your geometry format - that way you have as few GL calls as possible - whithout runtime checks
[10:54:03] <zeroflag> oh dear...
[10:54:08] <zeroflag> you're not really doing that, are you?
[10:54:19] <MatthiasM> if new extension like VAO comes - just add them to the generator
[10:54:20] <zeroflag> ever heard of the "strategy pattern"?
[10:54:42] * zeroflag sighs
[10:54:57] <zeroflag> C++ programmers and program design makes me wanna cry. :(
[10:54:59] <MatthiasM> it's a factory - you gives the spec - it decides on how to implement - and returns an mplementation of a Renderer interface
[10:55:08] <zeroflag> factory.
[10:55:14] <zeroflag> oh dear, an anti-pattern.
[10:55:23] <zeroflag> and let me guess, that factory is a singleton?
[10:55:27] <MatthiasM> no
[10:55:41] <zeroflag> damn, that would have been hilarious...
[10:55:51] <MatthiasM> it is created based on the available GL extension when you create your GL context
[10:56:03] <MatthiasM> which is an object :)
[10:56:12] <zeroflag> \o/
[10:56:19] <zeroflag> at least you know the words. :P
[10:56:24] <zeroflag> now try to understand them. -_-
[10:56:34] * MatthiasM shoots zeroflag in the head
[10:56:49] <zeroflag> yeah, I know I'm a snob and an asshole.
[10:57:02] <zeroflag> but I found that to be the only way I could talk to C++ programmers...
[10:57:12] <zeroflag> ...I wonder why...
[10:57:35] <MatthiasM> I'm not a "C++ programmer" - I write apps in every language which is needed
[10:57:54] <zeroflag> I admit I'm a C# programmer.
[10:58:14] <zeroflag> with the occasional C-piece and php/perl scripting...
[10:59:00] <MatthiasM> I write C for linux drivers, C++ for embedded systems, perl/tcl/etc for scripting, Java for UI intensive applications and a lot more
[10:59:04] <zeroflag> the thing is, if I mix too many languages, I get a mess.
[10:59:15] <MatthiasM> I even wrote some shit in VB :(
[10:59:29] <zeroflag> if I limit myself to C and C# I can still do ANYTHING, while creating 100% portable code.
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[10:59:58] <MatthiasM> zeroflag: so - show me your app running on a mac
[11:00:30] <MatthiasM> or your C app on a ppc :DD
[11:00:32] <zeroflag> I will as soon as I find someone who can help me with the opengl backend.
[11:00:55] <zeroflag> but I could create a backend to run on the xbox...
[11:01:21] <zeroflag> or I could swap in the Axiom backend and run it on linux...
[11:01:44] <MatthiasM> can you do it without changing any of your code ?
[11:01:50] <zeroflag> heh.
[11:01:57] <MatthiasM> I can with Java :)
[11:02:00] <zeroflag> see, now I know that you know far less about software design than me...
[11:02:03] <MatthiasM> not even recompiling
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[11:02:15] <zeroflag> there's a difference between portable code and platform independent code.
[11:02:34] <zeroflag> and there's a difference between java's approach to both and C#'s approach...
[11:02:35] <Jimathon> XNA mod tool like nices
[11:02:56] <Jimathon> *looks nice
[11:03:20] <zeroflag> java just puts a ton of limitations on the programmer, reduces performance, and then runs regardless if the platform is a windows vista, or a nokia phone...
[11:03:30] <MatthiasM> zeroflag: if you have to modify your code - then it's not fully portable - if you only have to recompile then it's portable - if you can just run it then it's platform free
[11:03:55] <zeroflag> C# itself runs on any platform you want, but it CAN use native platform libraries to get the best performance...
[11:04:00] <MatthiasM> java performance is better then c# - esp in the enterprice applicaion area
[11:04:23] <zeroflag> so if I use the XNA backend with the XNA window handler, it'll run on windows and/or xbox...
[11:04:57] <zeroflag> if I use a OpenGL backend with a SDL window handler, it'll run on linux, windows and on any platform that can provide the libraries.
[11:05:09] <zeroflag> MatthiasM: but not on 3D programming.
[11:05:18] <MatthiasM> zeroflag: for Java I use LWJGL - it provides OpenGL and OpenAL on windows, linux, mac and solaris - for 32/64 bit and x86/ppc
[11:05:50] <MatthiasM> and that is one API - not 10 different - it's even the same lib
[11:05:52] * zeroflag giggles
[11:06:26] <zeroflag> ok, so how do you integrate your LWJGL with any native UI?
[11:07:02] <MatthiasM> LWJGL creates a OpenGL display - from there it's just OpenGL calls
[11:07:11] <zeroflag> it's the same thing that makes java applications look ugly and slow on windows: it's not native, it's java.
[11:07:30] <MatthiasM> or you can embed a OGL display into a Swing frame
[11:07:41] <zeroflag> yeah, and swing is ugly and slow, as I said.
[11:07:44] <MatthiasM> well - try it :)
[11:07:49] <zeroflag> I have.
[11:07:51] <zeroflag> and it is.
[11:08:00] <Mazon> in 1998 ?
[11:08:01] <zeroflag> that's the thing I'm talking about...
[11:08:21] <MatthiasM> Mazon: hi :)
[11:08:25] <zeroflag> java is very compatible, but it isn't native anywhere.
[11:08:35] <MatthiasM> it is - if you want
[11:08:40] <Mazon> so the dlls are just for fun ?
[11:08:55] <zeroflag> no it isn't, especially not without sacrificing a lot of it's features.
[11:09:10] <Mazon> you are aware that AWT ISSSS native components?
[11:09:44] <Ingenu> encapsulating native components might not lead to best performance
[11:09:46] <zeroflag> Mazon: did I mention "not without sacrificing a lot of its features"?
[11:09:54] <Ingenu> that said, we're off topic, aren't we ?
[11:09:58] <MatthiasM> zeroflag: until you can show me on C# app that runs on different operating system and uses some 3D HW - without changing the app's source code - it's not portable
[11:10:09] <zeroflag> we are, very much so.
[11:10:25] <zeroflag> MatthiasM: then go have a look at Axiom.
[11:10:30] <Mazon> ingenu: aye, just trying to kill a rant
[11:10:54] <zeroflag> MatthiasM: it's 3D, and if you use the opengl backend it runs very well on windows, linux and (if you're lucky) even on macosx...
[11:11:07] <Ingenu> JAVA vs C# sounds a bit like OpenGL vs Direct3D to me
[11:11:24] <Ingenu> :p
[11:11:26] <zeroflag> there's no OpenGL vs Direct3D IMO.
[11:11:46] <MatthiasM> Ingenu: well - I'm not aware of a working D3D interface for Java
[11:11:53] * Mazon notes that axiom doesn't work on solaris :p
[11:11:57] <zeroflag> both have dreadful APIs but OpenGL is portable and plain C. so OpenGL wins on the "bad but at least"-front.
[11:12:32] <zeroflag> Mazon: how so? it's still a *nix, you can get X and OpenGL drivers as well as Mono, so it'll work.
[11:13:02] <zeroflag> XNA isn't half as portable, but at least the API isn't as dreadful.
[11:13:29] <zeroflag> so OpenGL for the professionals, XNA for beginners and for simplicity. Direct3D for people who don't know better.
[11:14:08] <Ingenu> not really, D3D for games, XNA for beginners/tests, OpenGL for heavy industry only
[11:14:18] <MatthiasM> and C# for people who belive that it's a compiled language who claim Java is interpreted :DD
[11:14:38] <zeroflag> well, without the OpenGL redesign you are right... sadly...
[11:14:50] <Ingenu> JAVA isn't compiled for sure, that's why SUN sued MS in the past
[11:14:51] <zeroflag> with the redesign OpenGL should get back into games...
[11:15:02] <Ingenu> (I know of HotSpot ty)
[11:15:09] <MatthiasM> Ingenu: like C#
[11:15:21] <zeroflag> MatthiasM: both are (JIT) compiled languages.
[11:15:30] <MatthiasM> zeroflag: there won't be a huge API change - read the opengl website
[11:15:55] <zeroflag> I thought they just delayed it? :\
[11:16:04] <Ingenu> more or less
[11:16:08] <Ingenu> there's the deprecation thing
[11:16:09] <zeroflag> geez, we need a new portable API...
[11:16:18] <jezek2> zeroflag: btw there is SWT which uses native widgets in Java
[11:16:34] <MatthiasM> and SWT is a can of worms for portability
[11:16:36] <Ingenu> but all in all, it's a battle that has been fought already, D3D for games is a fact, only iD Software keeps using OpenGL
[11:16:36] <zeroflag> jezek2: did I mention sacrificing features?
[11:17:05] <Mazon> what IS sacrificing features ?
[11:17:25] <zeroflag> Mazon: like portability.
[11:17:27] <Ingenu> can I watch the sacrifice ?
[11:17:36] <Ingenu> oh no, it's not a real one... :p
[11:17:37] <zeroflag> Ingenu: if you bring the dagger.
[11:17:41] <Mazon> thats not sacrificesd - I think we established thar ?
[11:17:46] <MatthiasM> let's sacrify zeroflag :)
[11:17:57] <Ingenu> go play L4D guys, there's been an update
[11:18:06] <Ingenu> kill zombies, will make you happier
[11:18:15] <Mazon> actually, I hate zombie games :p
[11:18:38] <MatthiasM> the l4kd was nice :)
[11:19:05] * Mazon still doesn't understand the attitude against interpretet code
[11:19:14] <Mazon> even Apple is doing it in their OpenGL stack
[11:19:44] <MatthiasM> it's just that nearly all C# users think that they don't use interpreted code :)
[11:20:17] <Mazon> well, says more about them ..
[11:20:28] <zeroflag> cool.
[11:20:32] <zeroflag> mono runs on Wii. oO
[11:21:33] <Mazon> well, then does java
[11:21:46] <zeroflag> I don't care about java.
[11:21:54] <zeroflag> java is the wrong language for games, so just drop it.
[11:22:07] <Mazon> I dont care about mono but that didn't prevent you from talking about it ;)
[11:22:23] <zeroflag> true, wrong channel. oO
[11:22:32] * Mazon nods
[11:22:49] <jezek2> zeroflag: hmm interesting there are many games in java already, why you think it's wrong? :)
[11:23:29] <zeroflag> don't know? because of java's dreadful interface to existing C APIs?
[11:23:38] <Mazon> jezek2: already made up his/her mind - so let it go
[11:23:56] <zeroflag> because of java's compatibility>performance approach?
[11:26:47] <jezek2> it's not problem, proved by many games :)
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[11:28:03] <Ingenu> all that valuable internet bandwidth wasted... ;p
[11:35:53] <Mazon> bits are meant to be wasted !
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[13:35:47] <yno> hi
[13:37:41] <FireKitten> hi :)
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[13:46:24] <_THEGOD__> hi
[13:46:49] <_THEGOD__> is there something for deleting any tecture loaded to vga buffer ?
[13:47:08] <_THEGOD__> because it looks like y graphics card has limited buffer for textures .
[13:47:35] <_THEGOD__> do i hawe to spesify all textures one by one ?
[13:47:42] <_THEGOD__> using glcleartextures ?
[13:47:53] <_THEGOD__> i hope there is a easy way.
[13:47:59] <_THEGOD__> to delete anyting on buffer .
[13:48:09] <_THEGOD__> including missing parts.
[13:48:18] <_THEGOD__> i dont want to leawe anything on buffer.
[13:48:24] <_THEGOD__> hello .
[13:48:29] <LtJax> hello
[13:48:37] <_THEGOD__> hi.
[13:48:56] <LtJax> there's no glClearTextures or something similar
[13:49:04] <_THEGOD__> hm...
[13:49:08] <_THEGOD__> wait.
[13:49:11] <LtJax> the driver should however clear all the resources up one you delete a context
[13:49:30] <LtJax> also, things are automatically swapped in and out of the graphics card's memory
[13:49:43] <_THEGOD__> context ? you mean hdc ?
[13:49:57] <_THEGOD__> i generated too much images
[13:50:01] <LtJax> no, I mean the rendering context, not the device context
[13:50:03] <_THEGOD__> little ones like icons
[13:50:21] <_THEGOD__> and it chases aftes some seconds [arround 10]
[13:50:50] <_THEGOD__> so i need something for deleting texture array loaded on buffer.
[13:51:00] <_THEGOD__> do i hawe to hold a handle for all.
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[13:51:43] <_THEGOD__> or is it possible to simply delete anything on buffer and continue fr
[13:52:17] <_THEGOD__> hm..
[13:52:36] <_THEGOD__> how can i clear rendering context ?
[13:52:49] <_THEGOD__> isnt it done by glpopmatrix ?
[13:53:08] <_THEGOD__> if so its not doing that afas i see
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[13:53:45] <_THEGOD__> hm.. may be its something else
[13:55:00] <_THEGOD__> hm..
[13:55:03] <_THEGOD__> ok.
[13:55:11] <_THEGOD__> its not opengl buffer.
[13:55:20] <_THEGOD__> its CreateDIBSection
[13:55:36] <LtJax> yea, that's got nothing to do with opengl
[13:56:17] <_THEGOD__> it fails to recreate icons after owerloads somehow.
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[14:05:29] <_THEGOD__> hm...
[14:05:58] <_THEGOD__> do anyone knows how to call a label which is arround end of function ?
[14:06:12] <_THEGOD__> gcc says its used but not defined/
[14:06:36] <_THEGOD__> when i call exit_2; which is at end of function
[14:06:57] <_THEGOD__> eg fx(){ ... ;exit_2: }
[14:07:28] <_THEGOD__> how can i call a label which is defined after call of it ?
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[14:07:43] <_THEGOD__> can i use #define ?
[14:07:49] <_THEGOD__> well. lets try this
[14:07:50] <_THEGOD__> ;P
[14:11:15] <_THEGOD__> hm..
[14:11:16] <Xmas|> have you tried putting a return; after the label?
[14:11:30] <_THEGOD__> ok.. ill try thanks.
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[14:18:12] <htrejh> hi
[14:19:06] <htrejh> some opengl programs (games) "lock" the screen, with some functions i suppose? would it be possible to disable that by hooking or something?
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[16:15:13] <Ram2> hi
[16:16:17] <kbotnen> hi.
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[16:40:57] <olavgg> If I want to build a 3D world, what kind of loader should I look into first? OBJ? BSP? Or should I try to write my own?
[16:45:11] <LtJax> you should find an editor that you're comfortable with and use one of the formats it provides
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[16:45:38] <Ram2> why not to use an image ?
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[16:46:07] <Jimathon> Anyone here know C#?
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[16:50:57] <tmccrary> No, this channel is for opengl api discusison
[16:50:59] <tmccrary> discussion
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[17:00:22] <kbotnen> olavgg, depends on alot. you can i.e use Blender (free open source) for world, assets and art creation. and export as obj or something else from it. and load with a already made loader (or reinvent the wheel if you feel like)
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[17:20:52] <_THEGOD__> olavgg ?
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[17:40:14] <Waldir> I'm trying to convert an image which I loaded with an image library (openCV) as a texture in OpenGL; the dimensions are read correctly but it shows up as white. Any ideas why this might be happening?
[17:40:54] <MatthiasM> a texture is white if it's not valid - eg mipmap filtering but no mipmaps
[17:41:35] <Waldir> hey, MatthiasM, it's me again, you might not remember but I was here a few days ago :)
[17:42:06] <MatthiasM> I'm not sure if I should remember you ...
[17:42:10] <Waldir> lol
[17:42:17] <Waldir> perhaps not :D
[17:42:19] <MatthiasM> let me reread the IRC logs
[17:42:25] <Waldir> don't bother xD
[17:42:39] <Waldir> i probably said a lot of gibberish
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[17:43:29] <MatthiasM> ahh - you are this matrix quy
[17:43:48] <Waldir> yes... that part is done, I hope :)
[17:43:55] <Waldir> it's still the same app, though
[17:44:55] <Waldir> the matrices came from the 2D lib and I wanted t convert them to 4x4 (3D) OpenGL matrices. Now I am trying to read the images from the other lib's format to opengl textures
[17:45:13] <Waldir> so that I can apply them to the quads to which I distort using the matrix
[17:46:27] <Waldir> I believe the data is being transferred, but perhaps with the wrong rgb order or something... perhaps some properties are not being correctly set...
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[17:50:11] <RTFM_FTW> there are a number of reasons why a texture upload can fail... NPOT texture dimensions on non-NPOT compliant hardware, leaving mipmaps enabled (which are enabled by default) w/o creating the necessary mipmap levels, invalid WRAP modes (i.e. modes not supported by the underlying HW -- this one is of concern if you are dealing with NPOT data)
[17:51:13] <MatthiasM> but without providing detailed description on what you are doing - and the result you get - nobody can help you
[17:51:27] <Waldir> I know, sorry
[17:52:52] <Waldir> the problem is the conversion code is not mine. I'll have to understand it better before I can explain it to someone else
[17:52:58] <Waldir> bbl :)
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[18:35:01]
<Waldir> ok, MatthiasM, RTFM_FTW, I'm back. I read the conversion function thoroughly and adapted it to my needs. So, here is what I have (abbreviated): http://pastebin.com/d2027d55d
[18:35:12] <Waldir> the pixel order is BGR
[18:35:25] <Waldir> but I am not sure the remaining details are being set up correctly
[18:39:44] <Waldir> what else should I know about the iplImage format to pass the correct values as parameters? I believe the error might be in the glTexImage2D parameters I am passing
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[18:46:02] <Waldir> (Not that they are necessarily wrong -- I can of course assume the original author of the code set up these variables correctly, but since it is giving me a white image, something must be wrong)
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[18:49:43] <_THEGOD__> Waldir
[18:49:49] <Waldir> here :)
[18:50:03] <_THEGOD__> do you know how to draw opengl textures correclty ?
[18:50:16] <_THEGOD__> eg did you enabled gltexture2d or whatewer ?
[18:50:22] <Waldir> the basics, yes
[18:50:30] <Waldir> yes, i did
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[18:50:49] <_THEGOD__> or not clearing color buffer can cause some thing
[18:50:59] <Waldir> as a matter of fact, in the same program I am able to use bmp textures
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[18:52:06] <Waldir> but i need them to be jpg, and since I already need opencv for other image processing, Ithought it made perfect sense to use opencv's loadimage to read jpgs
[18:52:06] <b0000> do you clear depth buffer?
[18:52:25] <Waldir> I am pretty sure I do but let me make sure
[18:52:49] <Waldir> yes
[18:52:58] <_THEGOD__> if you hawe access to raw image array .
[18:53:08] <_THEGOD__> try draving a line on the array.
[18:53:32] <_THEGOD__> so youll know if its in part of reading and calculating rgb data from file
[18:53:33] <b0000> _THEGOD__: how will that help?
[18:53:35] <_THEGOD__> or after that
[18:53:53] <_THEGOD__> it will make you sure where the problem is arround.
[18:53:57] <_THEGOD__> on reading file
[18:54:01] <b0000> no it wont
[18:54:02] <_THEGOD__> or gl buffer.
[18:54:10] <_THEGOD__> hm..
[18:54:20] <_THEGOD__> no if you draw a line to image
[18:54:30] <_THEGOD__> this means line should be there .
[18:54:42] <_THEGOD__> so ewen if there is some problems about image library
[18:54:46] <b0000> to an image that is currently being rendered as white
[18:54:51] <_THEGOD__> it will draw image.
[18:54:53] <b0000> so you wont see the line
[18:54:57] <_THEGOD__> so if its still not working
[18:55:10] <b0000> that stage is unneccecery
[18:55:13] <_THEGOD__> this means there is something wrong about opengl library settings .
[18:55:17] <Waldir> as far as I can tell, the image is being read correctly: if I create a window using opencv, I can display the image on it
[18:55:45] <_THEGOD__> so you hawe to deal about gl calls. if its not shown
[18:55:45] <b0000> Waldir: its probably some problem with your texture state
[18:55:57] <Waldir> it seems it just is not being passed to opengl correctly
[18:56:01] <Waldir> b0000: hum
[18:56:20] <Waldir> how can I know?
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[18:57:09] <_THEGOD__> place some code to a working gl application ;P
[18:57:12] <_THEGOD__> lols
[18:57:14] <b0000> 4
[18:57:26] <b0000> thats the problem, surely it should be 3?
[18:57:44] <b0000> GL_BGR or that is wrong
[18:57:45] <_THEGOD__> whats that 3 or 4 for ?
[18:57:55] <Waldir> as I said, I assumed the original author knew what he was doing
[18:58:09] <Waldir> I don't think I tried to change it, though
[18:58:12] <Waldir> gimme a sec
[18:58:13] <_THEGOD__> no theyre probally not %100
[18:58:31] <_THEGOD__> can you send that code to me ?
[18:58:40] <_THEGOD__> if its glut or standard gl based
[18:58:43] <MatthiasM> 4 means the internal format should be RGBA
[18:58:45] <_THEGOD__> i can fix it easily
[18:58:53] <MatthiasM> it's old GL 1.0 style
[18:58:58] <b0000> THEGOD are you on crack?
[18:59:31] <Waldir> _THEGOD__: sure, but it currently is a mess, I'm afraid
[18:59:52] <MatthiasM> Waldir: ignore _THEGOD__ - he knows probably less about GL then you :)
[19:00:00] <Waldir> lol
[19:00:04] <_THEGOD__> yeah yeah its too important code
[19:00:11] <MatthiasM> Waldir: you said you already have other textures drawn correctly ?
[19:00:16] <_THEGOD__> here are some important code samples too
[19:00:19] <Waldir> loaded with bmp, yes
[19:00:22] <_THEGOD__> gov secret
[19:00:23] <_THEGOD__> s
[19:00:29] <MatthiasM> Waldir: using the same lib ?
[19:00:55] <Waldir> no, using a function made by someone else
[19:01:05] <MatthiasM> try to swap the images - load the working file instead of the not working one
[19:02:11] <_THEGOD__> lols
[19:02:33] <_THEGOD__> damn
[19:02:44] <_THEGOD__> the code i sent is not working
[19:02:47] <_THEGOD__> sorry
[19:03:09] <_THEGOD__> looks like its from mathias s site
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[19:03:35] <_THEGOD__> it was just first thing on googles result i see
[19:04:00] <MatthiasM> maybe you should not just google but also read / test before you send code to someone
[19:05:51] <_THEGOD__> hm..
[19:05:58] <_THEGOD__> also if texcords are wrong
[19:06:04] <_THEGOD__> youll see some thing
[19:06:28] <_THEGOD__> you need correct texture coordinates for quad points or whatewer thing
[19:06:48] <Waldir> MatthiasM: same thing, the image works in the window created using opencv, but the opengl texture appears totally white
[19:07:07] <Waldir> meaning, opencv is loading the images correctly; I am just not able to pass them to opengl
[19:07:15] <Waldir> as textures
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[19:13:13] <Waldir> glTexImage2D(GL_TEXTURE_2D, 0, 3, image->width, image->height, 0, GL_BGR, GL_UNSIGNED_BYTE, pixels); <-- could the error be here?
[19:13:46] <Waldir> I know the width and height are being correctly passed; the pixels are correct, too
[19:14:39] <Waldir> but I am not sure about the remaining parameters (such as the internal format)
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[19:17:54] <MatthiasM> Waldir: did you check for GL errors - and the parameters in the GL SDK ?
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[19:19:37] <_THEGOD__> internal format spesifies the some thing as GLUNSIGNED BYTE afaik
[19:19:59] <MatthiasM> lol - no
[19:20:44] <MatthiasM> either learn the stuff before posting or stay quite
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[19:24:23] <Waldir> as for GL errors, you mean compile errors? I am not sure I understood what you meant
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[19:36:47] <_THEGOD> hello kiddies.
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[19:44:52] <Waldir> MatthiasM: I have to go for now, but I'll keep trying. It seems I'm so close, it must be some ridiculously small detail (as always :) )
[19:45:09] <Waldir> I'll also try and contact the original author of the code
[19:45:26] <Waldir> I'll let you know what the problem was as soon as I solve it
[19:45:39] <Waldir> thanks again for the help, ses you!
[19:45:41] <Waldir> *see
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[20:00:33] <GlossyBRDF> hi what keyboard character is that replaces whitespace in dos/linux ?
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[20:27:58] <_THEGOD_> which is best from those books ?
[20:28:00] <_THEGOD_> Directory \\\"C++\\\":
[20:28:00] <_THEGOD_> Addison Wesley - C++ by Dissection.pdf
[20:28:00] <_THEGOD_> Addison Wesley - C++ Standard Library, The A Tutorial and Reference.chm
[20:28:00] <_THEGOD_> Addison Wesley - C++ Templates, The Complete Guide.chm
[20:28:00] <_THEGOD_> Addison Wesley - Effcient C++ Programming Techniques Ebook - fly.pdf
[20:28:01] <_THEGOD_> Addison Wesley - Essential C++ Ebook-fly.pdf
[20:28:03] <_THEGOD_> Addison Wesley - How To Run Successfu .Projects III.chm
[20:28:05] <_THEGOD_> Addison Wesley - Leffingwell & Widrig - Managing Software Requirements, 1St Edition.pdf
[20:28:12] <_THEGOD_> lols
[20:28:18] <_THEGOD_> there is no opengl books ;P
[20:29:05] <_THEGOD_> Donald_Hearn__Prentice__-_Computer_Graphics_C_Version_2Ed.pdf
[20:29:05] <_THEGOD_> OpenGL.chm
[20:29:05] <_THEGOD_> Directory \\\"SimulatingHumansComputerGraphics,AnimationandC ?
[20:29:31] <_THEGOD_> hm.. those two looks good ?
[20:30:07] <Tempoe> What hell here happen?
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[20:51:49] <javadlux> are the texture environment and texture parameters per texture?
[20:51:59] <javadlux> or shared for all textures in the texture target?
[20:53:52] <HuntsMan> texture parameters are per texture
[20:53:57] <HuntsMan> texture environment is global
[20:54:06] <bubu`> texture environment is per texture unit
[20:54:23] <HuntsMan> bah, yeah
[20:54:26] <javadlux> ok thanks... thats what i thought
[20:54:29] <javadlux> just making sure
[20:54:58] <javadlux> is there much of a cost changing the texture environment for each texture every frame in a render loop?
[20:55:34] <HuntsMan> should be the same cost as switching shader
[20:55:41] <HuntsMan> as modern cards implement fixed function as shaders
[20:56:01] <javadlux> ok i guess thats not too bad
[20:57:28] <HuntsMan> too bad?
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[20:59:45] <javadlux> well its pretty common to use different shaders on different objects, so it should be equivalent to use different tex environments
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[21:53:33]
<mib_bptqyh> I am trying to setup a basic window -- with just a solid (purple) background color: http://codepad.org/riqIwvlO but the background color is just white.
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[21:59:35] <mib_bptqyh> Very simple example, oly a few lines of code.
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[22:02:41] <mib_bptqyh> I forgot glFlush()
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[22:48:25] <shahan> hi, i was wondering how to link glui32.lib within Eclipse for my OpenGL app
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[23:23:10] <sefir> hi. does anyone here use opengl and Qt ?
[23:23:46] <HuntsMan> yes
[23:27:01] <sefir> their opengl has all the functions of the standard opengl?
[23:27:16] <HuntsMan> there's no "Their OpenGL"
[23:27:24] <HuntsMan> is just a window system binding
[23:27:36] <HuntsMan> it uses the platform OpenGL libraries
[23:28:09] <groton> every days the explanationn starts from the very beginning, i.e. OpenGL is an API :/
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[23:28:38] <sefir> yes. i am a noob.
[23:28:41] <sefir> sorry.
[23:29:28] <sefir> does opengl with qt use glut ?
[23:29:33] <HuntsMan> no
[23:29:41] <groton> sefir, do not worry, when you will master it, it is more likely you wont be here, and the noobs still will :)
[23:30:17] <sefir> ;D
[23:30:21] <HuntsMan> yes, we don't bite noobs :)
[23:30:54] <sefir> i wanted to ask on irc, because there is nothing like good old human response.
[23:31:02] <Madsy> Nope. We just eat their souls.
[23:31:49] <sefir> so if I use Qt do I need to download opengl separately ? (i see they have some working examples)
[23:33:20] <sefir> (thats why i said: "their opengl")
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[23:42:52] <sefir> also, what does glu do exactly ?
[23:43:46] <groton> usually you need the driver for opengl, usually specific for you graphics board
[23:44:02] <groton> GLU is a set of Utility functions
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[23:44:45] <sefir> so glu is like a generic driver or something?
[23:45:56] <HuntsMan> no
[23:46:04] <HuntsMan> it's a library with utility functions
[23:46:14] <sefir> so GLU accesses the driver?
[23:46:18] <yno> no
[23:46:32] <sefir> rats :<
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