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[02:10:03] <Aintaer> happy new year #opengl
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[03:03:44] <tmccrary> Is it chinese new year already
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[03:19:54] <sysRPL> hello
[03:20:17] <sysRPL> i had a good idea for a fun money making opengl application
[03:21:08] <vade> and you want someone to make it with you?
[03:21:20] <sysRPL> write a program for that is a gui editor for broadcast quality graphic overlays
[03:21:22] <vade> /with/for ?
[03:21:29] <vade> there are plenty of those
[03:22:29] <sysRPL> that do animation using hardware acceleration, including 2D and 3D effects and graphics?
[03:22:34] <vade> yea
[03:22:36] <sysRPL> in realtime?
[03:22:38] <vade> yea
[03:22:55] <sysRPL> care to url a few of them?
[03:23:46] <vade> avid
[03:24:05] <sysRPL> do you think they mostly rely on opengl?
[03:24:15] <vade> no idea
[03:24:42] <vade> im sure some do
[03:24:59] <vade> i recall one or two platforms using a modified OS X kernel that used openGL
[03:25:02] <vade> and Quartz
[03:25:14] <vade> and some HD/IO hardware, I think blackmagick design cards
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[07:01:14] <Andrew3> Hi
[07:02:14] <Andrew3> I'm trying to load a BMP image into OpenGL using FreeImage. It's working now, kind of, but the reason it's relevant to ask here is because the blue areas of the image show up red instead. I must have my pixel format messed up somehow. Does anyone know what I might have forgotten?
[07:07:11] <Andrew3> Never mind. FreeImage's fault. It uses BGR. Sorry.
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[09:23:39] <[AD]Turbo> yo all
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[09:27:11] <strombom> hi, i have written a small opengl app which works fine on my laptop. when i tried it on a ubuntu desktop with an intel 965q card the z-buffer seems to be disabled. any ideas how to find what's wrong ?
[09:28:28] <strombom> 27-dynamic.11-87-r.retail.telecomitalia.it] has joined ##OpenGL
[09:28:28] <strombom> 09:24 < [AD]Turbo> yo all
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[09:28:45] <strombom> oops.
[09:32:07] <Plagman> maybe the implementation has a wrong default for ClearDepth?
[09:32:12] <Plagman> try setting it yourself
[09:32:33] <strombom> i tried 1.0 and 100.0
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[09:33:48] <strombom> tried 0 also
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[09:34:20] <strombom> now the settings are identical to the nehe first tutorial...
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[09:34:29] <strombom> and it works on my laptop, strange :/
[09:34:48] <Plagman> maybe whatever creates the context doesn't request depth bits on your laptop?
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[09:37:25] <strombom> clipping seems to work correct
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[09:50:03] <predaeus> strombom, run glxinfo to see what drivers are active. and check the list of visuals for ones that have depth.
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[09:58:53] <strombom> mesa on booth computers
[10:00:13] <strombom> 1.4 mesa 7.2 on the one that works. 1.4 mesa 7.0.3 on the one that does not work
[10:02:08] <predaeus> strombom, if both are the same graphics cards then the driver might be too old then. ask in #ubuntu how to update your mesa version.
[10:02:31] <strombom> no the cards are different, one laptop one desktop
[10:02:44] <strombom> and blender works...
[10:02:50] <strombom> so it must be my program
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[11:45:10] <predaeus> strombom, did you check what Plagman suggested?
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[12:42:39] <strombom> predaeus no, i did not really understand. now it works on one windows computer, one ubuntu laptop but not on a ubuntu desktop >_<
[12:43:34] <predaeus> strombom, how do you create the opengl context?
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[12:44:38] <strombom> glcontext = self.get_gl_context()
[12:44:41] <strombom> o_O
[12:45:04] <strombom> glconfig = gtk.gdkgl.Config((gtk.gdkgl.MODE_RGB | gtk.gdkgl.MODE_DOUBLE))
[12:45:09] <strombom> self.set_gl_capability(glconfig)
[12:45:21] <strombom> that's pretty much it i guess
[12:45:41] <predaeus> ok, gtk. check if you need to specify a value to gtk to get a depth component in your context.
[12:46:29] <strombom> THANKS!!!!
[12:46:33] <strombom> gtk.gdkgl.MODE_DEPTH
[12:46:41] <strombom> it worked
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[15:04:19] <yno> hi
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[15:41:24] <Plagman> strombom: no problem
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[16:09:22] <montana> anyone willing to work on a parallax mapping problem im having? i will pay... pm me thanks guys
[16:10:42] <dindinx> how much?
[16:12:37] <montana> depends how long it takes you
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[16:32:29]
<diffred> Hi! I'm reading OpenGL Superbible, and I have this simple code (a rectangle moving in the screen: http://pastie.org/371083), what I don't understand is that if I change the first parameter of glutTimerFunc, no matters if it's 33 or 1 or 1000000, the output is the same. The square should move faster or slower in function of that parameter isn't it?
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[16:40:24] <diffred> anyone with same behaviour?
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[16:44:51] <diffred> sorry had connection problems anyone answered
[16:44:55] <diffred> ?
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[16:46:47] <quicksilver> yes, if you set it to 1000 000 it should definitely move slower.
[16:46:58] <quicksilver> but only if you change it in line78
[16:47:06] <quicksilver> (not line 136)
[16:47:08] <quicksilver> 137
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[16:47:44] <rocketmagnet> hi, what's the glColor4?? function to set the colors with values from 0 to 255 ?
[16:47:59] <rocketmagnet> uv ?
[16:48:26] <HuntsMan> glColor4ub would be that
[16:48:51] <rocketmagnet> thanks
[16:49:05] <HuntsMan> ub
[16:49:09] <HuntsMan> unsigned byte
[16:49:43] <diffred> quicksilver: I've been changing both lines with different values and when I run it moves the same speed :(
[16:49:50] <quicksilver> diffred: lies.
[16:49:54] <quicksilver> you forgot to recompile
[16:49:58] <quicksilver> or did somethign else stupid :)
[16:50:16] <diffred> quicksilver: will take a look
[16:50:34] <diffred> thanks!
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[16:53:22] <diffred> yep had to change some paths on a makefile :D
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[17:38:11] <montana> anyone willing to work on a parallax mapping problem im having? i will pay... pm me thanks guys
[17:38:26] <tmccrary1> don't spam your homework assignments monta
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[18:22:34] <simlan> Someone experience with the CGAL library? I'd like to know if it is possible to perform mesh simplification with a set of defined "feature edges" (which are not to be destroyed).
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[18:59:13] <cloudncali> hello?
[19:05:02] <Plagman> just ask
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[19:07:03] <cloudncali> ok so i have been using SDL for a while now, and have started to use openGL with it, but when i try to get a texture on to a polygon, it comes out with some deformed image
[19:07:31] <simlan> sounds like problem with channels
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[19:07:43] <simlan> e.g. SDL reads alpha channels and opengl does not want it
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[19:09:38] <Plagman> deformed?
[19:09:43] <Plagman> sounds more like wrong texcoords to me
[19:10:57] <cloudncali> well also where the image is blue its coming out red
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[19:12:34] <simlan> that's an easy one, I also had that
[19:12:51] <simlan> there is some constant blah_RGB
[19:12:57] <simlan> change that to RBG
[19:13:13] <simlan> or BGR?
[19:13:14] <simlan> :]
[19:15:00] <cloudncali> ok i did that the color is fixed, but could some one explane to me how the coordinate system works in OpenGL,
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[19:16:16] <olavgg> cloudncali: x position, y position and z position?
[19:16:47] <cloudncali> well i ment more like the whole 0.0-1.0 thing i dont really understand that
[19:17:28] <MatthiasM> cloudncali: texture coord 0,0 is the first texel you uploaded
[19:17:44] <MatthiasM> 1,0 is the end of the first row
[19:18:08] <MatthiasM> (or the start of the first row if you use repeat wrap mode)
[19:18:17] <cloudncali> oh i see
[19:18:48] <MatthiasM> you tell each vertex which part of the texture should be at this vertex
[19:19:07] <MatthiasM> for more details and samples read the red book
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[19:35:56] <devurandom> Hi!
[19:36:23] <devurandom> Do you have a Windows tool at hand which I could use like Linux' glxinfo?
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[19:40:47] <devurandom> I just tried glewinfo/visualinfo, but that thing does essentially nothing. Neither an error message nor anything else. (When run from the console.)
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[20:04:31] <strombom> i only get black pixels when running glReadPixelsub(0,0,width, height, GL_RGB). the image on the screen is certainly not black... any ideas?
[20:04:52] <HuntsMan> glReadPixelsub?
[20:05:20] <MatthiasM> strombom: be sure to select the correct read buffer
[20:06:02] <strombom> i tried glReadBuffer(GL_FRONT) and glReadBuffer(GL_BACK)
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[20:08:06] <jli> is there a way to translate from vertex coordinates to the window's x and y coordinates? I'd like to be able to drag control points and such
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[20:08:46] <jli> do I need to tweak the viewport and gluPerspective (or glOrtho) statements to make it easier?
[20:08:55] <MatthiasM> jli: no - it's just math
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[20:28:29] <MatthiasM> jli: you should not use either of these features - they are emulated in SW anyway - and you can implement them faster by including knowledge from your scene data
[20:32:42] <jli> MatthiasM, do you mean manually calculate it? I don't know if my linear algebra is up to snuff for that
[20:35:55] <jli> neat, thank you.
[20:36:30] <MatthiasM> but you should consider doing the matrix math and gluUnproject yourself - so that you don't need to query GL for the current matrices
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[20:57:18] <hdon> hi all. is it possible to specify a single constant depth value to use for an entire primitive during depth testing?
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[21:34:15] <simlan> hdon: you can change the depth function, if that helps for you problem (glDethFunc)
[21:37:28] <hdon> simlan: no, i'm aware of glDepthFunc()
[21:37:38] <hdon> and glPolygonOffset()
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[21:40:41] <MatthiasM> hdon: why do you want to do that ?
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[22:15:12] <hdon> i can't remember
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