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   February 1, 2009  
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[00:07:50] <koalo> http://cpp.ninjacodemonkeys.org/5090
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[00:29:35] <RTFM_FTW> mcc if you need to support older (non-FBO) hardware then look towards (a) vendor specific pixel buffers (i.e. pbuffers) *or* (b) rendering into an offscreen view + glCopyTex[Sub]Image2D
[00:30:33] <mcc> okay, thanks
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[00:43:25] <kapace_laptop> hello, is there a way to use core opengl api shaders instead of the extensions using glew under windows?
[00:45:25] <bubu`> glew also loads core functions, not only extensions
[00:45:40] <Ingenu> night
[00:45:45] <bubu`> you just detect ogl version and use approperiate functions
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[00:46:03] <kapace_laptop> i see
[00:46:04] <kapace_laptop> thanks
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[01:31:57] <forrestv> is a point transformed to window coordinates by (PROJECTION_MATRIX*MODELVIEW_MATRIX)*point or by point*(PROJECTION_MATRIX*MODELVIEW_MATRIX) ?
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[01:35:23] <sparky_> or perhaps by PROJECTION_MATRIX*point*MODELVIEW_MATRIX
[01:35:28] <sparky_> did you ever stop to think of that?
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[01:37:56] <ville> sparky: with that the dimensions wouldn't line up
[01:38:07] <ville> sparky: asuming column vectors.
[01:38:22] <ville> well they wouldn't line up anyway
[01:41:53] <sparky> ville: don't try to change me baby! :)
[01:42:14] <ville> yes who cares what math says
[01:42:27] <sparky> yeah!
[01:42:29] <sparky> :)
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[01:59:02] <LordMetroid> In a quaternion vertex do one use the fourth variable for anything else but being a constant 1?
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[02:37:10] <Palace_Chan> why cant i just use glBegin(GL_POLYGON) as a generic replacement for GL_QUADS, GL_TRIANGLES, and such ?
[02:38:01] <RTFM_FTW> because polygons, quads and triangles are all different primitive types :P
[02:39:20] <RTFM_FTW> ultimately in GPU land polygons (GL_POLYGON) and quadrilaterals (GL_QUADS) are generated via triangles
[02:40:00] <RTFM_FTW> so technically if you were going to use one primitive type to generate the others you should be looking at TRIANGLES and / or TRIANGLE_STRIP
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[02:57:52] <dean1012> hi all. Is there a way, using opengl es, to efficiently determine when the non-transparent pixels of two given rects intersect?
[02:58:18] <dean1012> i'm trying to implement pixel perfect collision with two objects that have transparent backgrounds
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[02:58:43] <dean1012> hi linxuz3r
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[03:06:22] <dean1012> hi eXtronuS
[03:06:46] <linxuz3r> hi
[03:07:26] <dean1012> do you know anything about pixel perfect collision?
[03:08:44] <ToreTank> dean1012: what ES version?
[03:08:44] <ToreTank> 1.1?
[03:08:49] <dean1012> yes
[03:08:53] <dean1012> Open GL ES 1.1
[03:09:12] <dean1012> sorry, i thought i had specified but it seems i didn't
[03:09:12] <ToreTank> sounds like you'll have to do that using your own routines, afaik the only (?) way to do that in hardware is via Occlusion Queries which is probably not supported by your ES version
[03:09:35] <dean1012> no I don't believe they are
[03:09:47] <dean1012> i don't want to go through too much trouble given the limited processing power available to me
[03:09:54] <ToreTank> right
[03:10:04] <dean1012> right now, i'm using an 80% bounding rect to detect collision
[03:10:11] <dean1012> can you suggest a better way?
[03:10:14] <ToreTank> you can use a downscaled version of your image, though
[03:10:21] <eXtronuS> dean1012, hi
[03:10:43] <ToreTank> what is the result of the collision? does it have to be pixel perfect for visuals, or is it for actual collision response stuff?
[03:10:44] <dean1012> i'm trying to accomplish the best collision detection I can with the APIs and processing power available to me
[03:11:02] <dean1012> Just visual
[03:11:10] <dean1012> Don't want a character walking over a rock
[03:11:32] <dean1012> but on the same token, i don't want one stopping 2 inches (exaggeration) from a river because of low precision collision
[03:11:52] <dean1012> other than visuals, there are no planned response at this time
[03:11:53] <ToreTank> right, then a downscaled image will probably do, or, if you have the time to make the tools/hardcode the values, you could sorround them by 2d lines and run collision against that
[03:12:40] <dean1012> hmm
[03:12:45] <dean1012> what do you mean by a downscaled image?
[03:13:11] <eXtronuS> dean1012, lower resolution image
[03:13:13] <ToreTank> your image data / 2 for example
[03:13:18] <ToreTank> or that :)
[03:13:24] <ToreTank> he said it better
[03:13:36] <dean1012> i don't want to hardcode anything because at this time i'm writing a "general purpose" 2D tile engine for use in a few different planned projects. While all of them will use the same platform and collision techniques, i don't want to limit myself on a per project basis
[03:13:58] <dean1012> wouldn't that change the size of the graphics on screen visually?
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[03:14:19] <ToreTank> yeah, that's why you would need a tool if you wanted to go for the vector-approach
[03:14:19] <ToreTank> you would keep the down-scaled image as a copy in memory only
[03:14:25] <ToreTank> not used for rendering, just for collision detection
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[03:14:43] <ToreTank> it would only need on/off values as well, so the memory footprint should be pretty smal
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[03:14:54] <dean1012> hmm
[03:15:07] <ToreTank> by halving the resolution in each axis you would get 1/4 the pixels to collision detect against
[03:15:26] <dean1012> ok so if i put a downscaled image in memory with these lines how do i detect when the lines of each rect intersect?
[03:15:48] <eXtronuS> hmm
[03:15:50] <dean1012> right now i'm just checking using the bounds of the rect for each tile
[03:15:54] <ToreTank> oh - they're separate solutions; I meant you can a) use a downscaled image or b) trace vectors around it
[03:16:09] <dean1012> ahh, i see
[03:16:27] <dean1012> well given ram constraints as well, i'll just stick with reduced bounding box
[03:16:33] <dean1012> makes life easier anyways
[03:16:50] <ToreTank> yeah, if it gives you the accuracy you need there's no point in redoing it
[03:17:00] <ToreTank> are you by any chance on the iPhone?
[03:17:48] <dean1012> yep
[03:18:37] <dean1012> i don't really see an ES channel so I tend to ask my questions here
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[03:19:08] <Inestical> hmmh
[03:19:28] <Inestical> I'm not sure if this belongs here, but I'm getting this pretty funny GLEW-linking problem..
[03:20:24] <Inestical> It seems, that using glActiveTextureARB is causing undefined reference, even though I have linked to glew32, opengl32 and glu32
[03:20:52] <Inestical> and last time I checked, yes my GPU supports it.
[03:21:12] <dean1012> what happened to rafb.net/paste!?
[03:23:11] <Inestical> went down?
[03:25:32] <dean1012> apparently it did
[03:25:35] <dean1012> makes me sad
[03:26:27] <ToreTank> dean1012: there is an iphonedev-channel, but the chat is usually around 2d gui stuff (i.e. cocoa framework), though it may be a place to try as well :)
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[03:27:09] <dean1012> Most of the time iphonedev and the other various channels either don't know the answer or don't answer opengl questions
[03:27:15] <dean1012> and sometimes i get directed to here
[03:27:20] <dean1012> so i decided to ask here :)
[03:27:50] <ToreTank> ah :) going in circles then, I guess :p
[03:27:55] <dean1012> yep
[03:28:15] <dean1012> i'm a redneck so turning left is somethin i'm used to
[03:28:18] <dean1012> ^_^ jk
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[03:58:40] <ToreTank> hehe
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[04:10:39] <fusi> wtf has happened to rafb.net?
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[04:19:54] <roconnor> when I render with openGL, will my colours be gamma corrected before being displayed?
[04:21:17] <RTFM_FTW> no
[04:21:35] <RTFM_FTW> look at EXT_texture_sRGB if you need such functionality
[04:21:49] <RTFM_FTW> and EXT_framebuffer_sRGB
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[04:22:30] <roconnor> So it does linear compositing, but blits colours without correcting them?!
[04:22:32] <roconnor> crazy
[04:22:39] * roconnor sighs
[04:22:53] <RTFM_FTW> we have sRGB support for a reason
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[04:24:39] <roconnor> does everyone use EXT_framebuffer_sRGB before rendering?
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[04:26:00] <RTFM_FTW> no but the ones who need non-linear color-space support do
[04:27:47] <roconnor> but everyone who displays on a PC needs non-linear colour-space, right?
[04:28:07] <roconnor> I figured that would apply to most OpenGL applications.
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[05:09:00] <sparky> roconnor: the only reason we have those problems is because ati are fussy bitches!
[05:09:09] <sparky> everybody knows that
[05:12:21] <roconnor> sparky: huh?
[05:13:29] <RTFM_FTW> heheh
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[05:25:17] <fusi> running a terrain gen batch
[05:25:32] <fusi> all four cores are at 72c :S
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[05:33:21] <mib_vg9000> I thought world coordinates started from the bottom left of the window..?
[05:33:37] <mib_vg9000> I thought (0,0) was in the bottom left*
[05:42:30] <fusi> depends on your matrix
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[05:59:50] <sparky> he he :)
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[09:29:30] <arikel> Hi, i've seen the red book makes extensive use of an "aux" library, i tried to find it on the official website, but couldn't...
[09:30:52] <ville> it is deprecated
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[09:36:47] <zacs7> aux is deadsies :(
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[14:28:00] <yno> hi
[14:28:33] <LtJax> gooood. so you're finally here
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[16:54:35] <amitprakash> can someone help me with sdl.. it keeps saying [ Fail ] - Video initialization failed: No available video device
[16:58:07] <MrSunshine_> might want to try the sdl channel ? :P
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[18:31:14] <hugo___> hi
[18:31:38] <hugo___> are there any opengl 3 tutorial ?
[18:32:17] <yno> if you come from opengl 2.x, the specifications are sufficient.
[18:32:38] <hugo___> hmm
[18:32:44] <hugo___> yes i do come
[18:32:50] <hugo___> though im not so much of an expert
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[19:12:18] <forrestv> when a point is transformed by a matrix, is it M*p or p*M ?
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[19:14:25] <StFS> hi. Is there some application that I can use to test OpenGL on windows? Something similar to dxdiag?
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[19:18:57] <yno> forrestv: M*p
[19:19:48] <yno> go learn about matrices transformations (especially for 3D rendering)
[19:19:48] <forrestv> yno, what about for inverse transforms? M^-1*p ?
[19:20:11] <forrestv> yno, i know about them, just i didn't know the order.
[19:20:50] <yno> hum, it's more complex because after a point was transformed by a matrix, p(x,y,z) are devided by the w component
[19:21:25] <yno> I can paste for you the source of gluUnProject that do what you want
[19:21:54] <yno> hum, all the components are divided by w, so the w too
[19:22:04] <forrestv> yno, i thought w was always supposed to be 1 ..
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[19:22:47] <yno> forrestv: yeah, but after the transformation by the projection matrix
[19:22:53] <yno> w is not equal to one
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[19:23:27] <yno> so OpenGL does the division I explained
[19:24:12] <yno> forrestv: do you want the source of the implementation (by Mesa) of gluUnProject?
[19:24:35] <forrestv> yno, i can see it.
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[19:28:31] <yno> forrestv: http://pastebin.be/16425
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[19:46:31] <RTFM_FTW> transformations in the GL API are documented both in the API specification *and* via the GL FAQ (see sub-section 9.011) -- http://www.opengl.org/resources/faq/technical/transformations.htm#tran0011
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[20:06:57] * Codex_ tried glsl shaders and it seems to be quite difficult to get it working better than the fixed functionality. :(
[20:07:51] <Codex_> and performance drops to half if I enable my own shaders :(
[20:08:38] <HuntsMan> what card?
[20:08:47] <Codex_> ati xpress 200M
[20:09:26] <HuntsMan> does it have HW VS and FS?
[20:09:54] <Codex_> yes, it's still faster than what you can get via software rendering
[20:10:23] <RTFM_FTW> shader performance depends upon a number of things
[20:10:34] <RTFM_FTW> what shader(s) are you executing?
[20:10:57] <RTFM_FTW> post them
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[20:11:42] <Codex_> I had very simple shader which has one attribute, one uniform, and some distance calculation on vertex shader ,and single if statement on fragment shader, and discard if the if statement fails
[20:12:15] <Codex_> wait I'll make a web page where the shader source is at.
[20:13:13] <HuntsMan> use pastebin and such
[20:15:19] <Codex_> http://www.kotiposti.net/terop/shader.txt :)
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[20:15:53] <RTFM_FTW> eliminate the uniform value from that if statement
[20:16:05] <RTFM_FTW> and then see how the performance changes (if at all)
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[20:20:01] <Codex_> didn't change at all
[20:21:04] <Codex_> I did this: if (dis>10000.0/*distance*/) discard;
[20:21:09] <Codex_> and removed the uniform
[20:22:32] <RTFM_FTW> try eliminating the IF / KILL block entirely then
[20:22:48] <RTFM_FTW> i.e. so that the pixel shader itself is simply a passthrough shader
[20:23:00] <RTFM_FTW> and all of the math is on the vertex side
[20:24:05] <RTFM_FTW> in any case my guess is that the fragment shader (specifically the IF) is the problem here
[20:24:12] <Codex_> the if statement caused it
[20:24:19] <Codex_> now I get double the fps
[20:24:21] <RTFM_FTW> yep
[20:24:40] <bubu`> if alfa value in your result is not important, you could try to use alfa test instead of if statement
[20:24:46] <RTFM_FTW> yep
[20:25:00] <RTFM_FTW> that ASIC has dedicated alpha test HW
[20:25:00] <bubu`> depending on dis value output 1 or 0 in gl_FragColor.a
[20:25:13] <bubu`> and enable alfa test
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[20:28:30] <Codex_> (the fps I'm getting is not very good still... 21 fps, but at least it's not caused by the shader. )
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[20:47:10] <Ratty_> Hi, Given 2 textures. A and B, I want to combine them to produce C: http://ratty.ath.cx/junk/blend.gif
[20:47:13] <Ratty_> How would I do that?
[20:48:37] <hugo___> is it true that opengl is walking towards its grave ?
[20:49:08] <HuntsMan> hugo___: is that a question?
[20:49:14] <hugo___> yes
[20:49:19] <HuntsMan> then, no
[20:49:29] <hugo___> i mean, isn't it like.. years behind the direct3d ?
[20:49:54] <HuntsMan> no
[20:50:12] <Ratty_> PS3 is OpenGL
[20:50:35] <tmccrary1> uh, wrong
[20:50:42] <Ratty_> ES 2.0
[20:50:48] <HuntsMan> hugo___: what feature do you need?
[20:50:49] <tmccrary1> There is an opengl es binding that doesn't seem to get much use
[20:51:03] <Ratty_> Oh
[20:51:14] <tmccrary1> hugo___: no, opengl 3 and direct3d are pretty comparable
[20:51:20] <tmccrary1> If anything, they're closer than before
[20:51:26] <hugo___> ok
[20:51:33] <tmccrary1> With opengl 3, the api has been slimmed down a lot
[20:51:43] <tmccrary1> more muscle less fat :)
[20:51:43] <hugo___> yes, i've read bout it
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[20:59:56] <Inestical> yo
[21:00:06] <Inestical> anyone care to help a bit?
[21:01:06] <elite01> don't ask to ask, just ask
[21:01:13] <elite01> otherwise, no one can really help you
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[21:03:49] <Inestical> ... last time asked no one responded
[21:03:57] <Inestical> I'm having GLEW-problem with linking
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[21:04:29] <Inestical> I have linked to glew32.lib, and I have the .dll where it should be, but sitll I get undefined reference error
[21:05:06] <Inestical> and last time I checked, my GPU supports the calls I have used (glActiveTextureARB)
[21:11:01] <predaeus> Inestical, when do you get that error?
[21:11:18] <Inestical> when building
[21:11:23] <Inestical> I get linking errors
[21:11:38] <Inestical> undefined reference to `___glewActiveTextureARB'
[21:11:44] <predaeus> Inestical, then you did not link to the respective library.
[21:12:12] <Inestical> well that's impossible
[21:12:36] <Inestical> I have linked to glew32
[21:13:17] <TheFlash> Linking problems have nothing to do with what your GPU supports.
[21:14:06] <Inestical> TheFlash, yeah, but I remember someone tenting me "are you SURE your GPU supports them >8|" |:... So I decided to tell you that too so we can keep on topic =P
[21:14:32] <predaeus> Inestical, maybe -lglew32 is named differently or the path to the lib is wrong.
[21:15:03] <TheFlash> Or it does not contain symbol ___glewActiveTextureARB...
[21:15:11] <bubu`> are you sure you need glew32.lib file?
[21:15:25] <bubu`> for me it seems you are using GCC compiler (-lglew32 -lglu32 -lopengl32 switches)
[21:15:35] <bubu`> but .lib files are meant for Visual C++
[21:15:45] <bubu`> for GCC library files usually are named .a
[21:15:45] <Inestical> hmmh
[21:15:50] <bubu`> libglew32.a
[21:15:53] <bubu`> for example
[21:16:11] <Inestical> bubu`, I know.. ._. but for some reason FreeImage and FreeType works well even though they are .lib..
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[21:16:27] <Inestical> I'll convert them and inform you what happens
[21:16:32] <bubu`> yes, of course - you can rename them as you wish
[21:16:55] <bubu`> but if that glew32.lib file indeed is for MSVC then I do not think it will work to GCC
[21:16:58] <bubu`> with GCC
[21:17:23] <Inestical> hmmh
[21:17:25] <Inestical> GAH
[21:17:42] <Inestical> I'll see what happens if I convert it..
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[21:42:16] <Inestical> okay, I built the .a files.. testing now...
[21:44:04] <Inestical> ..
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[21:44:24] <Inestical> such a damn stupid misteke, thanks for the help =P
[21:44:33] <Inestical> works like a charm now
[21:49:22] <acetoxy> When I do glDrawArrays with GL_COLOR_ARRAY, what format does GL want my colors in? Is there a way to specify the format?
[21:50:50] <predaeus> acetoxy, see glColorPointer
[21:51:56] <acetoxy> It doesn't say anything about ARGB, RGBA, ABGR etc... :/
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[21:59:46] <predaeus> acetoxy, it's RGBA
[21:59:56] <bubu`> it same as for glColor*()
[22:00:21] <acetoxy> ah, thanks!
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[22:01:26] <acetoxy> hmm...
[22:01:35] <acetoxy> vertices[0].color = _heightmap.at(x + 0, y + 0) | 0x000000ff;
[22:02:02] <acetoxy> That made everything red, and transparent :)
[22:02:28] <acetoxy> red/orange... It was green and transparent before
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[22:19:53] <MrSunshine_> why do you or it with a value ?
[22:20:05] <MrSunshine_> isnt the height itself a good enough value for color ?
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[22:49:08] <Ratty_> I have 2 OpenGL textures I'm trying to use one to cut a hole in the other, however I'm just ending up with no textures being drawn at all. Here's my code: http://pastie.org/376890
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[22:56:56] <__doc__> hi. I need to calculate the angle of a pixel with respect to the view vector. is this just FOV/2 * distance from screen center / max(width, height) ?
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[23:08:36] <LtJax> __doc__, no
[23:09:39] <__doc__> LtJax: ok
[23:10:11] <Ratty_> What's the difference between glClientActiveTexture and glActiveTexture
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[23:13:16] <RTFM_FTW> ClientActiveTexture activates a given TMU for vertex (array) processing and ActiveTexture does the same for fragment processing :P
[23:13:35] <__doc__> LtJax: so how do I compute the angle off the center of a pixel?
[23:22:11] <LtJax> I'd start by precisely defining what you want to compute
[23:22:37] <LtJax> a pixel is 2d, a view vector is typically 3d - how can you have a meaningful angle between them?
[23:23:56] <__doc__> LtJax: do you agree that if you do not change the projection, no matter what direction you look, the angle between your view vector and the angle of a hypothethical vector shot trough a pixel is constant?
[23:24:10] <__doc__> LtJax: since I don't think you'd disagree, incidentially that's the angle I look for
[23:24:32] <LtJax> well, there you go
[23:25:29] <LtJax> so, you wanna convert from viewport coordinates to eyespace coordinates - you invert the viewport transformation and you invert the projection and there you go
[23:26:38] <LtJax> and just to be formally correct - it's not constant, it depends on the projection and viewport transformations
[23:26:56] <__doc__> LtJax: which in praxis means multiplying (x/2, y/2, 0) * inverted(viewport_matrix) * inverted(modelview_matrix) ?
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[23:28:00] <__doc__> LtJax: I don't actually have any need for eyespace coords, I just need the angle (if there was a shorter way to get it)
[23:29:36] <LtJax> there isn't a shorter way I think - the eyespace "view" vector is just 0,0,-1 so the angles directly correspond to the x and y of normalized direction
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[23:30:13] <LtJax> you can also look into gluUnProject
[23:31:03] <SpinachHead> OpenGL GLX extension not supported by display ':0.0' Hi, how do I correct this error?
[23:32:22] <__doc__> LtJax: thx
[23:34:05] <dizekat> (12:31:57 AM) SpinachHead: it usually means that you have no graphics card drivers installed
[23:35:37] <SpinachHead> I have nvidia proprietary installed in ubuntu
[23:36:30] <SpinachHead> or, the blob
[23:37:42] <dizekat> did you reboot after install? you get that problem with anything, including gears?
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[23:43:50] <SpinachHead> how do I run gears?
[23:44:37] <SpinachHead> I tried to run the screensaver (Is that it?) and got Xlib: extension "GLX" missing on display ":0.0".
[23:44:41] <tmccrary1> glxgears
[23:45:01] <tmccrary1> You may need to enable the proprietary driver, check #ubuntu for more info
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[23:45:14] <SpinachHead> ./glxgears
[23:45:14] <SpinachHead> Xlib: extension "GLX" missing on display ":0.0".
[23:45:14] <SpinachHead> Error: couldn't get an RGB, Double-buffered visual
[23:45:29] <SpinachHead> Okay, I'll try ubuntu again
[23:45:31] <tmccrary1> yeah the driver either isn't installed or isn't enabled
[23:45:55] <SpinachHead> Hmm, because it says under hardware section that it is....
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   February 1, 2009  
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