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[04:21:54] <souper> hey can someone help me
[04:21:58] <souper> i have a VBO
[04:22:08] <souper> and some extra quads are popping up
[04:22:28] <souper> i don't know why or how to get rid of them
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[04:23:01] <doboo> are you sure to give the proper size when sending data to vbo?
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[04:23:53] <BlueProtoman> How can I tell, on Ubuntu 14.04, what version of OpenGL my computer supports?
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[04:24:42] <Hunts> BlueProtoman: glxinfo | grep "OpenGL version"
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[04:25:56] <BlueProtoman> Hunts: Ah, thank you. So I've got OpenGL 3. How can I get OpenGL 4? Am I reliant on the hardware, or can I just wait for new drivers?
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[04:26:10] <Hunts> what GPU?
[04:26:15] <Hunts> it depends on both
[04:26:26] <souper> umm
[04:26:35] <souper> i think my gpu is a raedon
[04:26:44] <BlueProtoman> Hunts: nVidia GeForce 520M
[04:27:21] <souper> i just need to figure out why the extra quads are pooping up
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[04:27:34] <souper> pooping*
[04:27:38] <souper> popping
[04:27:42] <Hunts> BlueProtoman: are you using NVIDIA's drivers?
[04:27:46] <souper> no
[04:27:52] <souper> i am using amds
[04:28:01] <Hunts> souper: I am not asking you
[04:28:11] <BlueProtoman> Hunts: I don't remember, how can I check?
[04:28:27] <foobaz> BlueProtoman: that GPU supports opengl 4, but only with the closed-source nvidia driver
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[04:28:44] <souper> can anyone help em?
[04:28:57] <souper> anyone here good with VBOs
[04:29:06] <foobaz> BlueProtoman: look at the glxinfo output, i bet it will mention "nouveau" somewhere, that's the open source driver
[04:29:35] <katlogic> souper: Quads?
[04:29:41] <souper> ya
[04:29:46] * katlogic didnt know that stuff still exists in opengl
[04:30:11] <katlogic> i mean most hardware can render only tris; quads are almost always emulated :)
[04:30:16] <foobaz> quads were removed in opengl 3.1
[04:30:31] <souper> katlogic: there are extra black quads and triangles popping up
[04:30:37] <foobaz> souper: look at your glDrawArrays/glDrawElements call
[04:30:46] <souper> katlogic: and?
[04:30:49] <katlogic> yeah, gibberish in vbo
[04:31:16] <souper> katlogic: i have it open
[04:31:17] <katlogic> souper: Ah, i thought you're using GL_QUADS
[04:31:28] <souper> katlogic: ia m
[04:31:28] <BlueProtoman> foobaz, Hunts: Oh, right. See, I'm not actually just using a nVidia, I'm actually using Optimus. Got the nVidia (the nice GPU) and an Intel HD 5000 (the cheap GPU). The nice one supports OpenGL 4, the cheap one OpenGL 3. Huh.
[04:31:37] <katlogic> souper: Well, use GL_TRIANGLES then :>
[04:31:51] <souper> katlogic: i was thinking about that
[04:32:00] <souper> katlogic: what are the differences
[04:32:15] <katlogic> i mean if youre getting gibberish all of sudden with different driver
[04:32:21] <foobaz> BlueProtoman: optimus doesn't work well on linux, it's possible you're only using intel graphics, and not using the geforce at all
[04:32:24] <katlogic> could be also like 100 different things
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[04:32:41] <katlogic> gibberish is like the most common "bug" :)
[04:33:00] <BlueProtoman> foobaz: Actually, I have Bumblebee installed. I ran "glxinfo" the first time without it, then I realized I had Bumblebee, then ran "optirun glxinfo".
[04:33:03] <souper> katlogic: im switching to triagles this might take a while
[04:33:04] <katlogic> usually you restrict vbo only to few elements to repro
[04:33:22] <katlogic> ie try render single quad, then two
[04:33:30] <katlogic> if that works, its just your mesh messed up most likely
[04:33:38] <foobaz> souper: don't use GL_QUADS, it is only there for backwards compatibility, and it does not exist on many platforms
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[04:34:03] <katlogic> what foobaz said, i'd not be surprised at all if it was quads emulation borked
[04:34:19] <souper> foobaz: ya, I switched it to triangles, there is only one gibberish triangle now
[04:34:33] <souper> foobaz: probably because the vertices are still set for quads
[04:34:40] <foobaz> either the data in your VBO is wrong, or your call to glDrawArrays/glDrawElements is wrong
[04:35:05] <souper> foobaz: what could be wrong about the glDrawArrays call?
[04:35:14] <katlogic> souper: um, the vbo are usually *very* different for quads/tris
[04:35:17] <foobaz> try reading the data back from the VBO, with glMapBufferRange, and look at it to see if it is valid
[04:35:32] <foobaz> souper: you could be telling it to render more vertexes than it has in the VBO
[04:35:39] <katlogic> its not that simple as just switching the GL_ argument :)
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[04:35:48] <souper> katlogic: no, when I do that the game would crash
[04:35:59] <katlogic> well, obviously
[04:36:05] <katlogic> for tris you need more vertices :)
[04:36:20] <foobaz> you can usually change GL_QUAD_STRIP to GL_TRIANGLE_STRIP without changing the VBO contents
[04:36:26] <souper> katlogic: I am switching the vertices to triangles
[04:37:21] <katlogic> anyhow, driver bugs tend to be more subtle than outright rendering errors, or even attr binding
[04:37:38] <katlogic> ati drivers used to be *that* buggy like 5 years ago, its not that bad these days :)
[04:37:58] <foobaz> BlueProtoman: are you using the nouveau or nvidia driver?
[04:38:21] <BlueProtoman> foobaz: nVidia
[04:39:32] <foobaz> i don't know what's wrong, maybe with optimus you're limited to the functionality both GPUs have in common
[04:39:52] <souper> katlogic: there is still gibberish, when I put two triangles together to make a squaree
[04:41:53] <souper> foobaz: there still was a little bitt of gibbersih
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[04:42:06] <souper> foobaz: i literally have no idea why it is there
[04:42:10] <foobaz> what are you passing for the "count" parameter of glDrawArrays/glDrawElements?
[04:42:28] <BlueProtoman> foobaz: I never said anything was wrong. I was just curious trying to figure out what version of OpenGL I had. glxinfo tells me, when run with optimus, that I have OpenGL 4. Without it, it tells me I have OpenGL 3.
[04:42:36] <katlogic> souper: if you get garbage with just single quad (ie drawing only 6 vertices in drawarrays), then something is seriously wrong, yeah.
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[04:42:44] <foobaz> BlueProtoman: oh ok, glad it works :)
[04:42:54] <souper> katlogic: not with one, but if I had others it would
[04:43:07] <souper> katlogic: what causes the garbage
[04:43:08] <katlogic> souper: then you're just outputting garbage mesh
[04:43:48] <katlogic> also might be more subtle if you're using indices
[04:44:02] <katlogic> there were some weird bugs in that iirc
[04:44:07] <souper> yea
[04:44:13] <souper> i might be using them i dont know ima n00b
[04:44:16] <katlogic> when complex attr binding is used
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[04:44:26] <foobaz> souper: what are you passing for the "count" parameter of glDrawArrays/glDrawElements?
[04:44:30] <katlogic> souper: i kinda figured you're fiddling with code of somebody else
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[04:44:46] <souper> katlogic: sortof, its mostly mine
[04:44:53] <katlogic> souper: perhaps you want to get acquainted with opengl first. otherwise you're stuck with trial/error until it works :)
[04:45:14] <souper> foobaz: the count goes up as I add each vertices
[04:45:25] * katlogic learned c by trial error some horrible .WAD render in the 90s
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[04:50:42] <souper> foobaz: thanks, its workin now no gibberish
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[04:50:53] <souper> katlogic:thanks nothing wrong gion on now
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[05:14:32] <nuuuke> hey folks, is anyone here experienced with Linear blend skinning?
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[05:21:22] <Dom_> nuuuke: EWWW linear
[05:21:55] <Dom_> nuuuke: don't you just interpoliate between keyframes?
[05:22:29] <nuuuke> part of an assignment
[05:22:34] <nuuuke> we have to use glut and opengl 2.2 as well
[05:22:36] <nuuuke> its painful
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[05:23:02] <nuuuke> i am SO CLOSE to gettting my LBS to work
[05:23:12] <nuuuke> http://i.imgur.com/gyPktvw.png
[05:23:24] <nuuuke> something is interfering
[05:25:02] <nuuuke> i am multiplying by the wrong matrix or something
[05:25:47] <Dom_> looks downsie
[05:26:23] <nuuuke> "Kill me...." - That mesh
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[05:26:44] <nuuuke> can anyone peep my code and give insight? It's fairly understandable
[05:26:45] <Dom_> you sure it doesn't have an extra chromosome?
[05:26:49] <Dom_> sure
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[05:28:29] <nuuuke> http://pastebin.com/zFA6ekCJ
[05:28:56] <nuuuke> those are the relevant functions, updateMesh is called whenever updateJointTransforms is called
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[05:37:47] <Dom_> nuuuke: are you inversing your root node transformation matrix?
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[05:44:06] <Dom_> nuuuke: also what is your up vector?
[05:44:36] <nuuuke> 010 would be up i think
[05:44:42] <Dom_> kk
[05:45:12] <Dom_> and the model is done in the same way
[05:47:18] <nuuuke> i think so. i've been looking at this code all day and i'm slowly losing my mind
[05:47:42] <Dom_> when you import the exported model back into the modelling problem does it look correct
[05:47:50] <Dom_> program*
[05:48:14] <nuuuke> i will test
[05:48:34] <nuuuke> if i replace joints[j].global with joints[j].p on like 11, the result is almost the same
[05:49:01] <nuuuke> except with joints[j].p the head will rotate at a larger diameter around what i believe is the origin
[05:49:32] <Dom_> are you trans, rot, scale in the right order?
[05:49:44] <nuuuke> i am pretty sure
[05:49:45] <Dom_> have you scaled the model at all?
[05:49:54] <Dom_> are you using shaders?
[05:49:57] <nuuuke> i can give you the program and you could run it yourself and play with the joints
[05:50:12] <nuuuke> i dont think it's being scaled
[05:50:13] <Dom_> im at work and only have ubuntu 10.04 lts and osx
[05:50:16] <nuuuke> ah
[05:50:53] <Dom_> send me the model i can have a look at it
[05:51:28] <Dom_> what is .global and .p
[05:51:30] <slime> Dom_: 10.04 on a desktop? support ended for that OS a year and a half ago
[05:51:51] <Dom_> slime: tell my boss i want 12.x
[05:52:07] <Dom_> i even got everything building on it and everything
[05:52:15] <Stragus> Some Ubuntu users stick to old versions to avoid Unity
[05:52:30] <Dom_> Stragus: jsut install a different DM
[05:52:38] <slime> Dom_: 12? why not 14 LTS? :p
[05:52:44] <Stragus> Sure. I'm just saying I know such Ubuntu users
[05:52:48] <Dom_> slime: baby steps, man
[05:52:55] <nuuuke> Dom_ .global is the parent's global joint position multiplied by the child joint's transform
[05:52:58] <slime> heh
[05:53:05] <nuuuke> the root joint is an identity matrix
[05:53:28] <Dom_> nuuuke: in what space? world or local?
[05:53:52] <nuuuke> local
[05:53:57] <nuuuke> i think
[05:54:22] <Dom_> so i there was no transform it would be 0, 0, 0
[05:54:55] <Dom_> slime: I don't think our build server runs on 12 or something? idk there are excuses
[05:55:24] <nuuuke> i think. i wish i could be mor ehelpful but to be honest im strugglign to understand most of my solution as it is, the codebase isn't mine
[05:55:33] <nuuuke> it was given and we have to implement a bunch of stuff with it
[05:56:40] <Dom_> nuuuke: yeah uni assignments or w/e can be ass like that. Usually because the prof.'s coding style is from the 1980s
[05:57:40] <Dom_> honestly I havent done skeletal animation, but am meaning too.
[05:59:29] <Dom_> im goingt o lunch but if you could provide the code you're working on I will give it try this afternoon since i have nothing to do.
[05:59:45] <nuuuke> yeah one sec
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[06:07:43] <nuuuke> http://www.mediafire.com/download/bi4oa4q85e4e0bm/meshdeform.zip
[06:07:57] <nuuuke> there ya go
[06:08:12] <nuuuke> if you cant figure it out no problem lol
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[06:22:06] <nuuuke> https://38.media.tumblr.com/4b93e92309d58061517f6a1be9040967/tumblr_n8w13luuuo1r5gow3o1_400.gif
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[08:24:29] <Tarbl> So I'm reading http://mynameismjp.wordpress.com/2010/09/05/position-from-depth-3/ and I'm a little confused as to how he is normalizing the viewspace depth.
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[08:25:26] <Tarbl> In the article the code is just dividing the z component of the view space coord by the distance to the farplane, but isn't the correct method (depth - nearZ) / (farZ - nearZ)?
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[08:35:55] <Bloodust> http://www.geeks3d.com/20091216/geexlab-how-to-visualize-the-depth-buffer-in-glsl/
[08:40:40] <Tarbl> Bloodust: So if I did use 1 / z instead of z, wouldn't that prevent me from using a view ray to reconstruct the eyespace position?
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[08:44:58] <Tarbl> Also using that equation gets me really wonky results when using a near of 20 and a far of 2000. Unless values near e^-5 should be correct?
[08:46:18] <Bloodust> has worked for me pretty well
[08:46:30] <Tarbl> How/What are you using it for?
[08:46:32] <Bloodust> Im not sure about the view ray reconstruction
[08:46:40] <Bloodust> just for visualization
[08:47:08] <Bloodust> everything else works with raw values
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[08:50:20] <ikarus_> Tarbl: there is a bunch of misunderstandings about it and in many cases a slightly wrong Z won't cause any visible abnormalities
[08:50:48] <Tarbl> My issue is that if I just use raw values, the numbers don't end up matching together. Constructing a view ray from the inverse of the projection matrix, then multiplying it with the depth I'm reading from a texture and then multiplying with the projection matrix again results in values outside of [-1,1]
[08:51:57] <Bloodust> multiplying with depth doesnt sound right to me
[08:52:26] <Tarbl> ikarus_: What's the acceptible range for the error? I'm using this for SSAO. If I feed in something like.. [-1, 1, -1, 1] I end up with something like [-1.1, 1.4, -1.02, 1] which seems very off.
[08:52:45] <ikarus_> Tarbl: for SSAO, I've seen enough people use that amount of error....
[08:53:02] <Tarbl> Bloodust: the depth multiplication is what's described in http://mynameismjp.wordpress.com/2010/09/05/position-from-depth-3/ . It seems to make sense from a distance.
[08:53:30] <ikarus_> Tarbl: I
[08:53:43] <ikarus_> 'd recommend drawing out the 2D if you want to actually validate it :)
[08:53:44] <Tarbl> ikarus_: I don't want to sound inconsiderate of help, but if I'm going to do it I'd rather to it right and not ~kinda maybe right.
[08:53:51] <Bloodust> and you dont even need linear depth for position reconstruction
[08:53:57] <ikarus_> Tarbl: kinda right can be computationally cheaper
[08:53:57] <Dom_> ahhh someone else trying to follow john chapmans ssao?
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[08:54:04] <Tarbl> Dom_: Yea
[08:54:09] <Bloodust> let me find you my code
[08:54:28] <Dom_> Tarbl: i couldn't get it to work and went with a way shitter looking one
[08:54:28] <ikarus_> I have totally wonky buffers so my SSAO code won't work for you :)
[08:54:38] <Tarbl> Bloodust: Doesn't that require an extra matrix mult in the fragment shader if you don't use Linear depth?
[08:54:55] <Dom_> on this topic
[08:55:01] <Bloodust> maybe, but its not that expensive
[08:55:03] <ikarus_> I actually totally ignored all practices with OpenGL fixed pipeline, which has some advantages
[08:55:11] <ikarus_> but it also means my code is "odd"
[08:55:20] <Dom_> whats the difference betweeen the depth buffer and position.z?
[08:55:39] <Tarbl> ikarus_: I stay as far from the fixed pipeline as I can. I don't write for below 3.3 (except WebGL :( )
[08:55:47] <Bloodust> http://codepad.org/qAF6KopX
[08:55:53] <ikarus_> Tarbl: sure, but people use practices from the fixed pipeline
[08:55:54] <Bloodust> inverse mvp is actually inverse MV
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[08:58:06] <Tarbl> I may just do what you've done Bloodust . It's the straightforward method but also something that clearly works. That said *any* fragment op becomes expensive at 2880 x 1800 so I've been trying to stay away from anything that uses a lot of flops or fillrate.
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[09:02:32] <Bloodust> sure
[09:02:33] <Dom_> isn't HBAO actually faster then SSAO?
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[09:04:41] <ikarus_> Dom_: HBAO is a form of SSAO
[09:06:01] <Dom_> true
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[09:10:12] <ikarus_> Dom_: also appaerently HBAO is only as fast as "traditional" SSAO if done at half-res
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[09:17:15] <ikarus_> Tarbl: btw, if you are concerned about pixel throughput, SSAO already is a soft effect, so indeed doing it at half-res and adjusting the blur accordingly usually doesn't hurt at all
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[09:19:36] <Tarbl> ikarus_: That's good to know, I know that the blur tends to be rather expensive as well bandwidth wise if you go with a bilateral.
[09:20:00] <ikarus_> Tarbl: the final blur can be a decomposed gaussian
[09:20:23] <ikarus_> which is such a standard case that GPUs tend to be lightning fast as it
[09:20:25] <Tarbl> ikarus_: Doesn't that result in edge bleeding? Or can it be ignored?
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[09:21:00] <ikarus_> Tarbl: SSAO tends to be so soft that it doesn't give any visual degredation
[09:21:05] <Tarbl> http://4.bp.blogspot.com/-pwvhOLS2ktc/Utec5ohDKhI/AAAAAAAAAFE/B8Cl6mgiASc/s1600/Blur.gif is always the 'horror' image.
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[09:21:57] <ikarus_> Tarbl: that looks like a block filter, not a gaussian
[09:22:34] <Bloodust> yeah bilateral <3
[09:22:39] <ikarus_> also if your scenes do cause issues, you can use depth biassed blurs, but those decompose
[09:22:44] <Bloodust> I dont even know what it means but its great
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[09:23:18] <Tarbl> ikarus_: Ah, I wasn't aware you could decompose a depth aware blur.
[09:23:39] <ikarus_> Tarbl: you can't, but you can approximate a decomposition
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[09:25:49] <ikarus_> another thing I've done before was to do a seperate depth-aware mixing pass, which when something was "obviously" in front would not add in the blur
[09:25:58] <ikarus_> but that one causes some other artifacts
[09:26:04] <ikarus_> and doesn't deal well with multiple ridges
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[09:30:05] <ikarus_> it's all tradeoffs until we can finally raytrace and do photon mapping
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[09:38:36] <Tarbl> oooohhh.... If I'm manually packing values I can't use hardware interp... That's annoying.
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[09:46:41] <ikarus_> Tarbl: why are you still packing variables ? instead of using appropriate framebuffers
[09:46:49] <ikarus_> very few accepted FBs are actually slow on modern HW
[09:47:00] <ikarus_> the only issue is GLSL I guess
[09:47:06] <ikarus_> but people tend to throw so much precision out :(
[09:49:31] <Tarbl> ikarus_: WebGL mainly. I don't have linear filtering support for floating point texture formats
[09:49:42] <ikarus_> aaah, jikes
[09:49:50] <ikarus_> WebGL packing is nasty because of no bitops
[09:50:09] <ikarus_> oh and no integer access to textures
[09:52:06] <Tarbl> And no texture types other than float and uint8. That's the real pain
[09:52:25] <Tarbl> Oh! and only RGB and RGBA texture formats are renderable.
[09:52:46] <ikarus_> Tarbl: the main result is that any form of packing either needs excess bits, or throws out precision
[09:52:55] <Tarbl> If I could have a single channel 16bit render target I wouldn't need to pack depth.
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[09:59:36] <ikarus_> Tarbl: well, lets hope the future is in Tegra K1 like chips
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[10:03:17] <Tarbl> ikarus_: If I recall the Tegra K1 supports up to OpenGL 4.0. I'm sure browser support will still hold back WebGL for another 3-4 years.
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[10:04:02] <ikarus_> Tarbl: the HW supports up to 4.4 the drivers just aren't quite finished
[10:04:10] <ikarus_> according to my contacts at Nvidia outside of NDA
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[10:54:31] <dawik> am i correct in thinking i can somehow transform a window coordinate (from mouse for example) to world coordinates with the inverse mvp?
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[10:57:22] <Bloodust> yes
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[10:58:21] <Bloodust> we were discussing about this just an hour ago
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[11:03:26] <Bloodust> dawik for example, if you need to reconstruct world position from window coordinate and depth, you can do it with this code http://codepad.org/qAF6KopX
[11:03:46] <Bloodust> and if you're missing depth, you can create a ray from depth -1 to +1
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[12:02:17] <dawik> Bloodust: thanks for the reply =) sorry for not responding, had to go off to a meeting
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[12:09:19] <dawik> Bloodust: nice snippet, shall try it. im wondering, why is the coordinate named tex_coord?
[12:09:47] <Bloodust> I use it for full screen postprocessing
[12:10:09] <Bloodust> so I use the tex coord to sample the FBO texture
[12:10:21] <Bloodust> it ranges from 0 to 1
[12:10:21] <dawik> ohh ok
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[13:12:39] <dawik> Bloodust: so the window coordinates would be between 0 to -1? basically native device coordinates?
[13:12:46] <dawik> err, -1 to 1
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[13:52:30] <Dudi> hi guys, can I ask question about shader program here?
[13:53:06] <HuntsMan2> yes
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[13:56:19] <Dudi> ok, in AndEngine you have to deliver FragmentProgram in string. This (http://www.sourcedrop.net/Nikbebd522611) is my program to turn img to gray scale
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[13:57:57] <Dudi> my question is on what function I should change dot function to create program that will set grayscale to img base on passed percent
[13:58:51] <HuntsMan2> based on a percent?
[14:00:23] <Dudi> this is how I try to do this http://www.sourcedrop.net/qM2becc77b721
[14:02:02] <Dudi> HuntsMan2 if I pass 1f it will be full grayish if 0f then will be colored
[14:02:46] <HuntsMan2> well for that you need to blend (using the mix function) between the color and the grayscale color
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[14:08:06] <Dudi_> HuntsMan2 I'm looking on this site http://www.shaderific.com/glsl-functions/ and vec3 mix(vec3 x, vec3 y, vec3 a) what is vec3 a ?
[14:08:29] <HuntsMan2> the weights, but there is also mix(vec3, vec3, float)
[14:08:50] <Dudi_> so this float a shoud be my percent?
[14:08:57] <HuntsMan2> yea
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[14:11:50] <Dudi_> mix(base_color,grayish_color,percent) right?
[14:12:36] <HuntsMan2> yes
[14:12:41] <HuntsMan2> and that returns a vec3
[14:13:09] <Dudi_> nice:D so then result to gl_FragColor :)
[14:13:54] <HuntsMan2> to gl_FragColor.xyz
[14:13:58] <HuntsMan2> and then set gl_FragColor.a
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[14:20:41] <Dudi_> GREAT! It's working :D
[14:20:48] <Dudi_> thanks :)
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[15:26:29] <doev> hi. Which profile is a good choice for apps, that should runnable down to 3/4 years old hardware and easy portable to mobile devices?
[15:27:31] <HuntsMan2> modern OpenGL
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[15:29:35] <doev> modern OpenGL ... thats not a profile name, I don't understand
[15:29:56] <HuntsMan2> yeah, means use core profile
[15:30:02] <HuntsMan2> but core profile doesn't exist on GL ES :D
[15:30:09] <HuntsMan2> so you should use functions that are common to both
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[15:30:27] <doev> tehre are intersection profiles
[15:30:30] <HuntsMan2> and that means modern GL, like only use VBOs, shaders and all stuff
[15:31:02] <enleeten> use an abstract
[15:31:05] <enleeten> *abstraction
[15:31:37] <enleeten> something like https://github.com/bkaradzic/bgfx
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[15:37:40] <doev> What about GL2ES2 wich is documented as ... "Interface containing the common subset of GL3, GL2 and GLES2. This interface reflects only the programmable shader functionality of desktop and embedded OpenGL"
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[15:40:38] <doev> sound like what HuntsMan2 called "modern OpenGL"
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[15:57:57] <HuntsMan2> doev: that's a JOGL interface
[15:58:39] <HuntsMan2> but yeah it is an example of it
[15:59:31] <doev> right, I am using jogl
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[16:01:26] <HuntsMan2> ;)
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[18:31:42] <razieliyo> having some trouble with directional lights: https://dl.dropboxusercontent.com/u/19190625/out-19.ogv
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[18:32:20] <razieliyo> code is there and here: http://pastebin.com/dUTyJSYp
[18:32:42] <razieliyo> first of all, light dir is hardcoded as vec3 l_dir = vec3(0,0,-1);
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[18:33:08] <razieliyo> and light is coming from up, as it l_dir was vec3(0,-1,0);
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[18:34:13] <razieliyo> I've currently discarded positioning problems, and mat4 normalMatrix = transpose(inverse(mv)); this is supposed to be in a uniform, but now it's there for simplicity
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[18:36:52] <razieliyo> okay, I knew it, I knew I would solve it at the time I'll desesperately post here looking for an answer...
[18:37:03] <razieliyo> after a few hours trying
[18:37:06] <razieliyo> !next
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[18:38:25] <razieliyo> it was a very dumb mistake when setting normals, coords switching =/
[18:38:30] <razieliyo> gl, sometimes I hate you
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[22:06:57] <henriqueleng> Is there someone here that programs opengl + C
[22:06:57] <henriqueleng> ?
[22:07:25] <derhass> sure
[22:07:53] <henriqueleng> derhass: How did you learn?
[22:08:25] <tehrain> henriqueleng, me too... and how I learned was by banging my head against the wall a lot
[22:08:52] <tehrain> and I am still in the learning phases, still banging my head against the wall
[22:08:56] <derhass> henriqueleng: well. what exactly do you want to know?
[22:09:17] <derhass> henriqueleng: when I first used opengl, I hade several years of experience with C
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[22:09:22] <tehrain> get a simple Linux distro installed, get the GLFW dev libs, and away you go
[22:09:28] <tehrain> read the Arcsynthesis tutorials
[22:09:42] <henriqueleng> tehrain: derhass: I'm looking for a book or something like this. I already know C programming
[22:10:41] <Bloodust> linux, pffft
[22:10:57] <henriqueleng> tehrain: Thanks
[22:11:14] <tehrain> Bloodust, what do you prefer?
[22:11:15] <derhass> henriqueleng: so basically, you look for some opengl book? I don't see how the C part would be relevant here at all
[22:11:31] <Bloodust> windows
[22:11:33] <Bloodust> as for everything
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[22:12:16] <henriqueleng> I'm using linux
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[22:14:00] <tehrain> then you're already off to a good start, so grab the glfw3-dev package and you should be good to get started drawing rainbow triangles :p
[22:14:21] <henriqueleng> Ok, thanks
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[23:21:55] <Sairon> Is it possible to bind a texture array slice to a sampler2D?
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[23:23:20] <foobaz> typically one would use sampler2DArray
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[23:24:53] <Sairon> Yeah, I'm thinking of having all my textures created in texture arrays, but it would be sweet if I could also bind them to the non array sampler types
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top

   October 1, 2014  
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