Switch to DuckDuckGo Search
   November 5, 2014  
< | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | >

Toggle Join/Part | bottom
[00:00:25] *** MistrzMag has quit IRC
[00:00:38] *** qeed has joined ##OpenGL
[00:04:21] *** ManDay has quit IRC
[00:04:22] *** Match has quit IRC
[00:05:42] *** jdolan has joined ##OpenGL
[00:06:44] *** ShadowIce has quit IRC
[00:07:40] *** jdolan has quit IRC
[00:08:19] *** jdolan has joined ##OpenGL
[00:11:27] *** sreich has joined ##OpenGL
[00:13:51] *** centrinia has quit IRC
[00:15:15] *** hdon has quit IRC
[00:16:53] *** shintah has quit IRC
[00:16:53] *** fmardini has quit IRC
[00:26:36] *** unreal has joined ##OpenGL
[00:30:29] *** void256 has quit IRC
[00:32:35] *** braden_ has quit IRC
[00:35:17] *** staylor has quit IRC
[00:36:02] *** TheBunnyZOS1 has quit IRC
[00:41:13] *** kidnapped_robot has joined ##OpenGL
[00:43:38] *** pizthewiz has quit IRC
[00:43:51] *** pizthewiz has joined ##OpenGL
[00:52:13] *** slime has quit IRC
[00:52:29] *** yaakuro has quit IRC
[00:53:37] *** slidercrank has quit IRC
[00:54:10] *** japro has quit IRC
[00:54:12] *** slime has joined ##OpenGL
[01:00:13] *** slime has quit IRC
[01:01:54] *** slime has joined ##OpenGL
[01:02:39] *** b4b has joined ##OpenGL
[01:06:25] *** centrinia has joined ##OpenGL
[01:15:25] *** slime_ has joined ##OpenGL
[01:16:21] *** slime has quit IRC
[01:24:41] *** TyrfingMjolnir has quit IRC
[01:24:44] *** Zeioth has quit IRC
[01:25:28] *** charlie5 has quit IRC
[01:26:26] *** indefini has quit IRC
[01:27:58] *** derhass has quit IRC
[01:30:18] *** pizthewiz has quit IRC
[01:33:37] *** pazul has quit IRC
[01:40:51] *** charlie5 has joined ##OpenGL
[01:41:30] *** hexagoxel_ has joined ##OpenGL
[01:44:53] *** hexagoxel has quit IRC
[01:45:24] *** pazul has joined ##OpenGL
[01:45:38] *** razieliyo has quit IRC
[01:47:43] *** hahuang61 has quit IRC
[01:51:05] <Dom_> C++ is amazing
[01:51:14] <Dom_> every now and then you learn a new trick
[01:51:25] <Dom_> even if it's something simple that you should of known
[01:51:42] <Dom_> the language is so deep there are always new things you can learn
[01:51:47] <Dom_> its a nice feeling
[01:52:08] <xissburg_> heh
[01:52:27] <Dom_> people hate it for the same reason
[01:53:39] *** groton_ has joined ##OpenGL
[01:54:16] <urraka> i share the feeling.. love that about c++
[01:54:36] <foobaz> count me as one of the people who hate that about it :)
[01:54:36] <urraka> although sometimes you learn something new and wonder how much of your old code is broken because of it
[01:54:57] *** groton has quit IRC
[01:54:58] *** groton_ is now known as groton
[01:55:47] *** slime_ has quit IRC
[01:56:52] <xissburg_> I think it has many features you don't need
[01:57:17] <Dom_> its not that you don't need them its that you can work around not using them
[01:57:33] <foobaz> ...because the language has ten other ways of doing the same thing
[01:57:39] <Dom_> but then you learn to use them and how to use it properly and you go huh that useful
[01:57:50] <xissburg_> There are many languages that don't have many of the features C++ provides and still they give you a lot of power to do whatever you want
[01:58:10] *** pizthewiz has joined ##OpenGL
[01:58:50] *** pazul has quit IRC
[01:59:02] *** Crehl has quit IRC
[02:02:41] *** metredigm has joined ##OpenGL
[02:02:53] *** metredigm has left ##OpenGL
[02:03:10] *** metredigm has joined ##OpenGL
[02:03:39] *** slime has joined ##OpenGL
[02:05:10] *** SleekoNiko has joined ##OpenGL
[02:05:12] *** slidercrank has joined ##OpenGL
[02:07:42] *** sulky has quit IRC
[02:07:50] *** slime has quit IRC
[02:08:27] *** kuldeepdhaka has quit IRC
[02:09:11] *** slime has joined ##OpenGL
[02:12:31] *** indefini has joined ##OpenGL
[02:12:41] *** TheTeapot has joined ##OpenGL
[02:13:36] *** sulky has joined ##OpenGL
[02:14:44] *** petervaro has joined ##OpenGL
[02:16:15] *** zoraj_ has joined ##OpenGL
[02:19:41] *** zoraj__ has quit IRC
[02:20:26] *** Twinklebear has joined ##OpenGL
[02:25:21] *** kuldeepdhaka has joined ##OpenGL
[02:25:32] *** hexagoxel_ has quit IRC
[02:31:40] *** pabb has joined ##OpenGL
[02:32:58] *** Lemml has joined ##OpenGL
[02:35:21] *** TheTeapot has quit IRC
[02:36:42] <ra4king> Dom_: what's the new thing you learned?
[02:38:22] <ra4king> foobaz: I know how glFenceSync works, but thanks for the explanation :)
[02:38:30] <ra4king> I was only wondering what exactly was the GLSync object that was returned by it
[02:40:54] *** staylor has joined ##OpenGL
[02:41:50] <foobaz> on the nvidia driver at least, it is a small integer, even though the typedef of GLsync implies that it is a pointer
[02:42:15] <foobaz> the values are very similar to VBO names, the first couple you ask for are 1, 2, 3, etc.
[02:45:40] *** paperManu_ has quit IRC
[02:46:42] *** TyrfingMjolnir has joined ##OpenGL
[02:47:15] *** paperManu_ has joined ##OpenGL
[02:54:58] *** puerum has joined ##OpenGL
[03:03:01] *** Madsy has quit IRC
[03:04:30] *** Madsy has joined ##OpenGL
[03:04:38] *** Madsy has quit IRC
[03:04:38] *** Madsy has joined ##OpenGL
[03:07:10] *** glYoda has quit IRC
[03:07:34] *** glYoda has joined ##OpenGL
[03:11:33] *** staylor has quit IRC
[03:15:23] *** TheTeapot has joined ##OpenGL
[03:17:08] *** petervaro has quit IRC
[03:20:42] *** petervaro has joined ##OpenGL
[03:23:16] *** Lucretia has quit IRC
[03:24:16] *** Lucretia has joined ##OpenGL
[03:25:38] *** rawtass has joined ##OpenGL
[03:26:51] *** SleekoNiko has quit IRC
[03:28:47] *** SleekoNiko has joined ##OpenGL
[03:28:55] *** slimsag has quit IRC
[03:30:25] *** staylor has joined ##OpenGL
[03:31:32] *** shintahW2 has joined ##OpenGL
[03:34:42] *** shintahW has quit IRC
[03:34:43] *** shintahW2 is now known as shintahW
[03:35:30] *** zajfy has quit IRC
[03:36:44] *** hecspc has joined ##OpenGL
[03:37:10] *** Sos has joined ##OpenGL
[03:38:36] *** TunnelCat has quit IRC
[03:39:27] *** anivemin has quit IRC
[03:39:57] *** JoshSyn has joined ##OpenGL
[03:40:26] *** shintahW2 has joined ##OpenGL
[03:43:33] *** shintahW has quit IRC
[03:43:33] *** shintahW2 is now known as shintahW
[03:44:26] *** metredigm has quit IRC
[03:45:07] *** petervaro has quit IRC
[03:48:41] *** Hunts has joined ##OpenGL
[03:52:06] *** HuntsMan has quit IRC
[03:53:14] *** BreadProduct has quit IRC
[03:56:20] *** xissburg_ has quit IRC
[03:56:25] *** Lemml has quit IRC
[03:56:50] *** pizthewiz has quit IRC
[03:57:22] *** JoshSyn has quit IRC
[03:58:49] *** pizthewiz has joined ##OpenGL
[04:00:12] *** JoshSyn has joined ##OpenGL
[04:03:25] *** samrat has joined ##OpenGL
[04:10:29] *** petervaro has joined ##OpenGL
[04:12:56] *** Orion] has quit IRC
[04:17:56] *** jreyno40_ has joined ##OpenGL
[04:18:10] <Dom_> ra4king: I didn't really learn anything i just realised i could copy by reference to solve a problem i was having with my nodes and sprites
[04:18:50] <ra4king> copy by reference?
[04:19:15] <Dom_> derefernce a pointer and copy it to an instance
[04:19:26] <ra4king> how is this new?
[04:19:31] <Dom_> its not
[04:19:35] <ra4king> oh
[04:19:40] <Dom_> i just wasn't thinking right
[04:19:44] * ra4king shrugs and keeps on programming
[04:19:48] <Dom_> i was storing a pointer
[04:20:11] <Dom_> thus when i updated the frame counter for a sprite all the nodes using that sprite would animate as a well
[04:21:15] <Dom_> anyway im onto a new problem now
[04:21:16] <dawik> memcpy is nice
[04:21:50] <dawik> and can be used for that
[04:21:56] *** petervaro has quit IRC
[04:22:46] <Dom_> mmm
[04:22:52] <Dom_> i think we do in the old engine
[04:23:43] <Dom_> im trying to figure out the best way to evaluate x (maybe 25 - 200) lines of symbols and come out with a payment
[04:25:01] <dawik> i would like a way to not work for payment
[04:25:06] *** b4b has quit IRC
[04:25:43] <dawik> financially independent indie game developer rock superstar
[04:26:09] <ra4king> I'm doing GBA programming
[04:26:13] <ra4king> for my class to learn about C
[04:26:15] <ra4king> fun stuff
[04:28:06] *** rawtass has quit IRC
[04:33:19] *** hahuang61 has joined ##OpenGL
[04:38:25] *** samrat has quit IRC
[04:38:52] *** hahuang61 has quit IRC
[04:41:56] *** b4b has joined ##OpenGL
[04:42:00] *** TyrfingMjolnir has quit IRC
[04:43:08] *** karswell has quit IRC
[04:44:07] *** paperManu_ has quit IRC
[04:44:56] *** jreyno40_ has quit IRC
[04:44:58] *** karswell has joined ##OpenGL
[04:48:00] *** petervaro has joined ##OpenGL
[04:49:19] *** jbud has joined ##OpenGL
[04:50:36] *** Cabanossi has quit IRC
[04:53:01] *** TyrfingMjolnir has joined ##OpenGL
[04:55:51] *** jreyno40_ has joined ##OpenGL
[04:57:33] *** Cabanossi has joined ##OpenGL
[05:00:23] *** petervaro_ has joined ##OpenGL
[05:03:29] *** petervaro has quit IRC
[05:03:36] *** jreyno40_ has quit IRC
[05:04:04] *** Chunk2 has quit IRC
[05:04:35] *** pizthewiz has quit IRC
[05:04:40] *** TyrfingMjolnir has quit IRC
[05:05:49] *** slidercrank has quit IRC
[05:06:12] *** TyrfingMjolnir has joined ##OpenGL
[05:06:30] *** Chunk2 has joined ##OpenGL
[05:08:46] *** petervaro_ has quit IRC
[05:10:22] *** RyanPridgeon has quit IRC
[05:20:53] *** Gamecubic_ has joined ##OpenGL
[05:21:37] *** shingshang has joined ##OpenGL
[05:23:38] *** t4nk879 has joined ##OpenGL
[05:24:01] <t4nk879> SUP, is anyone here familliar with aabb sweeping algorithms?
[05:24:09] *** Gamecubic has quit IRC
[05:24:28] *** t4nk879 has quit IRC
[05:24:50] *** Souper123 has joined ##OpenGL
[05:24:52] <Souper123> SUP, is anyone here familliar with aabb sweeping algorithms?
[05:26:24] *** Chunk2 has quit IRC
[05:27:08] *** b4b has quit IRC
[05:27:53] *** kidnapped_robot has quit IRC
[05:28:56] *** hdon has joined ##OpenGL
[05:30:54] *** Chunk2 has joined ##OpenGL
[05:32:17] *** jreyno40 has joined ##OpenGL
[05:34:15] *** hahuang61 has joined ##OpenGL
[05:35:44] *** jdolan has quit IRC
[05:37:13] *** JoshSyn has quit IRC
[05:37:28] *** Sos has quit IRC
[05:39:00] *** JoshSyn has joined ##OpenGL
[05:40:31] *** Souper123 has quit IRC
[05:42:27] *** jreyno40 has quit IRC
[05:47:36] *** Chunk2 has quit IRC
[05:47:41] *** jreyno40_ has joined ##OpenGL
[05:47:51] *** b4b has joined ##OpenGL
[05:51:37] *** jreyno40_ has quit IRC
[05:51:40] *** qeed has quit IRC
[05:52:09] *** Chunk2 has joined ##OpenGL
[05:54:30] *** jreyno40_ has joined ##OpenGL
[05:54:41] *** jreyno40_ has quit IRC
[05:55:57] <Dom_> be me
[05:56:15] <Dom_> have blue switch mechanical keyboard
[05:56:19] <Dom_> $250
[05:56:22] <Dom_> with own money
[05:56:25] <Dom_> for work
[05:57:09] <Dom_> have boss on phone call to CFO, CEO, President and Product Manager
[05:59:38] <Dom_> get told to fuck off due to my mad typing skills being to noisy and cutting out the mic off the phone
[05:59:53] <Dom_> went to lunch for an hour took a 20 minute shit
[06:00:02] <Dom_> still on the phone
[06:00:59] <Dom_> using logitech rubber dome shit now
[06:01:02] <Dom_> i quit
[06:01:38] *** b4b has quit IRC
[06:06:33] *** jreyno40_ has joined ##OpenGL
[06:08:33] *** kuldeepdhaka has quit IRC
[06:12:10] *** b4b has joined ##OpenGL
[06:14:15] *** samrat has joined ##OpenGL
[06:19:20] *** petervaro has joined ##OpenGL
[06:21:39] *** b4b has quit IRC
[06:21:43] *** Guest45612 has joined ##OpenGL
[06:22:26] *** Guest45612 is now known as delicado
[06:26:16] *** Zupo has joined ##OpenGL
[06:26:42] *** kuldeepdhaka has joined ##OpenGL
[06:27:52] *** tcsc has quit IRC
[06:28:23] *** Zupo3 has quit IRC
[06:31:54] *** sreich has quit IRC
[06:34:33] <ra4king> Hello!
[06:35:09] <ra4king> Dom_: I do believe that is your fault
[06:35:14] <ra4king> that clicking is too loud for the mic
[06:40:49] *** shintah has joined ##OpenGL
[06:42:07] *** lasserix has quit IRC
[06:45:01] *** SugarCube has quit IRC
[06:46:52] *** staylor has quit IRC
[06:46:59] *** Dark_Confidant|m has joined ##OpenGL
[06:46:59] *** Dark_Confidant has quit IRC
[06:47:26] *** petervaro has quit IRC
[06:48:09] *** cr`nge has quit IRC
[06:51:01] *** pizthewiz has joined ##OpenGL
[06:56:40] *** SugarCube has joined ##OpenGL
[06:57:51] *** prophile has joined ##OpenGL
[06:58:19] *** CainJacobi has quit IRC
[07:02:02] *** cr`nge has joined ##OpenGL
[07:09:43] *** foreignFunction has joined ##OpenGL
[07:10:49] *** pabb has quit IRC
[07:18:12] *** zoraj__ has joined ##OpenGL
[07:22:00] *** zoraj_ has quit IRC
[07:26:53] *** wiky has joined ##OpenGL
[07:28:17] *** groton has quit IRC
[07:32:13] <Dom_> ra4king: meh apperently my prototype that i've been working on for the last couple of weeks in going ahead
[07:32:35] <Dom_> get it done by christmas, ask for raise, profit
[07:33:01] <ra4king> noice
[07:39:18] *** mat^2 has quit IRC
[07:42:32] *** hdon has quit IRC
[07:43:24] *** TheTeapot has quit IRC
[07:44:38] *** hackkitten has quit IRC
[07:45:52] *** Ad1_RnR has quit IRC
[07:48:24] *** Ad1 has joined ##OpenGL
[07:48:29] *** Zupo has quit IRC
[07:49:09] <jbud> Hey OpenGL guys, I've been totally stuck on this issue for a while and ready to ask the community for help: https://www.youtube.com/watch?v=NDbzIxmjWzM
[07:49:34] <jbud> I can't figure out why the water is bouncing around like that, it should be totally still
[07:51:39] *** urraka has quit IRC
[07:52:17] <jbud> Its an issue whenever I'm moving the camera around. But the camera really shouldn't be affecting the position of the water
[07:54:02] *** Keniyal has joined ##OpenGL
[07:55:57] *** TheTeapot has joined ##OpenGL
[07:58:12] *** Twinklebear has quit IRC
[07:58:13] *** ManDay has joined ##OpenGL
[08:01:26] *** pizthewiz has quit IRC
[08:02:03] <Bloodust> hehe
[08:02:38] <Bloodust> probably depth buffer related
[08:07:37] <jbud> Bloodust: I waited far too late to ask this, I'll look into the depth buffer and come back tomorrow w/ more questiosn :)
[08:07:47] <jbud> Thanks buddy
[08:07:52] *** Gamecubic_ has quit IRC
[08:08:13] *** jbud has quit IRC
[08:08:30] *** BreadProduct has joined ##OpenGL
[08:14:59] <Dom_> anyone used emscripten?
[08:17:59] *** hackkitten has joined ##OpenGL
[08:20:34] *** Khlorghaal has quit IRC
[08:20:59] *** kuldeepdhaka has quit IRC
[08:21:55] *** puerum has quit IRC
[08:23:16] *** puerum has joined ##OpenGL
[08:24:00] <ra4king> Bloodust: hah, that definitely looks like depth issues
[08:24:12] *** Syzygy_ has quit IRC
[08:24:17] *** cr`nge has quit IRC
[08:26:40] *** Tag_ has joined ##OpenGL
[08:27:24] <Tag_> good morning
[08:27:51] *** Syzygy_ has joined ##OpenGL
[08:28:43] *** Beetny has joined ##OpenGL
[08:41:16] *** damir__ has joined ##OpenGL
[08:45:08] *** indefini has quit IRC
[08:50:49] *** BreadProduct has quit IRC
[08:52:19] *** robot-beethoven has joined ##OpenGL
[08:52:23] *** centrinia has quit IRC
[08:55:34] *** jreyno40_ has quit IRC
[08:59:52] *** kuldeepdhaka has joined ##OpenGL
[09:00:09] *** Hunts has quit IRC
[09:05:58] *** japro has joined ##OpenGL
[09:10:55] *** SleekoNiko has quit IRC
[09:11:19] *** SugarCube has quit IRC
[09:11:20] *** SleekoNiko has joined ##OpenGL
[09:11:51] *** Tag_ has quit IRC
[09:11:56] *** SugarCube has joined ##OpenGL
[09:15:23] *** mudlord has joined ##OpenGL
[09:15:41] *** Slion has joined ##OpenGL
[09:17:17] *** japro has quit IRC
[09:17:18] *** Madsy has quit IRC
[09:19:07] <mudlord> hi
[09:19:25] <mudlord> I am wondering on the best way to batch sprites into one VBO with the following code
[09:19:26] <mudlord> http://pastebin.com/eqYJMLjD
[09:19:28] <mudlord> also
[09:19:55] <mudlord> i am wondering is it possible to shove all geometry in a scene to a vbo
[09:20:05] <dahlia> Dom_: I've used it
[09:20:12] <mudlord> atm, each sprite is drawn individually
[09:20:38] <mudlord> actually
[09:20:48] <mudlord> this seems to be more a general query of mine with modern GL
[09:21:11] <mudlord> is it possible to put multiple objects in a VBO
[09:21:31] <dahlia> sure
[09:21:53] <dahlia> just specify the start index and count
[09:21:57] <dahlia> when you draw
[09:22:00] <mudlord> i was wondering since then I could do all my rendering in one go instead of different gldrawarray calls
[09:22:32] *** centrinia has joined ##OpenGL
[09:23:09] <Bloodust> you sure can
[09:28:10] *** TheTeapot has quit IRC
[09:31:02] *** indefini has joined ##OpenGL
[09:35:14] *** Demon_Fox has quit IRC
[09:36:11] <mudlord> is there any tutorials on such things?
[09:36:24] <mudlord> or are they the same tuts as instanced rendering?
[09:38:11] <Bloodust> depends what features do oyu need
[09:38:35] *** Match has joined ##OpenGL
[09:38:52] <Bloodust> you can just put all the data into a single VBO and thats it
[09:38:58] <mudlord> oh?
[09:38:59] <Bloodust> no need to do any instancing
[09:39:09] <Bloodust> unless, you need to do instancing
[09:39:14] <mudlord> so you just shove all texture and vertex info in the VBO?
[09:39:21] <mudlord> cool
[09:39:23] <mudlord> thats easy
[09:39:23] <Bloodust> ye
[09:39:32] <mudlord> damn, I thought it would be much more complicated
[09:39:33] <mudlord> lol
[09:39:39] <dahlia> texture info?
[09:39:46] <mudlord> you know, texture coords
[09:39:52] <dahlia> oh
[09:39:57] <Bloodust> if you need to use more than one texture, it gets a bit more complicated than that
[09:40:01] *** telex has quit IRC
[09:40:12] <mudlord> ah
[09:40:15] <mudlord> thats what I thought
[09:40:16] <mudlord> :)
[09:40:27] <Bloodust> but only a little!
[09:40:28] <dahlia> I just stuff all vertices in a single vbo and all indices into a ibo and I keep track of the offsets
[09:40:44] <dahlia> offsets and counts
[09:40:47] *** telex has joined ##OpenGL
[09:41:01] <Bloodust> do you need to use more than 1 texture?
[09:42:27] <mudlord> no
[09:43:19] <Bloodust> great
[09:44:23] <mudlord> okay, found some id Software code that documents it
[09:44:26] <mudlord> heh
[09:44:42] <mudlord> looks super simple
[09:45:00] <mudlord> you just build up a array of all the vertices, normals, textures, etc
[09:45:05] <Bloodust> yep
[09:46:34] <mudlord> and then you keep track of how much data is in said array/list/vector
[09:46:49] <mudlord> draw whats in that list/vector/array, then start again
[09:46:54] <Bloodust> ofc, just like with normal vbo
[09:47:51] <mudlord> yep
[09:56:04] *** PasNox has joined ##OpenGL
[09:56:09] *** redeemed has joined ##OpenGL
[10:01:06] *** skarn has quit IRC
[10:03:28] *** hdon has joined ##OpenGL
[10:06:48] *** adsc has joined ##OpenGL
[10:06:52] *** adsc has left ##OpenGL
[10:07:01] *** adsc has joined ##OpenGL
[10:09:13] *** TheTeapot has joined ##OpenGL
[10:10:47] *** MiniCow has joined ##OpenGL
[10:10:47] *** DrSkyLizard has joined ##OpenGL
[10:15:15] *** MiniCow has quit IRC
[10:15:54] *** TheTeapot has quit IRC
[10:16:49] *** TheTeapot has joined ##OpenGL
[10:17:40] *** ManDay has quit IRC
[10:20:10] *** Slion has quit IRC
[10:25:58] *** delicado has quit IRC
[10:28:54] *** foreignFunction has quit IRC
[10:29:11] *** skarn has joined ##OpenGL
[10:38:01] *** viggo2 has joined ##OpenGL
[10:38:46] *** asido has joined ##OpenGL
[10:39:37] *** viggo has quit IRC
[10:43:03] *** CrizMobius has joined ##OpenGL
[10:43:51] *** DrSkyLizard has quit IRC
[10:44:17] *** Majiet has quit IRC
[10:46:58] *** snakenerd has joined ##OpenGL
[10:47:53] *** Majiet has joined ##OpenGL
[10:49:56] *** erhan_ has joined ##OpenGL
[10:55:06] *** bakibour has joined ##OpenGL
[10:55:11] <bakibour> Hidiho
[10:56:20] <bakibour> Reguarding my problem with clearing yesterday. After a report from a coleague who had that same problem on his Nv board which was fixed after a driver update, is it safe to asume that it is a driver problem?
[10:56:54] <bakibour> On ATI same hardware same driver version the problem is visibile on Windows 8 but not on Windows 7.
[11:00:02] *** bjz_ has joined ##OpenGL
[11:00:03] *** bjz has quit IRC
[11:00:16] *** MiniCow has joined ##OpenGL
[11:02:24] <newguise1234> you could further constrain it by deciding which major/minor version to use in software, if you haven't already
[11:03:28] *** sanjoy_ has quit IRC
[11:04:44] *** Crehl has joined ##OpenGL
[11:04:46] *** wiky has quit IRC
[11:11:07] *** Zupo has joined ##OpenGL
[11:25:53] *** kuldeepdhaka has quit IRC
[11:26:10] *** snakenerd has quit IRC
[11:26:56] *** snakenerd has joined ##OpenGL
[11:27:43] *** snakenerd has quit IRC
[11:28:34] *** carvite has quit IRC
[11:29:46] <AbigailBuccaneer> <bakibour> On ATI same hardware same driver version the problem is visibile on Windows 8 but not on Windows 7.
[11:30:03] *** erhan_ has quit IRC
[11:30:12] <AbigailBuccaneer> bakibour, some people at work working on Mantle discovered, i think, that Windows 7 and Windows 8.1 would use a different driver version under the hood than Windows 8
[11:30:31] <AbigailBuccaneer> i think they may have been labelled as the same driver version to download but then had a subtly different version number when installed
[11:30:48] <bakibour> That is what i would have asumed also
[11:31:02] <AbigailBuccaneer> (the Windows 8 driver was an older version that didn't support many of the latest driver optimisations they'd added)
[11:31:09] <bakibour> i am "fixing" the bug now in our program buy clearing additionally with a fullscreen quad.
[11:31:27] <bakibour> When i did that ill try to write a small demo OpenGL app that will hopefully expose the problem
[11:31:33] <bakibour> Well the cause
[11:31:59] *** carvite has joined ##OpenGL
[11:32:18] <bakibour> All our INTEL notebooks seem to have the bug but so far only the Win 8 ATI board / driver has that problem
[11:32:43] <bakibour> How do you get feedback or something like that? Write a demo app and then ....?
[11:33:24] *** Madsy has joined ##OpenGL
[11:33:24] *** Madsy has joined ##OpenGL
[11:34:06] *** Jack has joined ##OpenGL
[11:34:43] *** Jack is now known as Guest20536
[11:36:55] <bakibour> It would be cool if there was something like a site that you can send a command queue of OGL commands to and it renders the stuff for you with the desired driver and platform.
[11:40:00] *** fmardini has joined ##OpenGL
[11:41:47] *** robot-beethoven has quit IRC
[11:42:25] <chrisf> bakibour: sounds plausible. you could use apitrace for that; just need something server-side to replay it.
[11:43:19] <bakibour> Ah did not know about api trace yet, will have a look into that.
[11:43:34] <chrisf> bakibour: in reality though your app's behavior will end up being different per driver and platform based on what capabilities you discover, trying to hit different fast paths, etc.
[11:43:47] <bakibour> I tried out INDE yesterday but atm you can jsut debug DirectX programs with it.
[11:43:48] <Madsy> Sounds tricky unless you want one server per driver version. The number of combinations would be exponential wrt number of drivers and platforms
[11:44:05] <bakibour> Aye
[11:44:24] <bakibour> But the current situation is not nice i would say :)
[11:44:28] <chrisf> Madsy: at least for linux userspace gl implementations you can easily select which one you want
[11:44:51] <adsc> bakibour: the situation has never been nice
[11:44:54] <chrisf> server would just have to do some juggling of library paths etc
[11:44:57] <bakibour> Yep
[11:44:57] <Madsy> chrisf: Yeah. Some IHVs did the same thing for Windows back in the day.
[11:45:10] <bakibour> That is why i left graphics programming behind some years ago.
[11:45:25] <Madsy> I remember hotswapping between an ELSA driver and normal Nvidia driver for my stereoscopic glasses
[11:45:36] <Madsy> Back in 2000 or thereabouts
[11:45:40] <bakibour> :)
[11:45:51] <chrisf> bakibour: is this for exploring behavior?
[11:45:59] <bakibour> That were days where graphics programming had chest hair still.
[11:46:07] <Madsy> hehe
[11:46:28] <bakibour> chrisf: Well i have a behaviour that i can not pin down atm.
[11:46:57] *** TyrfingMjolnir has quit IRC
[11:47:02] <bakibour> But we had one notebook with an old Nvidia driver where the problem was also visibile.
[11:47:42] <bakibour> After an update its gone, and on Win 8 with ATI (one notebook) its there also while on Win 7 same hardware same driver bundle its not.
[11:48:10] <bakibour> I just wonder how you deal with this in general, i have a hotfix but not a nice solution.
[11:48:48] *** Folkol has joined ##OpenGL
[11:48:57] *** james4k has quit IRC
[11:53:21] *** hexagoxel has joined ##OpenGL
[11:57:14] *** centrinia has quit IRC
[12:01:00] *** cr`nge has joined ##OpenGL
[12:05:30] *** Zupo has quit IRC
[12:06:53] <newguise1234> I feel like I'm missing something pertaining to quaternions and glm::rotate
[12:07:28] <newguise1234> when I rotate a vec3(0,0,-1) by a quat with angle pi/2 and rotation axis is the y axis
[12:08:20] *** Madsy has quit IRC
[12:08:43] <newguise1234> I would expect the vector to go (0,0,-1) -> (-1,0,0) -> (0,0,1) -> (1,0,0) -> ...
[12:08:50] *** Madsy has joined ##OpenGL
[12:09:03] <newguise1234> instead it is doing this: (0,0,-1) -> (-1,0,0) -> ...
[12:09:29] <newguise1234> I am just storing the rotated vector and then reapplying the quaternion every step
[12:09:39] <newguise1234> it must be wrong, but I don't know how
[12:12:52] *** adsc has quit IRC
[12:15:25] *** Biliogadafr has joined ##OpenGL
[12:18:10] *** damir__ has quit IRC
[12:21:29] *** damir__ has joined ##OpenGL
[12:26:15] *** hecspc has quit IRC
[12:26:39] *** anivemin has joined ##OpenGL
[12:29:05] *** Lemml has joined ##OpenGL
[12:29:09] *** erhan_ has joined ##OpenGL
[12:29:52] *** mockillo has quit IRC
[12:34:32] *** mockillo has joined ##OpenGL
[12:34:49] *** charlie5 has quit IRC
[12:39:43] *** mockillo has quit IRC
[12:40:13] *** Crehl has quit IRC
[12:41:32] *** mockillo has joined ##OpenGL
[12:42:27] *** Biliogadafr has quit IRC
[12:43:37] *** TheTeapot has quit IRC
[12:51:27] *** charlie5 has joined ##OpenGL
[12:53:21] *** adsc has joined ##OpenGL
[12:57:09] <Madsy> Apple's 5k retina screens are amazing. Not many years ago, the pricing point and resolution on monitors sucked.
[12:57:47] <Madsy> I'm hopeful that eventually in a few years, everyone will have 2k-4k displays
[12:57:48] <danhedron> it's a shame they're not attached to real computers
[12:58:01] <Bloodust> in few years ? I doubt it
[12:58:16] <danhedron> we'll all be using 25" 720p displays in 2 years
[12:58:18] <Bloodust> 5-10 years
[12:58:19] <Madsy> Which means we can toss out the idea of using per-pixel sizes and coordinates in UX design
[12:58:37] <Madsy> Bloodust: Yes, I agree with a 10 year timespan
[12:58:43] <Madsy> Which is why I said "eventually"
[12:59:31] <Madsy> The day we can design UIs solely by using DPI, I'll be an extremely happy panda
[13:01:19] <Madsy> I'm already doing this with a product at work. It makes text and icons very blurry/unsharp at shitty resolutions, but that's a price to pay.
[13:03:00] *** Beetny has quit IRC
[13:08:46] *** tehrain has joined ##OpenGL
[13:11:30] <newguise1234> I feel like such a dunce working with quaternions, just copying and pasting what works. I'm guessing that after using them for a while the looks of them will finally sink in.
[13:11:44] <newguise1234> guess I'm also figuring out what differeng glm functions do
[13:13:41] *** DrSkyLizard has joined ##OpenGL
[13:17:53] *** snakenerd has joined ##OpenGL
[13:18:55] *** paul424 has joined ##OpenGL
[13:19:15] <paul424> HEllo , how does the quake 2 and unreal manage to have both static and dynamic lighting it seems
[13:19:30] *** cden has joined ##OpenGL
[13:19:38] *** jdolan has joined ##OpenGL
[13:19:44] <paul424> the models are getting brighter when coming near the lights ( player model , monster models etc. )
[13:20:16] <paul424> Is it possible there was dynamic lighting for >>movable<< meshes and static lighting for ><static<< meshes
[13:21:07] *** fmardini has quit IRC
[13:21:15] *** konom has joined ##OpenGL
[13:22:28] <paul424> ANYONE ???!!!
[13:23:09] <erhan_> http://en.wikipedia.org/wiki/Lightmap
[13:25:00] <Bloodust> !??!?!?!
[13:25:14] <paul424> Bloodust: thanks that's explain a lot ...
[13:25:34] <Bloodust> the answer is yes
[13:25:52] <paul424> Bloodust and that's how the Q2 and unreal handle that ?
[13:26:09] <paul424> and Blood 2 ;)
[13:26:11] <Bloodust> although, mixing static and dynamic lighting is somewhat tricky as you dont want to make the static models look super realistic compared to the dynamic ones
[13:26:37] <Bloodust> Im not familiar with quake or unreal rendering engines
[13:28:35] <paul424> ok
[13:30:20] *** ragecryx has joined ##OpenGL
[13:31:04] *** ikrima has joined ##OpenGL
[13:31:52] *** samrat has quit IRC
[13:32:17] *** cr`nge has quit IRC
[13:34:22] *** fmardini has joined ##OpenGL
[13:42:56] *** japro has joined ##OpenGL
[13:43:48] *** shadowdaemon has quit IRC
[13:45:07] *** ikrima has quit IRC
[13:48:13] <manny-> paul424: it's using a lightgrid besides the lightmap
[13:48:35] <paul424> lightgrid == light culling nodes ?
[13:49:12] <manny-> it's a homogenous grid that accumulates all lighting during radiosity for a specific point
[13:49:48] <manny-> during rendering the renderer checks which lights are closest and calculates light direction and color based on multiple samples
[13:50:10] <manny-> but several idtech2/3 variations also have multiple lightmaps/lightgrids to simulate flickering lights
[13:50:24] <manny-> like the derivatives developed by raven
[13:53:01] <paul424> no idea what homogenous grid might be ...
[13:53:19] <manny-> lol sorry
[13:53:22] <manny-> homogenously spaced grid :)
[13:53:48] <paul424> heh ok .... so what information is stored in each such point ?
[13:54:24] <paul424> it does not make sense to store any information in such points until we know what normal vector of an potential surface there would be >_>
[13:54:30] <paul424> or do I miss something ?
[13:54:53] <manny-> the lightgrid is actually unrelated to surfaces (if you ignore bounce light for the moment)
[13:55:00] <manny-> http://www.mralligator.com/q3/
[13:55:05] <manny-> it's stored in the lightvols lump
[13:55:09] <manny-> "The lightvols lump stores a uniform grid of lighting information used to illuminate non-map objects. There are a total of length / sizeof(lightvol) records in the lump, where length is the size of the lump itself, as specified in the lump directory."
[13:55:32] <manny-> it contains ambient, directional and light direction for directional light calcs
[13:58:34] <paul424> does it make sense , where in quake 3 you have directional lights ? hmm in the outside it might make sense .....
[13:59:00] <manny-> yeah, well that's the directional component of the light
[13:59:06] <manny-> so basically you have it everywhere
[13:59:40] <manny-> a pointlight causes a points affected in the grid to change the light direction
[14:00:05] *** cden has quit IRC
[14:00:06] <paul424> no, I mean like torch or light bulb shouldn't give directional light .... ahh hmm
[14:00:15] <paul424> how sparse or dense or those girds ?
[14:00:31] <manny-> that depends on the mapper and the engine
[14:00:40] <manny-> they can be really dense, or really sparse
[14:00:49] <manny-> i think it was an entity key in the "worldspawn" entity
[14:00:54] <manny-> something like "_lightgridsize"
[14:02:25] <paul424> http://en.wikipedia.org/wiki/Phong_reflection_model
[14:02:52] <paul424> Naah so it only helps to calculate the vector ||L|| in these equation
[14:03:24] <paul424> it's not very much
[14:03:49] <manny-> ?
[14:03:50] <manny-> :D
[14:04:04] *** wiky has joined ##OpenGL
[14:04:18] <paul424> http://upload.wikimedia.org/math/c/8/d/c8d48a83ae9c0a55afcf183b9b1ba585.png you dig ?
[14:04:25] <paul424> http://en.wikipedia.org/wiki/File:Blinn_Vectors.svg
[14:04:37] <manny-> well
[14:04:49] <manny-> you calculate those other things and should have them ready by yourself
[14:04:57] <manny-> like that N or V
[14:05:10] <manny-> you dig?
[14:05:22] <paul424> heh :D
[14:06:00] <manny-> that whole lightgrid thing is really beefy, and probably not how most people solve these problems these days
[14:06:18] <manny-> it's easier to use a deferred rendered together with shadow maps
[14:06:19] *** dexter0 has quit IRC
[14:06:42] <paul424> I like to see how nice things ( Unreal ) engine were done before the GPU era ...
[14:06:47] *** fmardini has quit IRC
[14:07:00] <manny-> yeah
[14:07:01] <manny-> that was awesome
[14:07:23] <manny-> i also dislike the flat result most engines have today :(
[14:08:07] <manny-> the new COD:AW looks really beautiful, but in some places the lightning looks dull and flat
[14:09:14] *** kidnapped_robot has joined ##OpenGL
[14:10:27] <paul424> Haven't heard of that title before
[14:10:50] *** dexter0 has joined ##OpenGL
[14:10:58] *** samrat has joined ##OpenGL
[14:14:30] <paul424> ok GG , many thanks thoguh :)
[14:14:35] *** paul424 has quit IRC
[14:17:12] *** urraka has joined ##OpenGL
[14:23:06] *** Orion] has joined ##OpenGL
[14:23:15] *** jdolan has quit IRC
[14:25:57] <newguise1234> so, it seems that for "camera movement" quaternions, you can just apply a "y-axis" quaternion for sideways turning and a "x-axis" quaternion for vertical turning?
[14:25:58] *** Orion] has quit IRC
[14:27:12] <newguise1234> and this works because applying a quaternion treats the current orientation as if it was the system's basis?
[14:27:39] *** Orion] has joined ##OpenGL
[14:30:24] *** DrSkyLizard has quit IRC
[14:31:28] *** Zeioth has joined ##OpenGL
[14:36:42] *** Guest20536 has quit IRC
[14:39:01] *** Majiet has quit IRC
[14:40:05] *** Majiet has joined ##OpenGL
[14:40:57] *** jdolan has joined ##OpenGL
[14:42:15] *** sreich has joined ##OpenGL
[14:45:24] *** jdolan has quit IRC
[14:50:35] *** asido has quit IRC
[14:51:06] *** MiniCow has quit IRC
[14:56:49] *** MiniCow has joined ##OpenGL
[14:56:49] *** petervaro has joined ##OpenGL
[14:59:00] *** MiniCow has quit IRC
[14:59:42] *** MiniCow has joined ##OpenGL
[15:03:20] *** petris has quit IRC
[15:06:17] *** petris has joined ##OpenGL
[15:06:26] *** zajfy has joined ##OpenGL
[15:07:31] *** Dark_Confidant|m has quit IRC
[15:08:33] *** Dark_Confidant has joined ##OpenGL
[15:13:10] *** Ad1_RnR has joined ##OpenGL
[15:14:49] *** jdolan has joined ##OpenGL
[15:16:47] *** Ad1 has quit IRC
[15:17:26] *** Portals has joined ##OpenGL
[15:27:38] *** slidercrank has joined ##OpenGL
[15:34:12] *** indefini has quit IRC
[15:35:21] *** puerum has quit IRC
[15:42:45] <bakibour> What is flat lighting manny- ?
[15:43:42] *** roboman2444 has quit IRC
[15:43:58] *** doev has joined ##OpenGL
[15:44:49] *** SurgeMedic has quit IRC
[15:49:15] *** ClarusCogitatio has quit IRC
[15:50:35] *** ClarusCogitatio has joined ##OpenGL
[15:57:34] *** bakibour has quit IRC
[16:08:00] *** Dom__ has joined ##OpenGL
[16:10:34] *** damir__ has quit IRC
[16:10:44] *** Domx has quit IRC
[16:10:51] *** MiniCow has quit IRC
[16:11:24] *** mat^2 has joined ##OpenGL
[16:11:54] *** doev has quit IRC
[16:14:20] *** Ad1 has joined ##OpenGL
[16:18:31] *** bb010g has quit IRC
[16:19:04] *** nemesit|znc has quit IRC
[16:19:10] *** bb010g_ has joined ##OpenGL
[16:20:44] *** MiniCow has joined ##OpenGL
[16:21:27] *** zajfy_ has joined ##OpenGL
[16:21:28] <krnlyng> hi, i was wondering of someone knows a good example for rendering multiple polygons (with the same shaders)? i am a bit confused about how, when drawing, i make gles aware which vertex&color buffer it shoud use
[16:22:31] *** TyrfingMjolnir has joined ##OpenGL
[16:23:17] *** ClarusCogitatio has quit IRC
[16:23:31] *** Ephemeral_ has joined ##OpenGL
[16:23:44] *** Nickeeh_ has joined ##OpenGL
[16:23:47] <Bloodust> I umm dont see the problem :D
[16:24:03] *** nemesit|znc has joined ##OpenGL
[16:24:08] *** ClarusCogitatio has joined ##OpenGL
[16:24:25] *** Ephemeral has quit IRC
[16:24:25] *** samrat has quit IRC
[16:24:26] *** Ephemeral_ is now known as Ephemeral
[16:24:28] *** Nickeeh has quit IRC
[16:24:44] *** Ad1 has quit IRC
[16:24:44] *** zajfy has quit IRC
[16:25:22] *** Ad1 has joined ##OpenGL
[16:29:02] *** wiky has quit IRC
[16:29:17] *** Zupo has joined ##OpenGL
[16:29:50] *** ClarusCogitatio has quit IRC
[16:29:51] *** Syzygy__ has joined ##OpenGL
[16:30:16] <manny-> bakibour: when the scene looks meh
[16:30:23] <manny-> bakibour: http://photo.stackexchange.com/questions/15579/what-is-flat-light-and-how-to-counter-that
[16:30:26] *** ragecryx has quit IRC
[16:31:58] <Bloodust> tl;dr use global illusion
[16:32:00] *** samrat has joined ##OpenGL
[16:32:08] <Bloodust> oh wait, its about photography
[16:32:28] <manny-> Bloodust: no, you're right
[16:32:39] *** ClarusCogitatio has joined ##OpenGL
[16:32:42] <manny-> Bloodust: it's about 3d scene lighting, but the question was what i meant when i said "flat ligthing"
[16:32:54] <manny-> Bloodust: but i think you mean "global illumination"
[16:33:33] *** BlueScreenGuy has joined ##OpenGL
[16:33:55] *** Syzygy_ has quit IRC
[16:35:54] *** hexagoxel has quit IRC
[16:36:38] *** hexagoxel has joined ##OpenGL
[16:37:07] *** Portals has quit IRC
[16:37:23] *** Gamecubic has joined ##OpenGL
[16:37:41] *** indefini has joined ##OpenGL
[16:39:23] *** seangrove has quit IRC
[16:41:35] *** MiniCow has quit IRC
[16:41:39] *** staylor has joined ##OpenGL
[16:42:28] *** wiky has joined ##OpenGL
[16:42:35] <krnlyng> does this: https://bpaste.net/show/8958d52c784f look correct?
[16:43:19] <Bloodust> no
[16:43:26] <Bloodust> dont disable the vertex attribute arrays
[16:43:26] <nitroxis> I think you need a vertex array
[16:43:35] <Bloodust> other than that, its fine
[16:44:00] <krnlyng> why shouldn't i disable it?
[16:44:02] <krnlyng> okay thanks
[16:44:03] <Bloodust> and yeah, next step is to VAOs
[16:44:21] <Bloodust> because if you disable it then opengl wont use that attribute slot
[16:44:28] <Bloodust> and your draw call gets no data
[16:45:15] <krnlyng> ah
[16:45:17] <krnlyng> i see
[16:46:57] *** ClarusCogitatio has quit IRC
[16:47:32] *** wiky has quit IRC
[16:47:53] <krnlyng> my program does produce a black screen though :( anyone want to take a look? https://bpaste.net/show/0fcc0e9e3ea4 the interesting functions are init_buttons, setup_button, render_button and maybe RenderCallback
[16:48:14] <Bloodust> init button and setup button sound like they should be one function
[16:48:20] *** mudlord has quit IRC
[16:48:22] *** samrat has quit IRC
[16:48:27] *** mudlord has joined ##OpenGL
[16:48:49] <krnlyng> Bloodust: init_buttons is a badly chosen name, it sets up opengles
[16:49:04] <Bloodust> 1145 lines :|
[16:49:40] *** ClarusCogitatio has joined ##OpenGL
[16:49:58] <krnlyng> Bloodust: the functions i mentioned are probably less than 200 in total ;)
[16:50:41] <krnlyng> what i want is to have my plugin to transparently draw over the rest of the programs output
[16:50:59] *** MiniCow has joined ##OpenGL
[16:52:26] *** CrizMobius has quit IRC
[16:55:40] *** MiniCow has quit IRC
[16:57:34] *** paperManu has quit IRC
[17:01:48] *** cr`nge has joined ##OpenGL
[17:04:35] *** paperManu has joined ##OpenGL
[17:06:06] *** hdon has quit IRC
[17:06:21] *** telex has quit IRC
[17:08:47] *** telex has joined ##OpenGL
[17:10:22] *** HuntsMan has joined ##OpenGL
[17:11:21] *** ClarusCogitatio has quit IRC
[17:13:08] *** kuldeepdhaka has joined ##OpenGL
[17:14:13] *** ClarusCogitatio has joined ##OpenGL
[17:17:23] *** redeemed has quit IRC
[17:18:08] *** impulse_1 has quit IRC
[17:21:58] *** hdon has joined ##OpenGL
[17:25:52] *** RyanPridgeon has joined ##OpenGL
[17:27:10] *** doev has joined ##OpenGL
[17:36:22] *** prophile has quit IRC
[17:37:36] *** Syzygy_ has joined ##OpenGL
[17:37:42] *** Syzygy__ has quit IRC
[17:43:10] *** Zupo has quit IRC
[17:43:24] *** Zupo has joined ##OpenGL
[17:45:16] *** mudlord has quit IRC
[17:45:23] *** mudlord has joined ##OpenGL
[17:48:39] *** aethersis has joined ##OpenGL
[17:48:39] *** aethersis is now known as dreamminder
[17:58:10] *** FrodoTheHobbit has quit IRC
[17:59:15] *** FrodoTheHobbit has joined ##OpenGL
[18:06:33] *** samrat has joined ##OpenGL
[18:11:03] *** adsc has quit IRC
[18:12:12] *** ManDay has joined ##OpenGL
[18:15:03] *** japro has quit IRC
[18:21:01] *** anivemin has quit IRC
[18:21:20] *** anivemin has joined ##OpenGL
[18:29:56] *** fille has joined ##OpenGL
[18:30:52] <fille> hi, im having 10 objects and i whant to reuse my shader and my uniform values
[18:31:21] <fille> i whant to use multidraw element.
[18:31:46] <fille> but i having trouple with reseting my uniforms.
[18:31:51] <fille> trouble*
[18:32:56] <fille> glUseProgram
[18:33:51] <fille> glUseProgram(1) drawcubes glUseProgram(0); glUseProgram(1) drawcubes glUseProgram(0);
[18:33:57] <fille> is this wrong way of doing it?
[18:37:27] *** erhan_ has quit IRC
[18:38:35] *** Syzygy_ has quit IRC
[18:42:22] <Madsy> fille: "resetting" uniforms? They keep their values unless you recompile a shader or relink a program.
[18:43:22] <Madsy> If you want to store and restore uniform state, that has to be done by the client code, not OpenGL
[18:43:38] *** TheBunnyZOS has joined ##OpenGL
[18:44:29] <Madsy> What you probably want are uniform buffer objects.
[18:44:33] <fille> ok, well i have cubes on diffrent position
[18:44:42] <fille> the uniforms are the same
[18:44:55] <fille> and diffrent angels
[18:45:44] *** dlite has joined ##OpenGL
[18:45:45] *** Ryp has joined ##OpenGL
[18:45:48] <dlite> hey all
[18:46:07] <fille> so i thought i could setidentity and transform the modelmatrix
[18:46:28] <fille> and then call glDrawElement again
[18:46:42] <dlite> fille, what are you trying to do ?
[18:46:54] <Madsy> fille: If you only have a few uniforms, save the per-mesh information explicitly, then call glUniform* on that data for every draw batch. A local reference frame is a good example.
[18:46:59] <fille> im trying to reuse my Program
[18:47:04] <Madsy> For more elaborate cases, UBOs are the way to go
[18:47:17] *** hexagoxel has quit IRC
[18:48:11] *** roboman2444 has joined ##OpenGL
[18:48:20] <dlite> how long have you guys been coding in OpenGL ?
[18:49:06] <fille> but there souldent be a problem to push new matrix information to the gpu via gluniform
[18:49:31] <fille> using the same glProgram
[18:52:08] *** Garmine has joined ##OpenGL
[18:52:31] *** Garmine is now known as Guest5693
[18:52:59] *** Guest5693 has quit IRC
[18:52:59] *** Guest5693 has joined ##OpenGL
[18:53:16] *** Waynes has joined ##OpenGL
[18:53:42] *** Guest5693 is now known as Garmine
[18:55:41] *** doev has quit IRC
[18:55:43] *** Guest20536 has joined ##OpenGL
[18:56:22] *** BlueScreenGuy has quit IRC
[18:56:28] <dlite> why still code in OpenGL ??
[18:56:38] <dlite> when we have 3d modelling software ?
[18:56:50] <dlite> Please Enlighten me :|
[18:57:22] <fille> what!
[18:57:39] <fille> im sure the 3d modelling software is using open gl
[18:57:49] <fille> or direct X
[18:57:56] <dlite> yeah ....
[18:58:08] <dlite> what are you tryna do ?
[18:58:30] <dlite> already the API is turned into much more faster GUI application
[18:58:50] <dlite> umm.. atleast that was my thoughts .
[18:58:54] <fille> open gl is an api for the GPU
[18:58:56] <dlite> *thought
[18:59:03] <katlogic_> Your nicknames are the weirdest sense of dejavu.
[18:59:56] <dlite> fille , I have to study OpenGL this semester ... I'm a CS student.. I have exam in a couple of weeks .. I still didn't understand why use OpenGL ..
[19:00:30] *** hahuang61 has quit IRC
[19:00:32] <dlite> umm.. I percieved it as "KNOWING THE BASICS"
[19:00:34] <katlogic_> try to graduate in unity or d3d then
[19:00:35] <fille> nothing more
[19:01:09] <fille> its an open standard and free
[19:01:14] <fille> like open CV
[19:01:28] *** PasNox has quit IRC
[19:01:39] *** zajfy_ has quit IRC
[19:01:39] *** xishe has joined ##OpenGL
[19:01:48] *** BlackFox has quit IRC
[19:01:56] *** zajfy_ has joined ##OpenGL
[19:02:22] *** BlackFox has joined ##OpenGL
[19:03:06] *** dreamminder has quit IRC
[19:03:20] *** jayne has quit IRC
[19:03:32] <dlite> fille ,umm.... can I ask you guys any doubts that I come across ?
[19:03:45] <fille> shot.
[19:03:50] <fille> need to go soon
[19:03:54] <dlite> I have very less time and my Lecturer is very DUMB
[19:04:12] <dlite> fille... I'll ask you later .not now
[19:04:16] *** BlackFox has quit IRC
[19:04:30] <fille> just write the question and i will answer later
[19:04:48] *** BlackFox has joined ##OpenGL
[19:04:52] *** xish has quit IRC
[19:05:19] <dlite> fine buddy
[19:05:21] <dlite> :)
[19:05:30] *** Misu has joined ##OpenGL
[19:07:19] *** dlite has left ##OpenGL
[19:07:57] *** jayne has joined ##OpenGL
[19:09:18] <TheBunnyZOS> weird...
[19:11:16] *** BreadProduct has joined ##OpenGL
[19:11:43] *** charlie5 has quit IRC
[19:14:20] *** Zupo2 has joined ##OpenGL
[19:15:55] *** CainJacobi has joined ##OpenGL
[19:18:03] *** Zupo has quit IRC
[19:18:35] *** pizthewiz has joined ##OpenGL
[19:19:28] *** Keniyal has quit IRC
[19:29:17] <krnlyng> Bloodust: did you find someting?
[19:29:33] <Bloodust> huh nope
[19:29:35] <Bloodust> I was at gym
[19:29:35] *** BitPuffin has joined ##OpenGL
[19:30:28] <krnlyng> okay :(, sorry for disturbing then :)
[19:30:41] *** Guest20536 has quit IRC
[19:31:42] *** shingshang has quit IRC
[19:32:08] *** tcsc has joined ##OpenGL
[19:32:17] *** phr34k has joined ##OpenGL
[19:32:38] *** Match has quit IRC
[19:33:02] *** Garmine has quit IRC
[19:33:20] *** Garmine has joined ##OpenGL
[19:33:23] *** Garmine has joined ##OpenGL
[19:34:21] *** centrinia has joined ##OpenGL
[19:36:41] *** hahuang61 has joined ##OpenGL
[19:37:37] *** petervaro has quit IRC
[19:43:42] *** ShadowIce has joined ##OpenGL
[19:50:33] *** SurgeMedic has joined ##OpenGL
[19:51:32] *** foreignFunction has joined ##OpenGL
[19:51:50] *** mudlord has quit IRC
[19:58:06] *** JoshSyn has quit IRC
[19:58:42] *** samrat has quit IRC
[20:00:20] *** hahuang61 has quit IRC
[20:00:36] *** hahuang61 has joined ##OpenGL
[20:01:04] *** derhass has joined ##OpenGL
[20:05:59] *** hahuang61 has quit IRC
[20:06:25] *** hahuang61 has joined ##OpenGL
[20:07:49] *** Crehl has joined ##OpenGL
[20:13:09] *** tcsc has quit IRC
[20:13:25] *** aethersis has joined ##OpenGL
[20:13:25] *** aethersis is now known as dreamminder
[20:15:08] *** fille12 has joined ##OpenGL
[20:15:37] *** Slion has joined ##OpenGL
[20:15:45] *** Sos has joined ##OpenGL
[20:18:22] *** tehrain has quit IRC
[20:20:18] *** ManDay has quit IRC
[20:22:28] *** centrinia has quit IRC
[20:23:54] *** Khlorghaal has joined ##OpenGL
[20:25:12] *** xissburg has joined ##OpenGL
[20:25:53] *** hexagoxel has joined ##OpenGL
[20:27:53] *** losh has joined ##OpenGL
[20:31:49] *** damir__ has joined ##OpenGL
[20:32:54] *** Folkol has quit IRC
[20:38:14] *** Dudi has joined ##OpenGL
[20:47:34] *** Zupo3 has joined ##OpenGL
[20:47:39] *** Zupo2 has quit IRC
[20:47:56] *** Vtec234 has joined ##OpenGL
[20:48:33] *** BitPuffin has quit IRC
[20:48:38] *** james4k has joined ##OpenGL
[20:52:17] *** gaganjyot has joined ##OpenGL
[20:53:31] *** james4k has quit IRC
[20:55:33] *** Kane has joined ##OpenGL
[20:56:45] *** Zupo3 has quit IRC
[20:58:20] *** Zupo2 has joined ##OpenGL
[20:59:29] *** Slion has quit IRC
[21:02:45] *** damir__ has quit IRC
[21:04:52] *** zzuegg has quit IRC
[21:06:35] *** Dudi has quit IRC
[21:07:49] *** Dudi has joined ##OpenGL
[21:10:12] *** zzuegg has joined ##OpenGL
[21:12:43] *** kuldeepdhaka has quit IRC
[21:15:40] *** james4k has joined ##OpenGL
[21:22:37] *** snakenerd has quit IRC
[21:23:11] *** Garner has quit IRC
[21:26:02] *** diegov_ has joined ##OpenGL
[21:29:25] <fille12> sorry i fucked up
[21:32:24] *** phr34k has quit IRC
[21:33:09] *** Match has joined ##OpenGL
[21:38:34] *** cr`nge has quit IRC
[21:38:49] *** Zupoman has joined ##OpenGL
[21:38:49] *** Zupoman has joined ##OpenGL
[21:40:13] *** Garner has joined ##OpenGL
[21:44:04] *** fille12 has quit IRC
[21:44:48] *** Pyuruku has joined ##OpenGL
[21:44:52] *** jdolan has quit IRC
[21:45:40] <Pyuruku> Hi there, I'm currently implementing the basic rendering pipeline in software, and I was wondering what the difference between rasterization and the actions performed by the fragment shader. To me it seems like they have a lot of overlap.
[21:46:01] <derhass> Pyuruku: not really
[21:46:11] <Pyuruku> If the rasterizer is filling in your triangles, shouldn't it just fill in with the colors anyway?
[21:46:25] <Pyuruku> or am I misunderstanding the point of rasterization?
[21:46:27] <derhass> Pyuruku: rasterization is generating the fragments, the fragment shader shades them
[21:46:36] <Pyuruku> so, triangulation?
[21:46:46] <derhass> the rasterizer does not care about colors at all
[21:47:03] <Pyuruku> what is a fragment exactly? When I think of a fragment, I think of a filled in triangle...
[21:47:05] <derhass> it cares about if a particular sample point is inside or outside of the primtive
[21:48:01] <Pyuruku> So, it doesn't actually render anything to your screen? Thats the job of the fragment shader?
[21:48:58] *** hahuang61 has quit IRC
[21:49:13] <derhass> Pyuruku: define "render to the screen" in that context
[21:49:20] <derhass> the whole pipeline does that
[21:49:29] <derhass> rasterization is just one step of many
[21:49:36] <Pyuruku> in my mind, once I'm in the rasterization stage, I start modifying the canvas and filling in pixels
[21:49:55] <Pyuruku> because I have a list of triangles that have been clipped/oriented/etc
[21:50:00] *** hahuang65 has joined ##OpenGL
[21:50:07] <Pyuruku> so all thats left outside of depth testing is to fill them in
[21:50:18] *** stef has quit IRC
[21:50:34] <derhass> the depth test is a per-fragment operation, usually
[21:51:16] <Pyuruku> so am I wrong to assume that I'm modifying pixels on the users screen during rasterization?
[21:51:46] <derhass> well, maybe the "during" is a bit confusing
[21:52:03] <Pyuruku> Okay, so lets say I'm rasterizing triangle A
[21:52:09] *** stef has joined ##OpenGL
[21:52:10] <derhass> "The rasterizer produces a series of framebuffer addresses and values using a two-dimensional description of a point, line segment, or polygon. Each _fragment_ so produced is fed to the next stage that performs operations on individual fragments before they finally alter the framebuffer."
[21:52:17] <derhass> that's what the GL spec says
[21:52:46] <Pyuruku> so then the rasterizer outputs the triangles that need to be shaded?
[21:52:52] <derhass> no
[21:52:59] <derhass> it outputs a series of fragments
[21:53:05] <Pyuruku> what is a fragment?
[21:53:09] <derhass> each defined byu the 2d window space location
[21:53:10] <Pyuruku> im definitely not following this...
[21:53:31] <Pyuruku> OH
[21:53:40] <Pyuruku> it gives the shader the pixel locations to color?
[21:53:49] <Pyuruku> but doesnt actually fill them in
[21:54:02] <Pyuruku> its just converting the abstract shape into a grid/pixel representation
[21:54:08] <Pyuruku> and handing off that information to the shader
[21:54:10] <Pyuruku> right?
[21:54:16] <derhass> more or less
[21:54:17] <derhass> yes
[21:54:19] <Pyuruku> okay
[21:54:23] <Pyuruku> that makes so much more sense
[21:54:24] <Pyuruku> ;_______;
[21:54:30] <Pyuruku> Thank you
[21:55:37] *** Serus has quit IRC
[21:55:39] <Pyuruku> So, if we're passing in a series of x,y coordinates to the fragment shader, im assuming we also pass in where each vertex lies in terms of x,y to achieve color interpolation?
[21:57:18] <derhass> Pyuruku: well, you interpolate the attributes
[21:57:28] <derhass> typically, you have barycentric coordinates
[21:57:32] *** Serus has joined ##OpenGL
[21:58:27] <dahlia> anything you pass as "varying" gets interpolated
[21:58:28] <derhass> hmm, I should have linked that earlier, but: https://www-user.tu-chemnitz.de/~heinm/tmp/CG%20Reference%20Sheet.pdf page1 might help you grasp that fragment concept
[21:58:59] <derhass> note that this is not gl, but close enough
[21:59:05] *** fmardini has joined ##OpenGL
[22:00:43] *** Ryp has quit IRC
[22:03:14] *** Dudi has quit IRC
[22:03:26] *** Match_it has joined ##OpenGL
[22:03:37] <Pyuruku> Thanks derhass
[22:04:00] *** Pyuruku has quit IRC
[22:09:51] *** seangrove has joined ##OpenGL
[22:13:39] *** Syzygy__ has joined ##OpenGL
[22:14:20] *** losh has quit IRC
[22:14:44] *** phr34k has joined ##OpenGL
[22:18:39] *** TunnelCat has joined ##OpenGL
[22:18:43] *** Vtec234 has quit IRC
[22:18:58] *** petervaro has joined ##OpenGL
[22:21:27] *** Match_it has quit IRC
[22:24:17] *** metredigm has joined ##OpenGL
[22:24:18] *** metredigm has joined ##OpenGL
[22:24:22] *** metredigm has left ##OpenGL
[22:24:49] *** hexagoxel has quit IRC
[22:26:04] *** fille has quit IRC
[22:26:39] *** metredigm has joined ##OpenGL
[22:26:39] *** metredigm has joined ##OpenGL
[22:26:43] *** metredigm has left ##OpenGL
[22:27:37] *** Waynes has quit IRC
[22:29:27] *** indefini has quit IRC
[22:33:52] *** Textmode has joined ##OpenGL
[22:37:16] *** foreignFunction has quit IRC
[22:37:51] *** hexagoxel has joined ##OpenGL
[22:44:31] *** paul424 has joined ##OpenGL
[22:46:41] <paul424> Earlier today I have had asked about various lighitng tricks before the GPU era ... someone mentioned lightgrids
[22:47:05] <paul424> manny-: ;)
[22:47:13] <paul424> http://citeseerx.ist.psu.edu/search?q=light+grid&submit=Search&sort=rlv&t=doc this shows nothing of intrest though
[22:49:43] *** pizthewiz has quit IRC
[22:53:47] *** anivemin has quit IRC
[22:55:35] *** Syzygy__ has quit IRC
[22:55:36] *** hexagoxel has quit IRC
[22:58:24] *** hexagoxel has joined ##OpenGL
[22:59:08] *** petervaro has quit IRC
[23:00:24] *** Match_it has joined ##OpenGL
[23:04:24] *** hexagoxel has quit IRC
[23:05:24] *** paul424 has quit IRC
[23:05:30] *** hexagoxel has joined ##OpenGL
[23:07:53] *** Zupo has joined ##OpenGL
[23:07:58] *** paul424 has joined ##OpenGL
[23:11:51] *** radr has quit IRC
[23:11:59] *** Zupo2 has quit IRC
[23:13:40] *** jdolan has joined ##OpenGL
[23:13:56] *** japro has joined ##OpenGL
[23:15:57] *** gagan has joined ##OpenGL
[23:17:22] *** gagan has quit IRC
[23:17:25] *** gaganjyot has quit IRC
[23:19:24] *** fmardini has quit IRC
[23:21:32] *** krs has quit IRC
[23:22:07] *** cr`nge has joined ##OpenGL
[23:22:30] *** krs has joined ##OpenGL
[23:22:47] *** krs is now known as Guest12806
[23:23:01] *** Zupoman has quit IRC
[23:26:16] *** tcsc has joined ##OpenGL
[23:26:31] *** cr`nge has quit IRC
[23:26:55] *** Lemml has quit IRC
[23:29:28] *** Syzygy_ has joined ##OpenGL
[23:31:33] *** telex has quit IRC
[23:31:42] *** Misu has quit IRC
[23:31:58] *** hahuang65 has quit IRC
[23:32:49] *** telex has joined ##OpenGL
[23:32:55] *** hahuang65 has joined ##OpenGL
[23:45:22] *** zajfy has joined ##OpenGL
[23:46:44] *** zajfy_ has quit IRC
[23:46:51] *** centrinia has joined ##OpenGL
[23:47:15] *** Match_it has quit IRC
[23:56:00] *** pizthewiz has joined ##OpenGL
[23:57:29] *** razieliyo has joined ##OpenGL
[23:57:29] *** razieliyo has joined ##OpenGL
[23:59:48] *** Match has quit IRC
top

   November 5, 2014  
< | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | >