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[02:29:32] <souper123> does anyone here know how do do AABB sweeping
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[03:09:03] <jbud> Hey guys, I'm running into a weird problem with my program where the mesh appears to bounce around when I'm moving the camera: https://www.youtube.com/watch?v=NDbzIxmjWzM
[03:10:00] <jbud> I was told that its likely a depth fighting issue, but I thought would be fixed behind the scenes with this: enable(GL.DEPTH_TEST), depthFunc(GL.LEQUAL)
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[03:19:26] <XMPPwocky> that is not how you fix depth fighting
[03:22:29] <jbud> XMPPwocky: How can I fix the depth fighting ?? I was looking up on the depth buffer, and thought that that was the solution
[03:23:10] <XMPPwocky> no, depth fighting is a consequence of the depth buffer (and limited precision and FPU inaccuracy in it)
[03:23:34] <XMPPwocky> move the things that are fighting apart, slightly
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[03:24:32] <roboman2444> you can also do some weird stuff with a projection matrix as well
[03:24:42] <jbud> I get it..but if that's the case then I don't think my problem is depth fighting after all
[03:24:46] <roboman2444> so you dont get any parrallax
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[03:26:44] <Stragus> jbud, what does your matrix look like? Are the near and far planes reasonable? Also avoid rendering different geometry with a very similar depth
[03:27:32] <jbud> Stragus: they both use the same matrices, but separate shaders: vec4 position = uPMatrix * uVMatrix * uMVMatrix * vec4(aVertexCoord, 1.0);
[03:28:34] <Stragus> Woah, what are you doing multiplying 3 matrices in your vertex shader? Can't you just pre-multiply that once *outside* the shader?
[03:28:47] <jbud> My near plane is 1.0 and far plane is 400000.0 ... that shouldn't be too bad right?
[03:29:04] <jbud> Stragus: optimization comes next, but you're right its grossly inefficient of me :)
[03:29:12] <Stragus> That's a large range. What's the approximate distance of your geometry?
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[03:29:51] <jbud> Stragus: Its hard to say, the terrain is actually being generated on the fly. But they're probably quite close, I can get a rough estimate
[03:29:55] <Stragus> (Sorry I haven't seen the video, I avoid Flash)
[03:30:06] <jbud> Doesn't youtube use html5 now for video?
[03:30:29] <Stragus> Seems still to request Flash in Firefox
[03:30:46] <jbud> Too bad, I thought the html5 was a nice upgrade
[03:31:56] <Stragus> Okay, that's a serious and unexpected depth buffer glitch
[03:32:15] <jbud> Stragus: Oh damn! You were totally right I think
[03:32:15] <Stragus> I feel like the distance to that terrain must be large, far from that 1.0 near plane
[03:32:32] <jbud> Its the far plane, when I took it down by a factor of 10 it stopped doing that
[03:33:23] <jbud> No it didn't :D It only fixed it from close up..its still an issue when I back up a little bit
[03:33:25] <Stragus> Generally, the near plane is a more serious issue than the far plane
[03:33:35] <Stragus> You can even put the far plane at infinity
[03:33:47] <Stragus> What's the approximate distance to your geometry?
[03:33:52] <jbud> Yeah I figured the only issue between near/far plane would be floating point precision issues
[03:34:54] <Stragus> You'll typically have 24 bits of depth buffer precision, so it's not quite float, a range of 16M values
[03:34:56] <jbud> Stragus: ~35 units
[03:36:26] <jbud> I guess I should still be fine for the near/far plane though, that's a lot less precision than float, but not enough to affect me I don't think
[03:36:48] <theripper93> Hey guys, i'm just starting using opengl and I never have coded anything 3D before. I'm using the Nehe tutorials. I know it's an old source that uses the legacy version of opengl, but you guys think I should learn it anyway or jump to the modern opengl?
[03:37:55] <Stragus> jbud, I guess your range is just too high for the precision required
[03:38:23] <Stragus> I have a far/near ratio of 1024.0 here : http://www.rayforce.net/newproject024.png
[03:38:48] <Stragus> theripper93, I would go straight to modern OpenGL, or you'll have to un-learn a bunch of stuff
[03:39:15] <Stragus> The fixed pipeline has been replaced by a programmable pipeline where you control how the different stages operate, especially the vertex and fragment shader stages
[03:40:10] <jbud> Stragus: Wow damn! You're able to see way further than I would have expected for a 1024 ratio, I guess you just make everything much much smaller?
[03:40:37] <Stragus> The scale doesn't matter, it's just a matter of proportions
[03:41:12] <theripper93> Stragus, thank you. I'll consider it. I just didn't found a good source begginers to modern GL like Nehe's. Guess I keep looking then.
[03:41:43] <Stragus> jbud, the far clipping plane terminates exactly where the "fog" makes things disappear for maximum depth buffer precision : http://www.rayforce.net/newproject030.png
[03:41:44] <theripper93> Stragus, I don't have a problem to unlearn things and learn again in a better way, but time is priceless. Well, thanks a lot.
[03:42:36] <Stragus> theripper93, sorry I don't actually know what the best source to learn from scratch is these days... someone else may suggest something :)
[03:42:58] <Stragus> I learned OpenGL in the days of the fixed pipeline and followed the evolution
[03:43:03] <jbud> I just read the opengl Red book, and started on my own project
[03:43:22] <jbud> I'm still a noob, but its enough to start on my projects at least
[03:43:26] <Stragus> The Red Book is great but it must be the latest paper version. The free online version is very outdated
[03:43:40] <jbud> God yeah, get the new one, theripper93
[03:44:33] <Stragus> jbud, in your engine, think at what distance do you want geometry to "disappear" and make the far plane exactly that
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[03:44:47] <theripper93> Ok. I'll look for a copy. Maybe I can find a cheap and used one (or maybe not that cheap, but :P).
[03:45:15] <jbud> Stragus: thanks for the help, I've been banging my head over this one for a while before coming here :)
[03:45:42] <jbud> Btw those pics you sent look awesome
[03:45:48] <Stragus> :) Cool, feel free to ask earlier next time
[03:46:10] <Stragus> Thanks, it was a side pet project about an year ago, before the regular work left me with no spare time
[03:46:15] <jbud> Hahah maybe I should. Clearly I can't solve everything on my own
[03:46:26] <LeelooMinai> I did kind of a "crash course" learning of OpenGL for my purposes, and it wasn't pretty - seems that everything could be done in at least 3 ways, all of them weird, and trying to get details on them was even more confusing:)
[03:47:07] <Stragus> In software programming, there are always many ways to solve any non-trivial problem
[03:47:38] <Textmode> none of them good. :3
[03:47:46] <Stragus> That too :)
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[03:50:34] <LeelooMinai> That's understandable... But I found OpenGL API to be PITA - it's difficult to figure out what is valid and under what circumstances, what will be the outcome in terms of performance, and what steps should be followed to achieve anything.
[03:51:17] <Stragus> You need to read something that explains how the pipeline really works then, this "crash course" may not have been appropriate
[03:52:09] <LeelooMinai> I just describe dealing with the API itself.
[03:52:12] <glYoda> "it's difficult to figure out what is valid and under what circumstances, what will be the outcome in terms of performance, and what steps should be followed to achieve anything." …I'd disagree
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[03:52:35] <glYoda> correctness is well defined within the API and shading language specifications
[03:53:23] <glYoda> performance OTOH is something you'll have to profile across platforms / vendors etc. but this isn't unique to the GL
[03:53:38] <glYoda> you'll need to follow a similar path for any accelerated 3D or compute oriented API
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[08:05:07] <Textmode> What version is glPolygonStipple in?
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[08:06:20] <slime> legacy GL (1.x and 2.x), it's not in core GL3+ or GLES2+ or webgl
[08:06:38] <Textmode> hmm…
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[08:08:50] <glYoda> it's trivial enough to emulate tho
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[08:10:45] <Textmode> glYoda: on the contrary; I have it working in modern GL. i'm trying to figure out how to make it work on older hardware.
[08:11:06] <glYoda> well it's even easier… use PolygonStipple directly then
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[08:11:17] <Textmode> indeed :3
[08:12:11] <Textmode> can I reasonably expect modern hardware to support legacy GL?
[08:12:22] <glYoda> (a) PolygonStipple, (b) EXT_gpu_shader4 + texelFetch, ( c ) everything in (b) along with EXT_texture_integer to simplify bitmap handing
[08:12:34] <Textmode> or do I have to do some sniffing and switch to the pipeline it "expects"?
[08:12:39] <glYoda> you have the 3 options above to choose from
[08:12:56] <glYoda> "can I reasonably expect modern hardware to support legacy GL?" …of course not
[08:13:26] <Textmode> howso?
[08:13:37] <glYoda> assuming you've chosen a core API profile (and for newer GL features on certain platforms this is ALL you'll have to work with) PolygonStipple won't ever be available to you
[08:13:59] <glYoda> i.e. this was deprecated under GL >= 3.x
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[08:14:25] <glYoda> in which case you'll need to target options (b) or ( c ) above
[08:14:28] <Textmode> glYoda: right, but if I request GL2 or GL1 ?
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[08:15:26] <glYoda> then you'll lose support for anything outside of that version on certain platforms (i.e. platforms which ARB_compatibility isn't a supported API feature)
[08:15:35] <glYoda> so choose wisely
[08:16:14] <glYoda> honestly I'm not sure why you'd ever waste the time and effort to maintain a compatibility path for this feature… IF you need it then do it through the programmable pipeline
[08:16:17] <glYoda> period
[08:16:48] <glYoda> hell you can implement a completely spec compliant path for polygon stipple on anything D3D10 level for instance
[08:16:59] <glYoda> (using SM4 and integer textures)
[08:18:06] <glYoda> if one is willing to reorder the bitmap data a bit you can do it within SM3 as well (with UNORM textures)
[08:19:11] <Textmode> glYoda: my requirements are very minimal, though. stippling is probably the most "advanced" thing I actually need.
[08:19:56] <glYoda> in both cases the fragment shader is roughly 3 to 4 lines of text :P
[08:20:39] <glYoda> well polygon stipple is pretty trivial to implement
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[08:21:43] <glYoda> and (IMHO) it's trivial enough to expose directly under current API without ever having to go into a compatibility profile OR earlier than GL 3.x core
[08:24:29] <Textmode> (pity the current API isn't itself trivial.)
[08:25:03] <glYoda> sure it is
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[10:13:27] <neure> http://lunarg.com/little-chicken-bit-story-big-performance-gain-intels-mesa-driver/
[10:13:45] <neure> wtf horrible font
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[10:14:40] <Bloodust> looks good to me
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[10:16:05] <neure> way too bold
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[10:19:16] <ClaudiusMaximus> light grey on white is more of a readability problem than anything else
[10:20:09] <adsc> it looks okay on my screen, although a bit bold
[10:21:54] <neure> "a bit" is a bit too much for me
[10:22:20] <Bloodust> I really dont see any problems here, the text looks fine to me
[10:24:08] <neure> does yours look different from this: http://i.imgur.com/q9GoIfE.png ?
[10:25:16] <slime> neure: looks like this to me http://i.imgur.com/XvHOcCb.png
[10:25:17] <Bloodust> yes
[10:25:19] <Bloodust> very
[10:25:30] <neure> ok
[10:25:34] <neure> that is much better
[10:25:43] <neure> which browser?
[10:25:50] <Bloodust> mine's a bit bolder than slime's
[10:26:00] <slime> neure: safari in OSX
[10:26:52] <Bloodust> mine on firefox on windows 8 http://i.imgur.com/tjzTbw9.png
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[10:29:46] <neure> i suppose they have chosen some non-standard font and each browser does their own, different guess of what would be best replacement..
[10:30:00] <neure> one of them might even get it right
[10:30:22] <neure> Looks like IE on windows results good page, Chrome sucks
[10:30:59] <ClaudiusMaximus> looks like this on iceweasel on debian http://mathr.co.uk/tmp/lunarg.png
[10:31:31] <neure> that looks almost too thin font for my liking
[10:31:58] <neure> text color being lightish gray does not help at all..
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[10:32:56] <ClaudiusMaximus> 4 screenshots of 1 webpage all looking different, fun times to be a webdev i guess..
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[12:57:46] <DMJC-M> before I jump into reading all the links at the top, do they contain a good porting guide for migrating GL1 code to GL3/4?
[12:58:03] <mathias__> No.
[12:58:07] <DMJC-M> I've got a bunch of Legacy glbegin/glend code I want to move to array objects
[12:58:36] <DMJC-M> is there any resource anywhere that clearly/easily describes howto migrate?
[13:01:19] <Bloodust> nope but its not that complicated
[13:02:03] <DMJC-M> well it is and it isn't heh
[13:02:19] <DMJC-M> but I mainly just need to stop being lazy about using arrays
[13:02:50] <chrisf> difficulty will depend on how tangled up your begin/end code is
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[13:04:03] <DMJC-M> mg2modeller.sf.net if you want to have a look at how screwed/not screwed I am
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[13:06:10] <Bloodust> too long
[13:06:47] <DMJC-M> I figured
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[13:07:02] <chrisf> doesnt look too bad so far
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[13:28:23] <paul424> Mathematically, texture filtering is a type of anti-aliasing (AA), but it filters out high frequencies from the texture fill whereas other AA techniques generally focus on visual edges.
[13:28:50] <paul424> What's the "frequency" in that context ? ( I am not native ) ?
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[13:32:22] <Hunts> paul424: frequency components of the decomposition of the data
[13:32:24] <Hunts> like, fourier transform
[13:32:37] <paul424> aha :\
[13:32:41] <paul424> must read about it
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[13:35:02] <aethersis> paul424 what do you have problem with
[13:35:22] <paul424> wikipedia
[13:35:29] <aethersis> xD you don't understand fourier transform?
[13:35:34] <paul424> :) http://en.wikipedia.org/wiki/Anisotropic_filtering
[13:35:44] <paul424> aethersis: naah never had to do with it
[13:36:01] <aethersis> how old are you or are you familiar with academic level calculus?
[13:36:12] <paul424> 402
[13:36:14] <paul424> 42
[13:36:54] <paul424> naah joking , I took the some calculus course but ... ;)
[13:36:56] <aethersis> alright so the theory is that every continuous signal can be decomposed into a finite or infinite sum of sines and cosines with different frequencies and amplitudes
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[13:37:21] <paul424> aha , what does it have with bi, tri and anisotropic filtering ?
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[13:37:44] <aethersis> so after doing the fourier transform on some continuous signal, you get the output as a sum of sines and cosines and when you sum them up, you obtain the signal back
[13:37:49] <aethersis> it
[13:38:23] <aethersis> it's easy to imagine in 2d, however this applies to ANY dimension and not even only to euclidean space
[13:38:40] <aethersis> wait I meant 1d
[13:38:45] <aethersis> so you can also do the trick in 2d and 3d
[13:38:53] <paul424> aha , what does it have with bi, tri and anisotropic filtering ?
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[13:39:12] <aethersis> I thought you were talking about antialiasing
[13:39:27] <paul424> They ain't done by fourier transform ...
[13:39:54] <paul424> heh that would be an excelent filter though :P
[13:39:56] <aethersis> but they change frequency spectrum of the signal
[13:40:26] <aethersis> i.e. low pass filter would blur an image or cut off higher frequency in audio signal
[13:40:32] <paul424> first each picture would have to be of the finest quality fourier image
[13:40:38] <aethersis> and highpass would sharpen image and remove lower frequencies
[13:41:32] <aethersis> the most dumbass way to do any kind of filtering would be to decompose the signal into the fourier series and simply remove the harmonics you wish to remove from the series
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[13:41:46] <aethersis> but it would be incredibely slow
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[13:42:18] <aethersis> actually you don't need to know about FFT to implement any of this. It's just good to know what filters actually are and that an image is also a signal with its harmonics pretty much like a sound wave
[13:43:15] <aethersis> I can't help you with anisotropic filtering though.. Never done it
[13:43:24] <paul424> naah ok
[13:43:26] <aethersis> and I'm ill and unable to think xD
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[13:46:34] <paul424> http://www.arcsynthesis.org/gltut/Texturing/Tut15%20Anisotropy.html ahh finally
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[15:17:40] <dav1d> I am currently trying to get rid of the glad_ prefix of function pointers (e.g. https://github.com/Dav1dde/glad/blob/c/include/glad/glad.h#L3525-L3527 - big file!) but this breaks code in other places e.g. glut http://vp.dav1d.de/EovY?c - I think I ran into this problem already, that's why I did that workaround, but I can't remember the reason why it breaks. Can anyone explain that to me? Also is there a way to not use this define stuff, but yet have it wo
[15:18:07] <dav1d> Yaniel: ^
[15:22:19] <Bloodust> cut after "have it wo"
[15:22:31] <Bloodust> why are you trying to get rid of the prefix?
[15:25:03] <dav1d> Bloodust: https://github.com/Dav1dde/glad/issues/11
[15:25:18] <BtbN> It's designed like that for a reason. It avoids collisions with OS OpenGL libraries that might already define that symbol.
[15:25:37] <dav1d> last bit: "Also is there a way to not use this define stuff, but yet have it work? ;)"
[15:25:40] <BtbN> Having an actual symbol with the name of an OpenGL Symbol is likely to cause errors.
[15:25:42] <Bloodust> riiight
[15:26:07] <BtbN> Might maybe work on Windows, but will cause issues on Linux and OSX.
[15:26:12] <BtbN> And propably everywhere else
[15:26:19] <dav1d> I see, psuedo mangling with glad_ prefix
[15:26:40] <dav1d> I guess that makes sense, I use not enough C to think of that ... thanks
[15:26:43] <dav1d> mh
[15:27:09] <BtbN> What is the actual issue you want to fix?
[15:27:49] <dav1d> BtbN: there is no real issue (no bug), https://github.com/Dav1dde/glad/issues/11
[15:28:03] <dav1d> completion for IDEs is fucked up because of that macro workaround
[15:29:02] <BtbN> btw., i'm the one who PR'd that huge C cleanup. Report a bug to the IDEs then i'd say.
[15:29:25] <BtbN> For C++ and modern C there'd be an alternative, as it supports inline functions
[15:29:41] <dav1d> BtbN: yeah I remember your name :)
[15:30:10] <BtbN> In QtCreator the macros work as expected for me.
[15:30:26] <dav1d> BtbN: what do you think of #ifdef GL_GLEXT_PROTOTYPES
[15:30:33] <dav1d> BtbN: ohhh
[15:30:50] <dav1d> yeah, I was actually expecting an IDE to expand the macro (pretty sure kdevelop does that)
[15:34:06] <BtbN> Issue #11 is actualy a bug in QtCreator
[15:34:33] <BtbN> No idea which version he's using, but in the current git version i'm using it works fine.
[15:34:37] <dav1d> BtbN: wanna do me a favor and answer the commit?
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[15:34:45] <dav1d> eh
[15:34:47] <dav1d> issue not commit
[15:34:50] <BtbN> sure
[15:34:56] <dav1d> tyvm
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[16:28:49] <nimitz> should you be modelling specular terms when dealing with light bounces on somewhat rough materials?
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[16:31:25] <roboman2444> nimitz, everything has specular
[16:31:39] <roboman2444> one of the main points behind PBR
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[16:35:15] <nimitz> so backlighting is treated as another light?
[16:35:21] <nimitz> (assuming no GI)
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[16:38:07] <doboo> I know it's not related to opengl, but anyone of you has any experience in text shaping for font rendering? using harfbuzz for example
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[18:34:13] <aethersis> hi
[18:34:25] <aethersis> I need the fastest possible numerical method for solving matrix equation of type Ax=B
[18:35:18] <aethersis> SOR works about 3x faster than Jacobi but still if the matrix A is N*N, it needs 3xN iterations to solve it correctly
[18:35:23] <aethersis> jacobi needs 10xN
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[18:35:43] <roboman2444> not exactly an opengl question...
[18:36:13] <aethersis> yeah but perhaps someone know
[18:36:14] <aethersis> s
[18:36:30] <roboman2444> true
[18:38:54] <aethersis> actually it's not exactly Ax=B what I want is solving poisson differential equation but it comes down to the form Ax=B
[18:40:48] <aethersis> yet another thing I realized is that the bottleneck of such the algorithms is not mathematical complexity but memory efficiency
[18:41:02] <aethersis> complex maths is cheaper than extensive memory usage
[18:41:13] <aethersis> it basically computes faster (to some extent of course)
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[19:17:51] <vegard1992> hey guys
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[19:24:47] <Bloodust> hey you
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[19:26:32] <vegard1992> will u guys help me with openAL
[19:26:34] <vegard1992> in python
[19:26:40] <vegard1992> the dudes over at #openal are being real quiet
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[19:26:57] <vegard1992> i dunno if the two are related or wat
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[19:29:20] <roboman2444> vegard1992, openal is very different from opengl
[19:29:32] <roboman2444> i dont think you will find much help in this channel
[19:29:40] <roboman2444> maybe ask in #gamedev or something
[19:29:41] <vegard1992> awh
[19:29:49] <vegard1992> theres a channel for that? :D
[19:29:59] <vegard1992> wow
[19:30:01] <vegard1992> theres a lot of ppl
[19:30:06] <vegard1992> ^_^
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[19:31:30] <roboman2444> also i think most openGL programmers do stuff in C or c++, so asking python questions in here probably wont result in much either
[19:31:46] <vegard1992> well
[19:31:54] <vegard1992> u guys helped me out a lot!
[19:31:56] <vegard1992> :)
[19:32:04] <vegard1992> its pretty similar
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[19:32:15] <vegard1992> shaders are in C
[19:32:58] <phillip_w> GLSL isnt C is it?
[19:33:02] <phillip_w> its just remarkably similar
[19:33:03] <tehrain> they look like C but they're not
[19:33:22] <vegard1992> well
[19:33:29] <vegard1992> i just say all that stuff is C
[19:33:31] <aethersis> phillip_w, it's not C at all, it just has similar syntax
[19:33:34] <vegard1992> like kernels, shaders
[19:34:01] <aethersis> and it also enforces a different way of thinking about code
[19:34:29] <aethersis> thinking about it as about C code can be helpful for the beginning but then you will be lost xD
[19:34:41] <vegard1992> ok what should i say
[19:35:29] <slime> the language for opengl's shaders is called GLSL
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[19:37:40] <phillip_w> okay
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[19:39:32] <roboman2444> glsl has a similar syntax to C
[19:39:34] <roboman2444> very different
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[21:52:18] <nimitz> anyone implemented disney's shading model here?
[21:53:07] <Bloodust> whatsthat
[21:53:15] <nimitz> http://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf
[21:53:36] <nimitz> i'm using their diffuse model but they seem to be omitting the lambertian contribution
[21:53:53] <nimitz> and if i just multiply by n.l i get a very dark diffuse
[21:54:08] <nimitz> multiplying by PI seems to "fix" it, but it's not mentionned anywhere in the paper
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[23:39:36] <nimitz> anyone implemented PBR here? i'm looking for a way to attenuate specG at high grazing
[23:40:20] <roboman2444> pabst
[23:40:30] <roboman2444> also Fresnel
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[23:43:51] <nimitz> pabst?
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[23:47:29] <roboman2444> google it
[23:48:26] <nimitz> ...
[23:48:47] <nimitz> "Pabst Brewing Company"
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[23:50:35] <roboman2444> pabst blue ribbon
[23:50:38] <roboman2444> pbr
[23:52:10] <derhass> lol
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   November 6, 2014  
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