[00:00:42] <Yaniel> what table?
[00:01:03] <Yaniel> also, this only sets the multipliers for the blend operation
[00:01:17] <void256> the table on page 3 of their paper :)
[00:01:18] <Yaniel> glBlendEquation sets the actual operation
[00:01:34] <void256> glBlendEquation(GL_FUNC_ADD);
[00:02:07] <void256> there is a table with operations like "A over B" .. Fa = 1 and Fb = 1-source-alpha
[00:02:22] <void256> and so on
[00:02:47] <void256> and I wonder why there is no operation with Fa = source-alpha and Fb = 1-source-alpha
[00:02:57] <Yaniel> hm
[00:03:32] <void256> considering that it is somewhat the default blending operation for a lot of caes
[00:03:37] <Yaniel> yeah
[00:03:39] <void256> *cases
[00:06:29] <Yaniel> there is
[00:06:33] <Yaniel> A atop B
[00:07:08] <void256> yes, but it is using destination alpha
[00:07:16] <Yaniel> oh right
[00:07:23] <void256> maybe its a typo xD
[00:07:35] <void256> and they mean source alpha ^^
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[00:08:25] <void256> I kinda assumed it has to do with pre-multiplied alpha =D
[00:08:42] * void256 is reading that slime link ...
[00:08:46] <void256> *now
[00:13:44] <void256> ok
[00:15:23] <void256> so actually duff & potter use pre-multiplied alpha (of course) and it's "A over B" with Fa = 1 and Fb = 1-source-alpha :) and Fa = source-alpha and Fb = 1-source-alpha is actually the NONE pre-multiplied alpha version of "A over B"
[00:15:25] <void256> nice!
[00:15:28] <void256> thanks! :)
[00:16:40] <Yaniel> ah
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[00:25:36] <Majiet> hi
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[00:26:22] <Captain_Crow> is it possible to combine variance shadows with cascade shadow maps?
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[00:36:58] <Pyuruku> Hi there, I'm currently implementing a software based renderer, emulating the basic OpenGL pipeline. I'm pretty much done with it, however I have two problems I cannot seem to figure out. The first problem has to do with back-face culling
[00:37:23] <Pyuruku> however for a sphere, some back faces are still deemed as "visible" by my renderer
[00:37:49] <Pyuruku> I'm wondering why this would happen....
[00:37:57] <Pyuruku> my code is calculating the culling in view space
[00:38:04] <Pyuruku> so I assume the camera is at 0,0,0
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[00:38:19] <Pyuruku> and perform the cam dir dot surface normal
[00:38:39] <Pyuruku> to me it almost seems like my code thinks the camera is at a different angle? :o
[00:40:32] <derhass_> Pyuruku: well, doing the bf culling in view-space is definitively not emulating the gl pipeline
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[00:40:56] <derhass_> that will totally ignore thr projection
[00:41:02] <Pyuruku> oh? I remember reading somewhere that it was done in the view space since the camera was at 0,0,0 making it "easier"
[00:41:03] <Pyuruku> :S
[00:41:17] <derhass_> Pyuruku: nope, the culling is done in 2d window space
[00:41:32] <Pyuruku> not ndc I assume?
[00:41:38] <derhass_> no
[00:41:46] <derhass_> basically, it is done during triangle setup
[00:42:05] <Pyuruku> so convert the verts into screen space, then do my calculations?
[00:42:12] <derhass_> and the test is virtually free, as the calculations for it are needed for rasterization anyway
[00:42:30] <Pyuruku> okay, so this should be done after perspective divide?
[00:43:26] <derhass_> Pyuruku: well, "should" is relative. depends on how exact you try to emulate real gpu's behavior
[00:43:36] <Pyuruku> I just wish to match the output
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[00:45:14] <linuxuz3r> hi
[00:45:25] <linuxuz3r> is display list deprecated
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[00:45:35] <derhass_> linuxuz3r: yes
[00:46:02] <derhass_> Pyuruku: if you want to match GL, you have to do it after the projection, but not necessarily in window space
[00:46:04] <linuxuz3r> what replaced it derhass_
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[00:46:11] <derhass_> linuxuz3r: nothing
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[00:46:24] <derhass_> at least not in general
[00:46:32] <derhass_> for geomerty, there are VBos of course
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[00:47:22] <Pyuruku> wow
[00:47:26] <Pyuruku> that just instantly worked derhass_
[00:47:28] <Pyuruku> thank you!
[00:49:28] <derhass_> Pyuruku: it is probably still the easiest and most efficient way to do it in window space, right before rasterization
[00:49:40] <Pyuruku> yep, thats exactly where it is in my code :D
[00:49:45] <derhass_> Pyuruku: as this boils down to a simple cross product
[00:49:52] <Pyuruku> just had to move it down a bit, line-wise haha
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[01:36:59] <linuxuz3r> hi i have a question what is x in Adata[]
[01:39:46] <HuntsMan> its an array, so there are multiple values of x
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[01:41:37] <Textmode> linuxuz3r: they should be in order, so each sub-initialiser should be {x, y, type}
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[03:17:35] <doomedbunnies> Bah. Making nice camera controls is difficult. (apart from the most boring of first-person cameras, of course)
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[03:23:22] <b4b> does html5 allow for custom tags or just custom tag attributes?
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[03:26:49] <HuntsMan> b4b: why do you keep asking such kinds of questions here?
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[03:28:37] <Textmode> HuntsMan: to be fair, iirc the actual web design channels are locked down tighter than fort knox.
[03:28:56] <Textmode> b4b: still though, perhaps you might want to try in ##programming or #friendly-coders instead?
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[04:00:29] <Stragus> Ahah. We can probably help with any programming language, sure... but HTML is stretching it a little. :)
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[04:01:48] <Textmode> Stragus: is there an opengl binding for BF? :3
[04:03:23] <derhass_> that's something someone should built, i think :)
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[04:10:17] <Textmode> nah, but there needs to be a BFSL.
[04:11:15] <derhass_> besides HLSL?
[04:11:21] <derhass_> don't think so
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[04:12:03] <Textmode> you draw the line there, eh?
[04:12:12] <derhass_> nope
[04:12:21] <derhass_> I'm just trolling
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[04:15:12] <centrinia> You could have a big one dimensional texture.
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[04:15:34] <Textmode> …
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[04:15:50] <Textmode> centrinia: it was a joke! You aren't supposed to actually do it!
[04:15:59] <centrinia> :(
[04:16:25] <Textmode> what have you done? WHAT HAVE YOU DONEā½
[04:16:51] <centrinia> Hmm. Befunge Shader Language. :p
[04:17:05] <centrinia> You can use two dimensional textures.
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[04:28:37] <centrinia> /* BFSL: +++++[>+++++++++<-],[[>--.++>+<<-]>+.->[<.>-]<<,] */ uniform uint ptr[30000]; void main() { int i=0; ptr[i] += 5; while(ptr[i]&255) { i++; ptr[i] += 9; i--; ptr[i]--;} /* ... */ }
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[04:50:35] <DMJC-M> how do you handle triangle/quad issues if OpenGL only draws in triangles now?
[04:50:43] <DMJC-M> I mean from a modelling context
[04:50:58] <DMJC-M> since a quad has 3 different ways it can be split into triangles
[04:51:08] <DMJC-M> and a bunch of other ways it can be subdivided
[04:52:05] <DMJC-M> e.g, if I'm writing a modeller and I want to put a quad in, that quad would be divided by default into two triangles, but the modeller may want to split it differently to the default way that opengl has chosen.
[04:52:25] <Stragus> Normally, the modeller will output a final triangle mesh
[04:52:42] <Stragus> Quads are just temporary, handy during the modelling process
[04:53:11] <DMJC-M> so I should use quads + opengl for writing a 3d modeller?
[04:53:32] <Stragus> Most modelling software handles arbitrary polygons too
[04:53:33] <DMJC-M> and then render out the final mesh as triangles for game engines etc?
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[04:53:52] <DMJC-M> yeah, I understand that, but I'm trying to use OpenGL 3/4
[04:54:04] <Textmode> iirc, quads were *always* broken down into triangles anyway.
[04:54:23] <Textmode> so nothing has actually changed.
[04:54:27] <Stragus> That's not relevant... Modelling can operate on arbitrary polygons even if it's always broken into triangles for rendering
[04:54:32] <DMJC-M> ok, so it's more about hiding the triangles from modellers as they work on the model
[04:54:46] <DMJC-M> and then once the model is complete turning it into triangles?
[04:54:56] <Stragus> That's generally how it works, yes
[04:55:42] <DMJC-M> ok, so the next question is, is that done by drawing objects as both solids, and as lines
[04:55:53] <DMJC-M> but not drawing all lines, just the ones you want the modeller to see?
[04:56:09] <DMJC-M> so if you want them to only see the quad they're editing, you draw the 4 outer lines
[04:56:20] <DMJC-M> and let them define how the quad is split into triangles?
[04:56:42] <Stragus> You could play a little in Blender to get an idea of the interface and rendering
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[04:57:09] <Stragus> Generally, modellers want to be able to see lines and vertices
[04:57:12] <DMJC-M> I've used 3d modellers for over a decade, I understand what it does as a modeller, but it's just getting my head around the quads to triangles bit
[04:57:45] <DMJC-M> because with glbegin/glend you could actually create quads, but I can understand the downside there too (instability and badly defined quads)
[04:58:01] <Stragus> Okay. That part is usually handled by the modelling software just fine, by splitting quads into two triangles that would cause the least distorsions of normals
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[04:58:20] <DMJC-M> eg, 3 vertices of a quad are planar, but the 4th vert isn't... that used to make rendering look weird/broken
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[05:08:59] <dawik> DMJC-M: before I export to wavefront format I triangularize the mesh then just draw the indices
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[05:09:42] <dawik> load the vertex to a vertex buffer object and the indices to an index buffer object
[05:10:58] <dawik> using glDrawElements() with one of the arguments being number indices..
[05:11:14] <dawik> still working on a texture loader =)
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[05:11:19] <dawik> trying to find time for it
[05:11:51] <dawik> anyway, dont overthink it
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[06:17:18] <Pyuruku> Question, when you do min(vec2, vec2) in GLSL what exactly is this doing? Is this the minimum length?
[06:19:38] <cmr> Pyuruku: it does it component wise, so the result will be vec2(min(v1.x, v2.x), min(v1.y, v2.y))
[06:20:05] <Pyuruku> thank you cmr, is there a place where I can look up the implementation details of glsl functions?
[06:20:09] <Pyuruku> is that even available?
[06:21:13] <Stragus> Not the implementation details because it's all closed-source, but the specifications are quite clear on this
[06:21:29] <Pyuruku> where would I find such specifications? D:
[06:21:30] <cmr> Stragus: well, an always look at mesa...
[06:21:48] <Stragus> Yes well, digging into Mesa's source code would be a very poor learning experience :)
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[11:14:17] <qwertz> Hello, I just tried to code open gl on my laptop and figured out that the window handle (using glfw) couldnt be created after setting the windowhint of major and minor version to 1 2 or 3, so I downloaded an extension viewer which said it supports open gl up to 3.1... my driver is the newest I can get and I even tried setting the version to 1 with no achievement. Any ideas?
[11:17:00] <qwertz> Well I can't check right now since I'm on my phone, collecting ideas to try out later but I can tell you it worked without setting any windowhints
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[11:19:28] <cmr> if you were requesting the core profile, none of those versions have a core profile. you should rather ask around in #glfw, but you probably won't get much further without sharing your code
[11:20:43] <qwertz> Okay ill check back there later, thanks
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[11:44:51] <Captain_Crow> do variance shadows work with cascade shadow mapping?
[11:45:28] <Yaniel> read up on both and take a guess
[11:46:23] <Bloodust> :D
[11:48:24] <Captain_Crow> i'd image that technically it would "work", but i dont know if the variance shadows would scale differently on each section of the cascade shadow map
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[12:33:35] <jokoon> I need to read/write to the same texture, so I use 2 clones.
[12:33:59] <jokoon> what does this line do ?
[12:34:00] <jokoon> gl_Position = vec4(position, 0.0, 1.0);
[12:34:18] <jokoon> isn't gl_Position already defined ?
[12:34:53] <cmr> jokoon: no, it's not. it is the purpose of the vertex shader to define it, given the input data.
[12:35:26] <jokoon> so I can't just call it position2 instead ?
[12:35:28] <timsche> and normally u want to multiply the vec4 expression with ur matrices
[12:35:33] <jokoon> it has to be gl_Position
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[12:36:41] <Yaniel> gl_Position goes to the rasterizer
[12:36:51] <Yaniel> that is hardwired in the driver/hw
[12:37:04] <Yaniel> the rest is generic stuff in the shader
[12:38:56] <jokoon> so "position" as an attribute, will automatically take the value of the position of the pixel
[12:39:08] <jokoon> and then it's assigned to gl_Position
[12:39:45] <Yaniel> no
[12:39:56] <Hunts> position is an attribute that will get positions of the vertices
[12:39:58] <Hunts> but not automatically
[12:40:02] <Hunts> you have to setup that
[12:40:02] <Yaniel> "position" is a generic attribute that will get whatever value you give it
[12:40:11] <Yaniel> from glVertexAttribPointer
[12:40:26] <Yaniel> usually you'd set it up to be the vertex position of course
[12:40:26] <jokoon> oh ok you do that with opengl
[12:40:35] <jokoon> "attribute" means input
[12:41:14] <Yaniel> gl_Position is the final position you want to place the vertex at, after modelviewprojection transformations or whatever you want to do
[12:41:32] <Yaniel> it is then used to actually rasterize the triangle on screen
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[12:59:50] <jokoon> so if I want to get the pixel position in my fragment shader, I have to set it as an output in my vertex shader
[13:00:47] <Hunts> there's gl_FragCoord
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[15:47:50] <TheLorax> when doing indexed drawing, is there a way to say "I want the n'th vertex, and the m'th texture coord, and the p'th normal"?
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[15:48:49] <Polarina> TheLorax, that is not possible.
[15:48:50] <Hunts> nope
[15:49:26] <TheLorax> so, if I have 3 vertex attributes, it always takes the n'th from all 3 BOs?
[15:49:41] <TheLorax> (just to be perfectly clear :P)
[15:49:43] <Hunts> yeah
[15:49:45] <TheLorax> thanks
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[16:56:48] <jokoon> wtf is precise in glsl ? I'm reading the red book and can't understand one bit of that part
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[16:57:27] <Stragus> Tell the compiler not to use approximate calculations, that you need the full numerical range
[16:58:03] <Stragus> Divisions and such can be calculated with a lower precision to save precious cycles
[16:58:49] <jokoon> yeah something about IEEE floating point
[16:58:53] <jokoon> or optimizations
[16:59:34] <Stragus> You shouldn't have to worry about that for additions and multiplications
[17:00:01] <Stragus> Though one can save cycles with approximations for divisions, pow(), trigonometry, etc.
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[17:00:20] <jokoon> geez that's a lot of low level details
[17:00:34] <Yaniel> just the tip of the iceberg
[17:00:34] <jokoon> are shader developers well paid ?
[17:01:08] <Stragus> Are software programmers well paid? :) It all depends how skilled you are
[17:01:39] <jokoon> I mean is there a high demand to make shaders in games
[17:02:04] <Yaniel> not significant in comparison to other code
[17:02:11] <jokoon> I don't like 3D engines and API, bit 'm fascinated by shaders
[17:02:25] <jokoon> but*
[17:02:25] <Stragus> Generally, the two of them go together
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[17:05:01] <jokoon> isn't there a way to know how many pipelines there are on graphic card ?
[17:05:11] <Yaniel> uhh what?
[17:05:15] <jokoon> on my card
[17:05:33] <jokoon> I mean it can vary by a lot
[17:05:42] <jokoon> how many calculation units
[17:05:55] <jokoon> all those things
[17:05:55] <Yaniel> opencl can tell you that
[17:06:05] <Stragus> Or CUDA
[17:06:43] <Stragus> OpenGL is higher level than this, since the concept of cores/units/pipelines vary a lot depending on the hardware
[17:07:01] <Stragus> varies*
[17:07:38] <jokoon> writing opencl code seems quite hard
[17:08:07] <Yaniel> not really, just tedious
[17:08:39] <jokoon> any python or C++ wrapper ?
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[17:08:42] <Stragus> I enjoy writing CUDA code, I haven't tried OpenCL
[17:09:19] * Stragus shivers and recoils at the mention of OpenCL and python
[17:09:35] <Yaniel> the opencl code itself is okay, the setup it requires is rather convoluted
[17:10:15] <jokoon> isn't opencl some sort of a hack ?
[17:10:32] <jokoon> I mean a GPU is not design for code
[17:10:41] <Bloodust> what :D
[17:10:52] <jokoon> for example a GPU is bad at branch prediction
[17:11:19] <Yaniel> these days GPUs are not that different from CPUs with tons of SIMD units
[17:11:31] <Yaniel> or what are they called
[17:11:33] <Yaniel> SIMD lanes?
[17:11:58] <Stragus> There's no "branch prediction" in GPUs, but there are branches
[17:12:25] <Stragus> You don't need deep pipelines or clever branch prediction because it just switches to different threads whenever it stalls waiting for something
[17:12:53] <jokoon> a GPU is massively parallel compared to a CPU, but by how much ? how can quantitize the parallelism of a gpu ?
[17:13:14] <Stragus> CPUs are all about how to run a single thread fast. GPUs are about how to run 50000 threads in parallel for peak performance
[17:13:19] <jokoon> for example how many "core" does a gpu have ?
[17:13:39] <Stragus> Even if you have a GPU with 1536 "CUDA cores", you want more than 1536 threads
[17:13:47] <Stragus> It switches to other threads whenever it waits for a memory load
[17:13:58] <Bloodust> jokoon hundreds, thousands maybe
[17:14:16] <jokoon> "maybe" ?
[17:14:28] <Bloodust> I dont rember
[17:14:29] <jokoon> you mean it depends on the quality of the chipset
[17:14:32] <Bloodust> but its up there
[17:14:39] <Bloodust> yeah, greatly
[17:14:52] <Stragus> And these aren't independent cores, execution flow is consistent among bundles... Bundles of 32 on Nvidia hardware
[17:15:39] <Bloodust> wikipedia says, NVIDIA GTX 980 has 2048 shader processors, 128 texture mapping units and 64 render output units
[17:15:53] <Bloodust> gtx 970 on the other hand only has 1664 shader processors
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[17:16:03] <jokoon> can't you build more software on opencl/cuda instead of the CPU ?
[17:16:04] <Bloodust> hehe, the words aligned
[17:16:16] <jokoon> I mean you would need to redesign an engine
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[17:16:46] <Stragus> Not all code is friendly to massive GPU parallelization
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[17:17:45] <jokoon> what if you make it friendly ?
[17:18:01] <Yaniel> what if that is not possible
[17:18:04] <jokoon> isn't what functional languages are good at ?
[17:18:22] <Stragus> It depends on the algorithms, some stuff isn't possible, or the overhead is massive
[17:18:29] <Yaniel> pointers for example
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[17:18:49] <Stragus> CUDA handles pointers just fine
[17:19:13] <jokoon> I remember there was a paper on a kernel/os written in lisp or haskell
[17:19:36] <Yaniel> neither of them runs on GPUs (yet)
[17:19:37] <jokoon> I admit I didn't understand a lot of it
[17:19:52] <Yaniel> Stragus: as in you can make, say a rb-tree in CUDA?
[17:20:10] <Stragus> Sure. The memory access patterns won't be optimal to CUDA hardware though
[17:20:13] <jokoon> well maybe just don't use a rb tree
[17:20:14] <Yaniel> not that it would make much sense
[17:20:25] <jokoon> use something else for that need
[17:20:38] <Yaniel> yeah the memory access patterns will totally kill a lot of algorithms
[17:20:59] <Yaniel> especially at the point where you have 10 compute units with completely different access patterns
[17:21:00] <jokoon> maybe most algorithms we use are just good on a single thread
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[17:21:10] <Yaniel> oh really
[17:21:25] <jokoon> maybe the future will be entirely parallel
[17:21:50] <Yaniel> maybe
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[17:22:00] <Yaniel> but HW will still have to evolve
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[17:22:15] <jokoon> in what way ?
[17:22:40] <Stragus> Algorithms where each core can very easily take different paths and access totally different information don't perform that great on GPUs
[17:22:46] <Bloodust> better, faster, stronger
[17:23:01] <Yaniel> for example my GPU only has 9 cores as far as threading is concerned
[17:23:10] <Yaniel> cores as in compute units
[17:23:19] <jokoon> maybe CPUs will become obsolete, maybe future cpu will have as many core a gpu has
[17:23:22] <Stragus> Still, I managed to make my raytracer some 10x faster on CUDA than on CPUs (using SSE/AVX), the gain is just lower
[17:23:25] <jokoon> maybe soemthing between the two
[17:23:27] <Yaniel> while that is advertised as "960 shader processors"
[17:23:42] <Yaniel> the 960 is just SIMT
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[17:24:14] <Yaniel> and that happens to be damn useful when doing raster graphics
[17:24:31] <Yaniel> and.. some other things
[17:24:37] <Yaniel> but nowhere near everything
[17:24:45] <jokoon> I don't understand why they are not making high performance GPU on CPU chips
[17:25:12] <jokoon> I know there are embedded graphic chips, but I don't see high performance
[17:25:44] <jokoon> why not just put the cpu and the GPU on the same die
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[17:26:06] <jokoon> just make on chip dedicated to games
[17:26:20] <jokoon> one*
[17:26:44] <jokoon> I'm not a chip engineer but I don't know why it's not doable
[17:26:46] <Yaniel> ever heard of intel?
[17:26:47] <Stragus> AMD/ATI already does that
[17:26:50] <Stragus> And Intel
[17:26:51] <jokoon> even for higher performance
[17:27:17] <jokoon> then why high performance PC still have graphic cards ?
[17:27:21] <jokoon> even consoles
[17:27:34] <Yaniel> that merge is certainly a thing that will continue
[17:28:01] <jokoon> didn't AMD cancel something hybrid like that?
[17:28:19] <Bloodust> cpus and gpus are already in same die
[17:28:36] <Stragus> Flexibility, distributed heat production, different chip manufacturers accessing differently designed memory?
[17:28:43] <Bloodust> but obviously you cant fit enough transistors and fast ram inside a cpu
[17:28:53] <Stragus> CPU RAM isn't designed for the same usage patterns as GPU RAM
[17:29:09] <jokoon> ah yeah
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[17:30:20] <jokoon> "can't fit enough transistor" well doesn't that amount double every six month ?
[17:30:43] <Stragus> GPU RAM can be slow, but it needs massive bandwidth to retrieve big chunks of data at once. CPU RAM needs very fast fetch of small cache lines
[17:30:44] <Bloodust> well no and the timespan is 18 months
[17:30:50] <jokoon> I mean if you take hardware from 3 years ago you could make it hybrid
[17:31:12] <Bloodust> jokoon you do realize GPUs are a lot bigger than CPUs
[17:31:35] <jokoon> yeah so what ? isn't it better to have a bigger fan than two ?
[17:31:51] <Yaniel> it's not just the fans
[17:32:12] <Bloodust> you're right, cooling is one reason
[17:32:15] <jokoon> well water cooling isn't mainstream yet too.
[17:32:25] <jokoon> yet I'd pay for it
[17:32:35] <Bloodust> compress GPU to a size of CPU and itll just melt
[17:32:43] <jokoon> isn't it standard on the Dell xps ?
[17:32:56] <Bloodust> what is?
[17:33:00] <jokoon> water cooling ?
[17:33:06] <Bloodust> dunno
[17:33:10] <Bloodust> but water cooling wont solve this
[17:33:29] <jokoon> put a heat pump then
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[17:34:03] <Bloodust> :P
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[17:34:35] <jokoon> GO INVENT SOMETHING !!! I WANT all that music on this phone ! go work on it !
[17:34:44] <Bloodust> you can already have that
[17:35:00] <jokoon> Just a joke from bill burr
[17:35:11] <Bloodust> good man
[17:35:25] <jokoon> if you get 100 steve jobs maybe engineers would invent more shit
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[17:35:36] <jokoon> maybe not
[17:36:30] <Bloodust> science works slowly
[17:37:10] <Bloodust> you know we've been studying fusion power since 1950s and the ETA for a proper fusion plant is 2030s
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[17:38:47] <jokoon> maybe a better education system and more incentive to pursue scientific careers would help too
[17:39:21] <Bloodust> tell that to other countries, our education system is top of the line :D
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[17:39:43] <jokoon> not before highschool
[17:40:05] <Bloodust> huh
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[17:41:00] <jokoon> if you put the brightest in college, but they don't know enough basics, you won't have enough grey matter
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[17:41:45] <jokoon> there is some evaluation of this
[17:41:47] <Bloodust> sure I agree on that but our education system is still top of the line
[17:42:07] <jokoon> for high levels academics it is
[17:42:17] <jokoon> but for kids it sucks
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[17:42:36] <Bloodust> Im not from the USA if thats what you're implying
[17:42:46] <jokoon> that's why you could teach many more students and raise standards
[17:42:49] <jokoon> oh
[17:42:59] <jokoon> I thought you were talking of the US
[17:43:06] <Bloodust> nope
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[17:43:21] <Bloodust> talking about my home country, Finland
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[17:44:40] <jokoon> don't know how to interepret university ratings
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[19:12:32] <jokoon> varying is the same thing than in or out ? what about attribute ?
[19:12:42] <jokoon> can't grasp if there's a difference
[19:13:52] <jokoon> (talking about shaders)
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[19:30:44] <jokoon> you always need to write this in a vertex shader ? gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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[19:31:11] <aethersis> no xD
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[19:40:03] <roboman2444> jokoon, if you arent using a projection matrix, you dont
[19:40:17] <roboman2444> such as 2d stuff or FS quads.
[19:40:27] <jokoon> okay
[19:41:15] <roboman2444> or passing vert stuff not as ye olden gl_Vertex
[19:42:02] <roboman2444> or maybe you do some extra junk to the vert position before that... such as skeletal animation or maybe ofsetting the vertex by a heightmap/wave
[19:42:05] <Stragus> These days, you generally should use your own vertex attribs rather than the old predefined ones
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[19:53:22] <jokoon> so attribute = in and varying = out ?
[19:55:57] <Stragus> "varying" keyword is unnecessary starting from GLSL 1.3
[19:56:10] <Stragus> Unless "flat", in is always varying
[19:56:58] <jokoon> but in glsl 4.x is it replaced by out ?
[19:57:21] <Yaniel> not exactly
[19:57:31] <Yaniel> varyings move between shader stages
[19:57:33] <Stragus> No. "out" is what you output from the vertex shader to the fragment shader, "in" is what comes into your fragment shader
[19:57:58] <Yaniel> are called in and out by what they are from the perspective of each stage
[19:58:11] <Yaniel> attribute is the old name for in in vertex shaders
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[19:59:52] <jokoon> oh so if you declare something in the vertex shader, it's also declared in the fragment shader then
[19:59:57] <harha_> I need some advice regarding ray refractions. Is there anyone in here who would like to check if my calculations are correct? I'm getting black pixels on random places in my refractive objects, is this just some precision problem or what? Otherwise the refractions seem correct and rays go in and out from materials. It's a raytracer I'm making for fun.
[20:01:47]
<harha_> http://hastebin.com/lahevoyeje.avrasm <-- Well, there's my refraction function anyways, I'm quite clueless here since I'm not sure if the problem is caused by this method or my ray -> primitive intersection methods...
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[20:02:20] <Yaniel> jokoon: no
[20:02:45] <jokoon> but you said it's always varying !
[20:02:45] <Yaniel> if you have an out variable in the vertex shader
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[20:03:04] <Yaniel> and a in with the same name in the fragment shader
[20:03:16] <Yaniel> then the shader linker will wire those together
[20:03:35] <roboman2444> jokoon, out and in were introduced in ogl 3, i think
[20:03:41] <roboman2444> is varying deprecated?
[20:03:44] <Yaniel> yes
[20:03:49] <Yaniel> as is attribute
[20:04:00] <harha_> varying is deprecated ? Wut, I've always used it...
[20:04:05] <Yaniel> since glsl 1.30 I think
[20:04:09] <harha_> :S
[20:04:21] <Yaniel> or 1.40
[20:04:39] <flan3002> Is there an alternative to varying in the version of GL ES SL that GL ES 2 uses?
[20:05:03] <Yaniel> 1.40, the same time as profiles were introduced so gl3.1
[20:05:04] <jokoon> so is this nehe tutorial still outdated?
[20:05:12] <Yaniel> flan3002: no that is still varying
[20:05:22] <flan3002> Oh, good. :)
[20:05:37] <Yaniel> nehe has been outdated for over a decade
[20:05:46] <jokoon> oh.
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[20:08:34] <roboman2444> hm
[20:08:44] <roboman2444> so, i want to learn how to think a little better about graphics
[20:09:00] <Yaniel> there are a bunch of decent modern gl tutorials around
[20:09:15] <Yaniel> open.gl for example
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[20:09:55] <harha_> TheBennyBox has a really good introductory modern opengl video tutorial series in youtube if you prefer watching videos. The guy also has plenty of some other more advanced awesome opengl tutorials.
[20:10:25] <roboman2444> can someone explain to me how some of the demoscene effects are done.
[20:10:37] <roboman2444> especially ones that involve lots of geometry doing weird movement
[20:11:04] <harha_> Raymarching perhaps?
[20:11:35] <roboman2444> no, as these sorts of stuff have been done since 2000
[20:12:18] <roboman2444> like, im pretty decent at other opengl stuff.
[20:12:42] <roboman2444> but anything that requires mesh deformation or generation (especially not your standard vertex shader based stuff) i get confused
[20:12:50] <harha_> Well nothing prevents you from doing those effects with like single fragment shader nowadays. I don't know then, no idea how they did complex stuff like that back in the days..
[20:14:35] <harha_> the site has some really amazing effects done only in the fragment shader... and everything is open source obviously
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[20:14:43] <roboman2444> im not a fan of fragment shader stuff
[20:14:57] <roboman2444> especially since it isnt a good thing to incorperate with a game
[20:15:08] <roboman2444> and usually is slower for simpler effects
[20:15:32] <harha_> I'd imagine it being quite useful for example pixel perfect ligthing?
[20:15:45] <harha_> slower than vertices though, yes..
[20:15:45] <Bloodust> a big chunk of game effects are all done in fragment shader
[20:16:21] <harha_> myep
[20:16:33] <roboman2444> Well fragment shader for normal stuff is good
[20:16:43] <roboman2444> im not a fan of raymarching stuff in fragment shader
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[20:17:47] <harha_> why not? D:
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[20:21:28] <roboman2444> i have my reasons
[20:21:39] <roboman2444> im more interested ATM how to do complex vertex stuff
[20:21:49] <Bloodust> such as?
[20:21:56] <roboman2444> or other weird effects that arent just raymarching a SDF in fragment shader
[20:21:58] <harha_> Whatever floats your boat.
[20:22:18] <roboman2444> Bloodust, look at any demo pre- 2010, and after 2000
[20:22:29] <roboman2444> most of them have some weird vertex manipulation going on
[20:22:38] <Bloodust> you have to be wayy more specific than that
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[20:23:09] <roboman2444> like, how does one keep track of all of those cubes?
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[20:23:42] <Bloodust> pretty easily on cpu side
[20:24:01] <roboman2444> Bloodust, how would you do it?
[20:24:18] <Bloodust> how would I store a bunch of cubes on cpu side?
[20:24:20] <Bloodust> in an array
[20:24:26] <Bloodust> I really dont understand what the issue here is
[20:24:41] <roboman2444> and how would you do all the effects in that video?
[20:25:07] <Bloodust> well in the beginning theres a branching tree
[20:25:11] <Bloodust> or tree like structure
[20:25:28] <Bloodust> thats pretty trivial to code
[20:25:37] <roboman2444> i dunno if it is actually based on a tree
[20:25:46] <japro> yeah, i use std::pretty_tree for that
[20:25:46] <Bloodust> well its branching
[20:26:04] <roboman2444> doesnt mean its a tree to STORE the cubes
[20:26:06] <roboman2444> maybe to spawn them
[20:26:27] <roboman2444> i suspect there is a float per cube that stores its "distance" along the tree as well
[20:26:53] <Bloodust> okey..
[20:27:33] <Bloodust> I have a function that takes a line (bunch of points) and outputs a tube that follows the line (bunch of triangles)
[20:27:50] <Bloodust> it'd trivial to change that code to create the tube out of cubes
[20:28:02] <Bloodust> and then all thats left to do, is the branching algorithm for the line
[20:28:05] <japro> tubes of cubes
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[20:30:10] <roboman2444> ok, any other ones that you think are out of the ordinary?
[20:30:35] <bob_twinkles> the other thing they could be doing is just rending points and building the cubes in a geometry shader
[20:30:40] <bob_twinkles> dunno if that's faster though
[20:30:45] <Bloodust> it depends
[20:30:52] <Majiet> is they any good tutorial on, cameras?
[20:30:54] <Bloodust> I did that with my minecraft renderer for a while
[20:31:20] <roboman2444> this one has a scene where it voxelizes stuff
[20:31:23] <roboman2444> really weirdl
[20:31:36] <bob_twinkles> I remember reading somewhere that geometry shaders get slower as the ratio of points in to points out gets higher
[20:31:43] <Bloodust> bob_twinkles yep
[20:31:51] <harha_> I have no idea what a geometry shader is... is it used as the rasterization part of the rendering pipeline perhaps?
[20:31:55] <Bloodust> but cube is only 3 faces = 6 triangles
[20:32:08] <roboman2444> Bloodust, you can usually use less as well if done right
[20:32:11] <japro> harha_, somwhat like a vertex shader except it sees the whole primitive
[20:32:17] <roboman2444> you only see at max 3 faces at a time
[20:32:19] <Majiet> where thinking about to, opengl :P
[20:32:22] <harha_> Oh, neat. D:
[20:32:25] <japro> + it can ouput other/more/less primitives
[20:32:28] <Bloodust> roboman2444 thats what I said
[20:32:53] <Bloodust> full cube has 6 faces
[20:33:26] <Bloodust> yes yes
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[20:37:34] <harha_> Fuck it's sometimes difficult to see where I should use EPSILON for precision in a raytracer and where not. D: Black pixels, black pixels everywhere.
[20:38:19] <japro> if(black){average_four_neighbors(); } // hack fix me (12 years ago)
[20:38:34] <harha_> lol
[20:39:12] <bob_twinkles> does someone feel like staring at an opengl call stream and telling me how I'm getting the nvidia driver to sigsegv?
[20:40:55] <bob_twinkles> usually this means that I'm trying glDrawElements() too many things without setting up the right buffers
[20:41:16] <bob_twinkles> but I can't for the life of me figure out what the driver wants that I'm not giving it
[20:43:10] <Stragus> Some old attrib array left enabled?
[20:44:14] <bob_twinkles> don't think so, unless there's one enabled by default I don't know about
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[20:45:17] <Bloodust> pastebin !
[20:47:36] <bob_twinkles> the frame starts with a glClear() and ends with glXSwapBuffers
[20:48:57] <Bloodust> wtf
[20:49:07] <bob_twinkles> ?
[20:49:23] <Bloodust> yeah I meant code
[20:49:53] <bob_twinkles> uh... it's sort of spread across 3 or 4 C++ files and headers
[20:50:16] <bob_twinkles> some of which are like 150+ lines
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[20:51:37] <bob_twinkles> I mean, I can throw the whole thing on github if you feel like trawling through it but I figured that the raw opengl call stream was easier
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[20:52:06] <Bloodust> yeah no thanks
[20:52:22] <bob_twinkles> heh
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[20:55:26] <urraka> bob_twinkles i see glBindVertexArray right after a glBindBuffer(GL_ELEMENT_ARRAY_BUFFER)
[20:55:32] <urraka> which could be a problem
[20:56:01] <urraka> the VAO will bind its own element array buffer
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[20:58:17] <bob_twinkles> yep, that was it
[20:58:35] <bob_twinkles> I knew that too =(
[20:58:37] <bob_twinkles> urraka++
[20:58:40] <urraka> heh
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[21:31:15] <t4nk618> hello, im currently implementing cascaded shadow mapping which works fine
[21:31:34] <t4nk618> now i have one last cascade which covers a big area behind and in front of the camera to get large shadow casters into the scene
[21:32:06] <t4nk618> now i want to blend in those shadows with the shadows of a closer cascade
[21:32:23] <t4nk618> to get detailed close shadows, with the ones from large objects
[21:32:31] <t4nk618> well it works, but not with pcf filtering
[21:33:07] <t4nk618> as it smoothens the edges, i get lines between the part of the close cascade and the large cascade
[21:33:17] <t4nk618> i can fix it with disabling pcf
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[21:34:10] <t4nk618> here is an image displaying the problem
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[21:34:34] <bob_twinkles> texture borders?
[21:34:50] <bob_twinkles> like it's pulling samples from outside of your maps when it filters
[21:35:22] <t4nk618> no thats not the case, its just when the first texture map from the closer cascade stops, i load in the large shadow map from the last cascade which covers a large area
[21:35:39] <t4nk618> and as i use percentage closer filtering, its smoothing ofc the shadow from the closer cascade
[21:35:49] <t4nk618> resulting in smoothed out shadows to the larger cascade
[21:36:14] <t4nk618> its like a canyon between the current cascade and the last cascade :)
[21:36:30] <bob_twinkles> do you have a screenshot of what it's supposed to look like?
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[21:36:40] <t4nk618> as i said , it works fine if i disable pcf
[21:36:49] <t4nk618> the problem is, pcf is smoothing inwards
[21:36:50] <t4nk618> somehow
[21:36:56] <t4nk618> and not smoothing outwards
[21:36:58] <t4nk618> thats what i need
[21:37:38] <bob_twinkles> um...
[21:37:46] <bob_twinkles> throw in a 1-factor?
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[21:38:14] <bob_twinkles> like instead of pcf(factor, a, b) do pcf(1-factor, a, b)
[21:38:43] <bob_twinkles> or pcf(factor, b, a) if you like
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[21:42:44] <t4nk618> well if i use something like float depthValue = texture( shadowTexture2, sCoord.st + ( 1.0 - poissonDisk[i] /900.0) ).r; i get horrible aliasing
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[21:43:38] <bob_twinkles> is poissonDisk[i] / 900.0 normalized?
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[21:44:20] <t4nk618> yes its filled with values like -0.94201624, -0.39906216
[21:44:38] <t4nk618> it works with the 1.0 - part
[21:44:44] <t4nk618> but its just offsetting too much
[21:44:50] <bob_twinkles> what's the code you're using right now?
[21:44:54] <bob_twinkles> that creates the canyons
[21:45:07] <t4nk618> depthValue = texture( shadowTexture4, sCoord.st + poissonDisk[i]/700.0 ).r;
[21:45:23] <t4nk618> without the pcf offset of the texture, it works fine
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[21:46:36] <t4nk618> the higher the divide, the smaller the smoothing
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[21:46:50] <t4nk618> so poissonDisk[i] / 2000 only results in a small canyon
[21:46:58] <bob_twinkles> what would happen if you subtracted the poissonDisk[i]/700?
[21:47:14] <bob_twinkles> so "sCoord.st - poissonDisk[i]/700.0"
[21:47:35] <t4nk618> the same
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[21:48:14] <t4nk618> it maybe just offsets the shadow a little bit to the outside, but still smooths inwards
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[21:49:07] <t4nk618> hmm i dont think it works like i want it to
[21:49:15] <t4nk618> i need to overlap the large cascade to the smaller one
[21:49:27] <t4nk618> because if i want smoothing, it always smoothes the edges of the small shadow map
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[21:49:36] <bob_twinkles> I feel like the problem is that the texture() call is getting something out of the [0,1] domain for u or v
[21:50:22] <bob_twinkles> can you run your app under something like apitrace?
[21:51:02] <t4nk618> and check what?
[21:51:09] <t4nk618> i have a deferred pipeline, i can check all my textures
[21:52:12] <t4nk618> you can see, its not getting the whole mesh
[21:52:49] <bob_twinkles> apitrace would tell you if the shader needed to be recompiled to normalize values
[21:53:11] <bob_twinkles> which could confirm/deny my suspicion
[21:54:07] <t4nk618> ah well i fixed it
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[21:54:31] <bob_twinkles> what was the problem?
[21:54:34] <t4nk618> i used a simple check like if( visibility < 1.0) to check if the small cascade has shadows
[21:54:52] <t4nk618> if the fragment is in shadow, if not, i multiply it with the visibility of the "area" shadow factor
[21:55:08] <t4nk618> now i check it like if(visibility < 0.7) to get the smooth part into it
[21:55:23] <t4nk618> so it overrides the smoothed part with the area shadow
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[21:55:56] <bob_twinkles> ah, the good ole fiddle with the magic number fix
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[21:57:17] <t4nk618> bob_twinkles yeah kinda
[21:57:23] <t4nk618> till i find a better solution
[21:57:40] <bob_twinkles> harha_: in my completely unprofessional opinion it looks like the IOR is too high, but I'm not sure exactly how that scene should look
[21:58:09] <bob_twinkles> at least on the sphere on the right
[21:59:11] <harha_> Myeah... it's hard to tell.. I think my calculations are correct and I've debugged the rays and they indeed refract at the each side of the sphere and the refraction index is calculated correctly at the each side of the sphere so... I guess it's working.. D:
[21:59:35] <harha_> I took the refraction and reflection functions from GLSL doc...
[22:00:14] <bob_twinkles> got an easy way to get the scene into another raytracer to check it?
[22:00:23] <bob_twinkles> like blender's cycles or povray or something
[22:02:42] <harha_> Oh, yeah... Why didn't I think of that? :S
[22:02:45] <harha_> wtf
[22:02:46] <harha_> brain
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[22:03:51] <bob_twinkles> dude I spent like 3 hours yesterday figuring out that I was binding the same buffer to both the array and element_array bindpoints
[22:03:58] <bob_twinkles> and roflstomping all my data
[22:04:10] <bob_twinkles> 1 mother f'in character =P
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[22:04:38] <harha_> xD
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