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[00:01:12] <aethersis> yeah sure and what else and what for
[00:01:41] <aethersis> my favourite approach is fake it till you make it
[00:01:51] <aethersis> if you can't tell a difference, then why overdo something?
[00:02:20] <aethersis> you could do all the CFD, raytracing and shit for no reason because it can be easily faked with 100x lower GPU load
[00:02:47] <bob_twinkles> yeah
[00:02:57] <bob_twinkles> I think it's a weird for of NIH syndrome or something
[00:03:10] <bob_twinkles> like "I could do it the easy way, or I could play with all these cool big words"
[00:03:26] <aethersis> I'm writing my own fluid solver
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[00:07:44] <bob_twinkles> there's just so many fun toys you can implement (CFD, raytracing, entity component systems, what have you) that it's really easy to have a project get bogged down in infrastructure stuff
[00:08:14] <aethersis> meh
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[00:17:10] <vdgtech> hellp
[00:17:15] <vdgtech> hello+
[00:18:35] <metredigm> hello++
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[00:19:34] <aethersis> hi--
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[00:49:30] <aethersis> mew
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[00:49:49] <bob_twinkles> woof
[00:50:38] <aethersis> xD
[00:50:39] <aethersis> yiff
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[00:55:33] <aethersis> xD
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[01:13:13] <aethersis> jesus christ, I'm watching such a dumb film it's unbelievable
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[01:13:38] <aethersis> "Into the storm" Anyone seen it?
[01:13:55] <bob_twinkles> nope
[01:14:08] <bob_twinkles> is it worth it to implement valve's signed distance fields for text rendering
[01:14:19] <bob_twinkles> or just splat some stuff from freetype and call it a day
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[01:15:30] <bob_twinkles> hmm
[01:15:40] <bob_twinkles> it looks like I'll need to pull in freetype either way
[01:15:47] <bob_twinkles> texture splatting it is
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[01:27:10] <XMPPwocky> font rendering
[01:27:11] <XMPPwocky> args
[01:27:13] <XMPPwocky> argh
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[01:30:58] <bob_twinkles> it doesn't look like it's gonna be _too_ bad
[01:31:19] <bob_twinkles> just gotta wire freetype up to my textured rectangle machinery
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[02:06:29] <foobaz> freetype works great as long as you only display the text at the exact size you render it at, with GL_NEAREST filtering
[02:06:53] <foobaz> the strength of the valve approach is it lets you draw arbitrary font sizes with only one texture
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[02:11:50] <bob_twinkles> I'm more or less going to be using this solely for debug/informational output
[02:11:59] <bob_twinkles> so it doesn't matter if it looks like crap
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[02:13:00] <bob_twinkles> at least until I get annoyed and bored and implement the valve approach =P
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[03:12:42] <kestasjk> hi, trying to optimize our sea drawing and Im sending the same set of 128x128 vertex data over and over to several "tiles" of waves, is there any way to send the vertex data just ones and render it 16 times instead (and will that cause a speed benefit?)
[03:14:14] <bob_twinkles> Buffer objects, and most likely
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[03:16:20] <kestasjk> thanks, Ill give it a go
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[03:27:06] <kestasjk> so I guess the idea is that I would write the wave heights to a sort of bitmap, and then somehow read from that bitmap and apply it to the vertex Z values and normals
[03:27:34] <bob_twinkles> yep, you'd have a vertex shader that reads the height from a texture probably
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[03:47:16] <SorajSM> Hello all, I have a couple questions about uniform / attribute variables and how to use glUniform* and glVertexAttrib*
[03:48:10] <SorajSM> How would you set a mat4 attribute?
[03:48:27] <SorajSM> Currently I am using glVertexAttribPointer() like this:
[03:48:59] <SorajSM> glVertexAttribPointer(handle + 0, 4, GL_FLOAT, GL_FALSE, 0, &v[0]);
[03:49:08] <SorajSM> glVertexAttribPointer(handle + 1, 4, GL_FLOAT, GL_FALSE, 0, &v[1]);
[03:49:16] <SorajSM> glVertexAttribPointer(handle + 2, 4, GL_FLOAT, GL_FALSE, 0, &v[2]);
[03:49:24] <SorajSM> glVertexAttribPointer(handle + 3, 4, GL_FLOAT, GL_FALSE, 0, &v[3]);
[03:49:37] <SorajSM> Is this correct? Could I replace 4 with 2 for a 4x2 matrix?
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[04:10:03] <glYoda> (a) yes, (b) if you want a 4x2 I'd recommend packing your matrix into 2 4 component vertex attributes (assuming you need to pass this as a series of vertex attributes)
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[04:39:47] <b4b> glYoda: r u transgender?
[04:40:03] <b4b> I just learned alot of video game people become transgender
[04:40:21] <b4b> check out the megazeux community
[04:40:26] <glYoda> something tells me it's time for a kick ban
[04:40:44] <glYoda> that and /ignore
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[04:41:28] <roboman2444> what did i walk into?
[04:42:04] <SorajSM> Hi glYoda, thank you for your help! I really appreciate it.
[04:42:20] <glYoda> SorajSM no problem :)
[04:42:42] <glYoda> roboman2444 b4b being a douche as I've come to expect
[04:43:11] <glYoda> he's utterly WTF worthy
[04:43:58] <roboman2444> weird
[04:44:02] <roboman2444> hes usually a cool guy
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[04:45:17] <glYoda> really? ...I haven't seen him mention anything remotely on topic in this channel for nearly a year now
[04:45:31] <glYoda> altho I might have missed it :P
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[05:37:02] <ra4king> hmm when is it best to use glBufferSubData vs mapping it?
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[05:37:46] <roboman2444> ra4king, experiment
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[05:37:57] <ra4king> roboman2444: ok
[05:37:59] <roboman2444> but what i have seen, its best to not use it
[05:38:16] <roboman2444> only very weird cases does it do better
[05:38:18] <ra4king> I remember reading that if the total data is smaller than a few kb, then I shouldn't map it
[05:38:29] <roboman2444> yeah thats prolly true
[05:38:35] <ra4king> I have a very very tiny amount of data that I need to stream every frame
[05:38:42] <ra4king> I'll use bufferSubData
[05:39:30] <roboman2444> try both
[05:39:33] <roboman2444> never know
[05:40:02] <chrisf> ra4king: how much?
[05:40:32] <ra4king> 832 bytes
[05:40:44] <ra4king> 800 of them will be constantly changing
[05:41:11] <ra4king> this is for a simple performance graph, I'm doing a graph with 100 steps @ (x,y) each
[05:41:48] <chrisf> subdata is for you
[05:42:04] <ra4king> yup
[05:42:48] <roboman2444> what is the general "cutoff"
[05:42:54] <roboman2444> im sure it changes between platform, though
[05:43:01] <chrisf> roboman2444: it's very driver-dependent.
[05:43:39] <ra4king> is BufferStorage best used for a minimum amount of data or can I replace all usage of mapped VBOs to it?
[05:43:43] <roboman2444> would you expect... say 10KB to be faster ?
[05:45:33] <chrisf> ra4king: when #writes ~= #reads, persistent BufferStorage is likely your best option, regardless of the size
[05:45:33] <kestasjk> bob_twinkles: this heightmap stuff is great, vastly faster
[05:46:12] <ra4king> chrisf: thanks
[05:46:14] <chrisf> ra4king: if the gpu will read it many times for each time you update, then you may want to do something else.
[05:46:53] <chrisf> (the driver's placement of the buffer may not be ideal for gpu access)
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[05:47:32] <chrisf> roboman2444: i dont recall where the cutoffs are, but the threaded drivers change behavior at some "a few KB" threshold
[05:47:47] <bob_twinkles> kestasjk: you should look into updating your entire codebase to GL3.0 code, it's almost guaranteed to be much faster =P
[05:47:52] <bob_twinkles> immediate mode is _really_ slow
[05:47:57] <roboman2444> ok
[05:48:23] <roboman2444> i buffer a lot of data into one large UBO and one large VBO
[05:48:59] <chrisf> roboman2444: my understanding is that very small uploads get inlined into the client->server command buffer; large uploads cause a stall
[05:49:16] <roboman2444> ah, ok
[05:49:32] <chrisf> (you're allowed to trash the memory you passed to glBufferSubData after it returns)
[05:49:51] <glYoda> "my understanding is that very small uploads get inlined into the client->server command buffer; large uploads cause a stall" …umm no
[05:50:06] <glYoda> at least not in any cross platform / vendor manner
[05:50:33] <glYoda> since it's quite possible that the HW itself doesn't even have a path to "inline" data directly into the command buffer
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[05:50:42] <chrisf> glYoda: not the hw's command buffer.
[05:50:47] <glYoda> (i.e. data might need to be sourced from another external resource)
[05:50:56] <glYoda> chrisf see what I just said
[05:51:29] <chrisf> i never claimed there was any consistency to this across drivers or platforms
[05:51:34] <glYoda> and use of the term "command buffer" is quite meaningless in any other realm
[05:51:55] <glYoda> chrisf I never said you did… but I did say this is worth noting
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[05:52:29] <glYoda> in any case these situations are typically dependent upon buffering within the driver
[05:52:31] <chrisf> glYoda: the buffer im talking about is the buffer/queue between your thread and the driver's consumer thread in nv/amd's threaded drivers
[05:52:47] <chrisf> glYoda: you may want to call it something else :)
[05:53:12] <glYoda> it's possible that the driver can buffer (and therefore defer) updates internally on the driver side
[05:53:38] <glYoda> i.e. queuing data into another internal ring buffer for instance
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[05:53:56] <glYoda> OR the driver might never do that (due to storage overhead)
[05:54:10] <glYoda> chrisf I'm aware
[05:54:14] <glYoda> see what I just said
[05:54:27] <glYoda> the point here is that you cannot ever assume that occurs
[05:55:38] <glYoda> there are a number of platforms which won't save you from Buffer[Sub]Data and friends since the resource overhead imposed by buffering within the driver isn't worth the possible performance benefit
[05:56:19] <glYoda> (assuming somewhat contrived cases like back to back updates for instance)
[05:57:26] <bob_twinkles> on those platforms would the driver be forced to reupload the full buffer every time you changed something?
[05:57:42] <glYoda> in terms of buffer updates I'd strongly recommend MapBuffer[Range] with MAP_UNSYNCHRONIZED_BIT (i.e. ARB_map_buffer_range) OR ARB_buffer_storage with MAP_PERSISTENT_BIT specified
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[05:58:17] <glYoda> since those are going to be the typical "fast paths" from a reasonably cross vendor / platform standpoint
[05:58:38] <glYoda> bob_twinkles that depends
[06:00:07] <bob_twinkles> and we don't care because no matter what it's probably slow so don't do it?
[06:00:44] <glYoda> the driver might attempt to eliminate redundant updates whenever it can but any sort of state validation on this front has a non zero cost
[06:01:10] <glYoda> and the same goes for internal (driver side) buffering
[06:01:30] <glYoda> after all that will likely cost virtual and physical memory
[06:01:57] <glYoda> along with a fairly large amount of validation overhead and complexity within the driver itself
[06:02:24] <glYoda> it's more sensible to solve those sorts of problems directly on the client side
[06:02:27] <glYoda> within the app
[06:02:54] <glYoda> versus forcing the driver to work around client side stupidity
[06:03:18] <chrisf> MAP_PERSISTENT_BIT is great if you can :)
[06:04:29] <bob_twinkles> so glBufferStorage is basically just glBufferData but with flags that actually mean something?
[06:04:30] <glYoda> having the driver construct another N element ring buffer, spawn another thread (internally even) for somewhat deferred buffer updates is little more than a hack AFAIC
[06:05:06] <glYoda> the client can handle those sorts of situations far more effectively
[06:05:25] <glYoda> bob_twinkles effectively yes
[06:05:45] <chrisf> MAP_UNSYNCHRONIZED_BIT does cause some sadness in those two threaded drivers im not supposed to assume the behavior of ;)
[06:06:15] <glYoda> imagine that… and it kicks ass on drivers which don't bother with such hacks
[06:06:25] <chrisf> indeed
[06:07:17] <glYoda> solve the most general case ++
[06:08:11] <glYoda> and let foolish app developers pay for their mistakes :)
[06:08:16] <glYoda> heheh
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[07:07:02] <tapout> anyone know how to get opengl 3.3 on ubuntu?
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[07:19:35] <SorajSM> echo "main(i){for(i=0;;i++)putchar(((i*(i>>8|i>>9)&46&i>>8))^(i&i>>13|i>>6));}" | gcc -x c - && ./a.out | aplay
[07:19:43] <SorajSM> woops
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[07:22:31] <XMPPwocky> tapout: very carefully.
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[07:28:03] <Pyuruku> Really dumb question, but I'm reading various shader sources and I see gl_ModelViewMatrix, which seems to have been deprecated. Is this equivalent to V * M where V is the view transform and M is the model transform?
[07:30:38] <dawik> Pyuruku: its not a dumb question, I believe you are correct.
[07:30:59] <dahlia_> that one liner SOrajSM pasted is a pretty catchy tune :)
[07:31:05] * dahlia_ dances....
[07:31:09] <Pyuruku> Ok... I'm just trying to replicate simple shaders and it seems to be wrong on my end :o
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[07:32:35] <dahlia_> Pyuruku: depending on your math library you may need to switch the order
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[07:38:07] <dahlia_> mine are in world space
[07:38:29] <dawik> light has a position? x)
[07:38:38] <XMPPwocky> Pyuruku: you transform it first.
[07:38:41] <dahlia_> can do position or direction
[07:38:51] <XMPPwocky> better to do on the CPU once than on the GPU for every fucking fragment
[07:39:36] <Pyuruku> So if I have my light position in world space, then to get the light direction it would be lightPos - (M * vertex), right?
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[07:40:29] <centrinia> Again, dahlia_'s comment about the order is very important.
[07:41:08] <Pyuruku> centrinia: that is the order whatever math library I'm using uses
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[07:43:34] * dahlia starts with drawing a triangle in NDC and then adding math expresions one at a time and testing each time
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[07:54:18] <dawik> the order is important because matrices are non-commutative
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[08:05:52] <centrinia> Also remember that the mat constructor in GLSL fills by columns.
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[08:15:15] <ra4king> Pyuruku: very nice!
[08:15:22] <ra4king> did you make that mesh yourself?
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[08:15:28] <Pyuruku> haha no I wish
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[08:15:38] <ra4king> cool, you got a link to it?
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[08:15:54] <Bloodust> whats with the floating triangle in the midle :D
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[08:16:10] <Pyuruku> the model is weird, some parts of the car are missing
[08:16:17] <Pyuruku> like the rear right tail light and half of the underside
[08:16:18] <ra4king> huh, alright. thanks
[08:16:28] <Pyuruku> Bloodust: not sure :o
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[08:18:46] <Pyuruku> am I wrong to assume that you have a shader per model?
[08:18:58] <Pyuruku> shader instance*
[08:19:08] <Bloodust> that would not be smart
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[08:19:42] <Pyuruku> so then would you have to assume each shader has the same position / normal input attributes?
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[08:20:28] <Bloodust> you can still have a few shaders
[08:20:41] <Bloodust> just dont make a shader per model if all models use the same shader
[08:22:36] <ra4king> Pyuruku: the model seems complete in Blender
[08:22:46] <ra4king> I imported it into Blender and all was fine, check your loader
[08:23:05] <Pyuruku> guess my obj loader sucks
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[08:23:20] <Pyuruku> or cant handle that many tris
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[08:23:48] <dahlia> ooooou pretty red car for me? o.0
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[08:26:01]
<Pyuruku> Bloodust: I'm looking over my code for instantiating vaos, http://pastebin.com/WUTjBHuM it doesnt even make sense to bind the shader at this point, does it?
[08:26:13] <Pyuruku> im not even sure how this is rendering correctly now...
[08:26:36] <Bloodust> you bind shader when you want to draw something
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[08:26:57] <Bloodust> not when you create VAOs
[08:27:03] <Pyuruku> yeah, but i dont set the position / normal attributes when drawing
[08:27:13] <Pyuruku> and now im wondering how anything is being drawn properly :S
[08:27:30] <Bloodust> vao encapsulates vertex attribute bindings
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[08:29:47] <Pyuruku> ? what do you mean
[08:30:15] <Pyuruku> dont I need to do shader->setAttributeBuffer for each object's positions?
[08:30:45] <Bloodust> it stores the glEnableVertexAttribArray() and glVertexAttribPointer calls
[08:31:06] <Bloodust> Pyuruku sure you do you
[08:31:24] <Bloodust> all your models have own VAOs
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[08:31:49] <Pyuruku> Right, each of my models has a VAO, however they should all share the same shader (for my purposes)
[08:32:00] <Bloodust> they can
[08:32:07] <Bloodust> and they shold
[08:32:11] <Pyuruku> so when it comes time to draw, dont I need to specify where in the vao the positions / normals are?
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[08:33:09] <dahlia> do that when you set up the vao
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[08:33:57] <Pyuruku> so shader->setAttributeBuffer(---) should be within the vao creation?...
[08:35:12] <dahlia> glVertexAttribPointer
[08:37:11] <Pyuruku> I'm confused
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[08:38:04] <Pyuruku> the vao holds a vbo and an ibo, so it has the vertex,normal and index information
[08:38:19] <Pyuruku> when it comes time to draw, i bind my shader and vao
[08:38:36] <Pyuruku> at this point I need to tell the shader where the position and indices are in the vao, right?
[08:38:43] <Khlorghaal> vao doesnt really hold a vbo, it holds pointers, which may be to different vbos
[08:38:46] <dahlia> I haven't done vaos for a while but I think you create a vao, bind the vbo and the ibo, set up pointers to the vertex attributes, then it remembers all that stuf so you only need to bind the vao when you draw
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[08:39:34] <Khlorghaal> and the point of the vao is so that you only have to specify the attribs once
[08:39:57] <Pyuruku> by attribs you mean the shader attributes?
[08:39:58] <dahlia> which saves a lot of time
[08:40:19] <tapout> on ubuntu, when i install opengl 3.3, it works, but complains : libGL error: failed to open drm device: Permission denied... after googling, it says to add myself to the user 'video' and reboot. i do so, and then opengl 2.1 is back. If i remove myself from the group 'video', 3.3 is back. What is going on
[08:40:25] <dahlia> vertex attributes, like where position, normal, uv are in it
[08:40:36] <dahlia> or whatever attributes you have
[08:40:50] <Khlorghaal> attribs i mean attribute pointers
[08:41:06]
<Pyuruku> maybe its more clear if I ask this, http://pastebin.com/WUTjBHuM this is how im setting my vaos up, what is unnecessary in this? to me it seems like the shader binding doesnt do anything
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[08:42:13] <Khlorghaal> that looks right
[08:42:28] <Khlorghaal> so when you draw just bind the shaderprogram and vao then draw
[08:42:32] <dahlia> you enable attributes in the shader when you bind the shader
[08:42:40] <dahlia> not when you build the vao
[08:42:58] <Pyuruku> but binding the shader for building the vao is correct
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[08:43:19] <dahlia> dont think it cares what shader you may have bound when you build the vao
[08:43:24] <Khlorghaal> waitwhat i thought vertexattrib enable status was stored in the vao
[08:43:39] <Pyuruku> then with this, I need to know what shader im using for each model before instantiating it
[08:43:46] <Pyuruku> what if I want to change it after instantiating the vao?
[08:44:26] <Khlorghaal> if you MUST have a different shader per model then make a wrapper class
[08:44:59] <dahlia> usually its a shader for a material type, not for a specific model
[08:45:00] <Khlorghaal> the shader and vao arent related
[08:45:16] <Khlorghaal> except in how the shader recieves its vsh in data
[08:45:32] <Khlorghaal> so the only thing linking them is vsh in binding points
[08:45:40] <Pyuruku> if I have two shaders with the exact same input attributes, then would it be safe to swap them mid execution?
[08:45:58] <Khlorghaal> without swapping vaos, yes
[08:46:58] <dahlia> may want to look at a simple vao tutorial, hopefully one from the tutorials in the channel topic
[08:47:07] <Khlorghaal> the vertexattribpointer specifies where in memory that binding starts, and its stride
[08:47:39] <Pyuruku> im pretty sure i confused myself for no apparent reason...
[08:47:46] <Khlorghaal> i can see how its confusing, vertex attribs were one of the steepest learning curves in gl for me
[08:47:57] <dahlia> it is kinda confusing at first :)
[08:48:09] <dahlia> (and subsequently)
[08:48:34] <Khlorghaal> after that you expect new things to be hard but then youre just like 'oh you just bind it then do stuff'
[08:49:14] <Khlorghaal> i was almost upset over how easy it was to learn RTT lol
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[09:24:17] <slime> Vertext or Vertex?
[09:26:01] <tapout> ya, i typed it wrong here.. my Qt Creator won't auto complete anything other than glEnable ... if I cut/paste the function from the tutorial, it's undefined as well
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[09:30:43] <Bloodust> lol, why u qt creator
[09:32:20] <tapout> why not?
[09:32:39] <Bloodust> because clearly it doesnt autocomplete anything other than glEnable :D
[09:33:29] <slime> are you including a header with that function defined?
[09:34:26] <tapout> this tutorial has... GL/glew.h and GL/freeflut.h
[09:34:30] <tapout> freeglut.h
[09:35:00] <Bloodust> glew defines it
[09:35:03] <Bloodust> one way or anothr
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[09:37:53] <tapout> weird, -lglew failed, -lGLEW worked, whereas -lglut worked, my bad :)
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[11:45:27] <japro> hmm, so why is there a value for FRONT_AND_BACK for cull face but not something like "NONE"?
[11:46:00] <japro> i know that is equivalent to disabling culling :) but it seems odd since culling both faces is about equally "useless"
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[11:54:46] <Adrinael> Culling front and back will still let lines draw
[11:57:34] <japro> i guess as usual one shouldn't interpret too much into "old GL" logic
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[12:00:22] <japro> so it seems i don't understand how stencilOpSeparate works:
[12:00:31] <japro> i would expect those to give the same result
[12:00:49] <japro> oh wait did i invert the front/back thing?
[12:01:21] <japro> well i guess i did but it doesn't matter
[12:01:45] <Adrinael> What's the result then?
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[12:02:36] <japro> the "works" part gives correct stencil shadows (the drawn geometry is the shadow volumes)
[12:02:49] <japro> the other one just stecils out all the shadow volumes
[12:06:17] <japro> the top one is the non working one
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[12:10:08] <japro> i have this suspicion that i don't understand what StencilOpSeparate really does
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[12:13:23] <Adrinael> Do you have depth writes on?
[12:13:35] <Adrinael> That would explain differences when you do it in two passes
[12:13:47] <japro> nope
[12:14:03] <japro> says glDepthMask(GL_FALSE); right in front of what is in the paste
[12:14:04] <AbigailBuccaneer> japro, GL_INCR and GL_DECR clamp
[12:14:13] <AbigailBuccaneer> which would explain it
[12:14:26] <japro> i thought about that but don't see why?
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[12:14:44] <japro> oh to the range 0-X
[12:14:45] <japro> right
[12:14:48] <Adrinael> Start from 0, decr to ... 0
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[12:15:02] <AbigailBuccaneer> japro, try GL_INCR_WRAP and GL_DECR_WRAP, it may help :)
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[12:16:15] <japro> ah, that works. thanks
[12:16:29] <AbigailBuccaneer> groovy
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[12:27:51] <japro> hmm, still wondering though if the stencil thing is really the best approach? i could get the same result by rendering into integer texture
[12:28:07] <japro> and it would drop the requirement to render everything twice with different stencil mask :/
[12:28:32] <japro> or i could do lighting purely in post processing which means i only have to run that with the stencils
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[13:26:40] <Captain_Crow> why cant stencil shadows have blurring?
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[13:30:06] <AbigailBuccaneer> Captain_Crow, shadow volumes are inherently sharp - they're well-defined geometric volumes
[13:30:26] <AbigailBuccaneer> stencil shadowing uses the stencil buffer to get exactly the fragments which are inside a shadow volume
[13:30:56] <AbigailBuccaneer> from there you could apply some image-based morphological blurring technique
[13:32:03] <AbigailBuccaneer> you could also attempt to definne a fuzzy shadow volume, eg. by progressively growing it
[13:32:14] <Bloodust> post process everything!
[13:32:22] <Bloodust> thats my solution
[13:32:26] <Bloodust> it solves all problems
[13:32:38] <Bloodust> but it raises a philosophical question
[13:33:03] <Bloodust> if everything is done in post process, does post process become just a process?
[13:33:17] <japro> just add postpostprocesing
[13:33:34] <AbigailBuccaneer> i can imagine a morphological blur could do a fairly good job of given blurred shadows, but i can also imagine that it could give awful results
[13:33:43] <AbigailBuccaneer> (i guess i'm really just bragging about how good my imagination is now)
[13:34:10] <japro> i could imagine solving the traveling salesman problem in polynomial time!
[13:34:21] <AbigailBuccaneer> dang japro, your imagination wins! i concede
[13:34:23] <Bloodust> I could not
[13:34:47] <japro> adds "Imagineer" to his cv
[13:36:15] <japro> the ugly thing about pos processing is that it sucks if you get "close" :)
[13:36:41] <japro> like if you want a building to cast a blurry shadow but have your face on the floor the post process blur would have to work over half the screen :)
[13:36:50] <japro> which tends to suck... both quality and performance wise
[13:37:51] <Bloodust> tis fine
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[13:39:18] <AbigailBuccaneer> is it possible to do some sort of 3d distance field computation in real-time based on a depth buffer and a one-bit texture? that'd be rad for a whole bunch of things, but would also give you great quality blurred stencil shadows
[13:42:28] <Captain_Crow> would it be a bad idea to have several stencil shadows overlapping?
[13:42:57] <japro> not inherently i guess :)
[13:43:12] <Adrinael> With stencil shadows, the results you have will be from the range of "yes, in shadow" to "no, not in shadow"
[13:43:17] <japro> but stencil shadows can be really hard on fillrate so it's usually cost prohibitive i guess
[13:43:26] <Adrinael> Several stencil shadows will just put you in the "yes, in shadow" bin
[13:43:54] <japro> well you can essentially have and area light that way where you say calculate 4x4 shadow volumes or so and then count how many you are in
[13:44:13] <Adrinael> Game Programming Gems 4 had some nifty shadowing techniques using shadow id's and perspective-corrected shadow textures, and whatnot
[13:44:13] <japro> with 4x4 i mean 16 :)
[13:44:17] <Adrinael> And that was back in the day
[13:45:00] <japro> shadow volumes are odd in that they were possible in doom3 era but at the same time given some unlucky geometry or so can also murder modern hw
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[13:45:19] <AbigailBuccaneer> Adrinael, given that the stencil buffer is typically more than 1-bit large, is it not possible to get any info about how many shadows a fragment is in?
[13:45:52] <japro> you could just repeat the process multiple times and additively blend the lighting into the result
[13:46:19] <AbigailBuccaneer> as if they weren't hard enough on fillrate...
[13:46:26] <japro> well yeah :D
[13:46:27] <Adrinael> AbigailBuccaneer, you could read the stencil yourself with ARB_stencil_texturing
[13:46:40] <japro> but any approach of using multiple shadow volumes will have hat effect
[13:47:01] <japro> if you draw multiples in one pass you are equally brutal on fillrate i'd guess
[13:47:56] <japro> that version from the picture up there just about runs on my crapbook.
[13:48:10] <japro> gets somewhat stuttery when enabling msaa though
[13:50:12] <japro> i guess they don't see much use anyway these days?
[13:50:22] <japro> i was under the impression rage still used them for characters
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[13:54:01] <Captain_Crow> so the best thing to do would be use stencil shadows to mark where the shadows should be then use post processing?
[13:55:09] <AbigailBuccaneer> Captain_Crow, yes, or use a different approach to shadows :P
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[13:56:20] <japro> all the cool kids use shadowmaps these days
[13:56:26] <Bloodust> <3
[13:56:43] <japro> the only reason i might use stencil shadows here is because the specific geometry allows a lot of shortcuts
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[13:57:21] <Captain_Crow> aren't shadow maps slower for large scenes?
[13:58:36] <AbigailBuccaneer> shadow maps and stencil shadows both require redrawing your opaque geometry to an intermediate buffer (a texture or the stencil buffer respectively)
[13:59:35] <AbigailBuccaneer> stencil shadows then let you only draw the shadowed areas or only the lit areas, whereas shadow maps require you to draw the entire area that was potentially shadowed
[14:00:30] <AbigailBuccaneer> when doing shadow mapping, unless it's a global light (eg. sunlight) the stencil buffer will usually be used to draw only the area which the light can reach
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[14:04:36] <krnlyng> AbigailBuccaneer: yesterday you mentioned vogl, are there any minimalistic alternatives?
[14:06:09] <Adrinael> apitrace
[14:06:13] <Captain_Crow> so in a large scene with a lot of polygons would cascade shadow mapping still be fast? would if be faster to use lower samples with more maps or to use higher samples with less maps?
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[14:32:51] <Adrinael> =(
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[16:23:16] <Captain_Crow> is cascade shadow mapping faster for large scenes than stencil shadows?
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[16:26:18] <roboman2444> quite
[16:26:43] <roboman2444> stencil shadows are very very slow, unless your geometry count is rather low
[16:27:31] <roboman2444> not only because of the extra CPU side calculating the stencil geometry, but also because the more memory bandwidth and passes you have to do when actually rendering with them
[16:27:47] <roboman2444> its also very hard to do any sort of instancing/grouping with em
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[16:36:46] <AbigailBuccaneer> can stencil geometry be computed from regular geometry in a geometry shader? i've never used them so i'm not fully aware of their capabilities
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[16:42:36] <Adrinael> Yes
[16:44:01] <Adrinael> 11.3.2
[16:44:21] <hdon> stencil geometry = the geometry rendered to the stencil buffer?
[16:44:24] * hdon is ignorant
[16:44:45] * hdon clicks link
[16:45:12] <Adrinael> The shadow volume geometry
[16:45:36] <AbigailBuccaneer> hdon, yes, the geometry (of the shadow volumes) that is rendered to set the stencil buffer to the appropriate values for shadow rendering
[16:46:43] <hdon> neat
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[18:00:24] <AbigailBuccaneer> glVertexAttribDivisor(_, 0) = one attribute per vertex. glVertexAttribDivisor(_, 1) = one attribute per instance
[18:01:17] <AbigailBuccaneer> "If divisor is non-zero, the attribute advances once per divisor instances of the set(s) of vertices being rendered."
[18:01:58] <AbigailBuccaneer> so it only has an effect with glDrawElementsInstanced / glDrawArraysInstanced
[18:02:19] <ClaudiusMaximus> AbigailBuccaneer: thanks for the clear explanation. so i guess i set glDrawArraysInstanced(GL_LINES, 0, n, 60) with glVertexAttribDivisor(_, 1) for my matrix attribute set
[18:03:46] <ClaudiusMaximus> not got any code to test yet, still in the "thinking about how best to do it" stage
[18:04:08] <AbigailBuccaneer> given that GL_LINES already splits the elements up pairwise, and so you can already draw arbitrarily many lines with one call to glDrawArrays, you may find that it's easier just to duplicate the per-line data you have to be per-vertex
[18:04:53] <ClaudiusMaximus> AbigailBuccaneer: i want to transform each line by each matrix, so i'll have n/2 * 60 lines
[18:06:27] <AbigailBuccaneer> if each line has its own matrix and its own unique vertex data, glDrawArraysInstanced isn't appropriate, i don't think
[18:06:56] <urraka> looks like you already have the 60 lines in a buffer. i think you would take only 1 line in the buffer and do instancing with that
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[18:07:29] <ClaudiusMaximus> AbigailBuccaneer: i mean, foreach(line) { foreach(matrix) { draw matrix * line } }
[18:07:40] <AbigailBuccaneer> ah, right, i see
[18:08:22] <AbigailBuccaneer> yeah, that makes sense now, glDrawArraysInstanced is your friend here
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[18:10:29] <ClaudiusMaximus> another question - billboarding GL_LINES to a 4-vertex GL_TRIANGLE_STRIP with a geometry shader is a sensible approach?
[18:10:32] <AbigailBuccaneer> ClaudiusMaximus, i was wondering what use you had for repeatedly drawing lines, but this makes a lot of sense. pretty!
[18:10:45] <ClaudiusMaximus> AbigailBuccaneer: thanks :)
[18:11:27] <AbigailBuccaneer> ClaudiusMaximus, as in, all n lines into a single textured quad?
[18:11:47] <AbigailBuccaneer> or each line into a quad (for whatever reason)
[18:12:23] <ClaudiusMaximus> AbigailBuccaneer: each line into a quad
[18:13:05] <AbigailBuccaneer> and you want to do that for... getting a line whose width is in worldspace rather than screenspace?
[18:13:24] <ClaudiusMaximus> yes, and also aren't wide lines deprecated/gone?
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[18:15:02] <ClaudiusMaximus> interesting
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[18:15:25] <ClaudiusMaximus> is there an equivalent variable I could set in a shader?
[18:15:34] <ClaudiusMaximus> per line rather than per draw call
[18:15:36] <AbigailBuccaneer> if you're going to be using geometry shaders, i'd naively say that you may as well render GL_POINTS with a per-vertex transformation matrix and line length
[18:15:43] <AbigailBuccaneer> ClaudiusMaximus, i don't think so
[18:16:16] <AbigailBuccaneer> so i suspect turning them into quads (and i should probably clarify, when i say "quad" i mean "4-vertex tri-strip") is the way forwards
[18:18:10] <ClaudiusMaximus> mm, i guess that's one thing to benchmark - might be easier to just have a vbo containing 4-vertex tri-strip for each line as they don't change most of the time
[18:19:53] <ClaudiusMaximus> it's like a rolling buffer where the first few are growing and the last few are shrinking (replaced by new line when length becomes 0), the bulk in the middle is unmodified
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[18:21:09] <ClaudiusMaximus> so i only need to reupload the part of the buffer that changed (maybe two parts, depending how the buffer changes wrap around)
[18:21:46] <AbigailBuccaneer> ClaudiusMaximus, could get away with not changing the vertex data to change the line length
[18:22:15] <AbigailBuccaneer> with clever usage of gl_VertexID / gl_InstanceID plus a timer uniform
[18:22:55] <ClaudiusMaximus> true! thanks for the reminder, i think i thought of that earlier and promptly forgot
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[18:26:12] <ClaudiusMaximus> AbigailBuccaneer: which gets me thinking GL_POINTS (one per line with both endpoints and a width) and a billboarding geometry shader that adjusts length according to gl_VertexID and timer uniform
[18:29:31] <AbigailBuccaneer> hmm. thinking it through you're gonna be doing quite a bit more work than is strictly necessary - because the properties of the line (width etc) are unaffected by the current matrix
[18:29:59] <AbigailBuccaneer> so maybe it makes sense to do that preprocessing on the CPU...
[18:30:35] <AbigailBuccaneer> ooh! if you're just doing this as a cool GL thing, why not use transform feedback to process the geometry of one instance and then render that processed geometry for each matrix?
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[18:33:53] <ClaudiusMaximus> AbigailBuccaneer: good point, quite a lot of 60x repeated work, transform feedback might be worth it if i do the view/camera transformation there too
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[18:38:26] <AbigailBuccaneer> if you can specify all the matrices as things to be applied to the viewspace coords, then yes
[18:38:27] <ClaudiusMaximus> actually i need to do the view/camera after the 60x matrices because they change positions, so forget that last thing
[18:38:31] <AbigailBuccaneer> ah
[18:39:51] <AbleBacon> that's a pretty cool... simulation?... ClaudiusMaximus
[18:40:00] <AbigailBuccaneer> but even so, if you combine each matrix with your view and projection matrices, then your vertex shader for the processed geometry would be incredibly simple
[18:40:49] <AbleBacon> bookmarking your site >_>
[18:42:13] <AbleBacon> when you finish converting that to GL, are you gonna post the source?
[18:43:00] <ClaudiusMaximus> AbigailBuccaneer: view matrix changes over time (each frame, twice if i go stereo), so it'd be a bit more complicated
[18:43:17] <ClaudiusMaximus> AbleBacon: yeah, probably
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[18:44:08] <ClaudiusMaximus> AbleBacon: thanks btw :)
[18:44:16] <AbleBacon> you doing C++ for the GL stuff?
[18:45:04] <ClaudiusMaximus> AbleBacon: probably, if only for glm (so mainly C-style but with the math operator overloading)
[18:45:16] <AbleBacon> ah! i use GLM
[18:46:34] <ClaudiusMaximus> not sure what the current state of the occulus sdk is, i seem to recall it being C++ last time i checked
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[21:40:41] <kafor7> Hello
[21:41:09] <kafor7> I'd like to know what's the best way to render image from an external raycaster using OpenGL ?
[21:41:28] <kafor7> render to texture and display this frame ?
[21:41:45] <HuntsMan> yeah
[21:42:35] <kafor7> for me it seems like the least problematic solution since size of OpenGL window is not always equal to the size of the image that raycaster produces
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[21:43:08] <kafor7> at the beginning I though about PBO but because of that size problem I think that rendering to texture is better, am I right ?
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[21:43:31] <HuntsMan> size problem?
[21:43:38] <kafor7> yes
[21:43:45] <HuntsMan> and PBO cannot really be used just to draw
[21:44:00] <kafor7> why ?
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[21:44:08] <HuntsMan> its just a way to upload data to the GPU
[21:44:11] <HuntsMan> asynchronously
[21:44:12] <japro> "external raycaster" and "render to texture" doesn't really fit in my head?
[21:44:14] <HuntsMan> and to download as well
[21:44:20] <japro> external meaning "someone elses code but still in opengl"?
[21:44:34] <kafor7> japro not necessary
[21:44:48] <kafor7> it's raycaster that works complety on CPU
[21:45:22] <kafor7> so HuntsMan render to texture seems reasonably ?
[21:45:47] <japro> render to texture only really makes sense from inside opengl
[21:45:55] <HuntsMan> kafor7: actually it is just render A texture
[21:45:58] <HuntsMan> not "to" texture
[21:46:06] <HuntsMan> it's just a texture mapped quad
[21:46:06] <kafor7> ok ;)
[21:46:16] <japro> yeah and if you use glTexImage or a pbo doesn't matter that much
[21:47:41] <kafor7> so drawing a quad that fits the whole screen and put a texture on it and change that texture frequently it's ok, isn't it ?
[21:48:06] <kafor7> using glTexSubImage
[21:48:52] <derhass> why wouldn't it?
[21:49:06] <derhass> although I still recommend PBOs
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[21:54:05] <kafor7> I'm not very familiar with PBO, so it has nothing with current size of OpenGL window, am I right ? and it only manages data on GPU ?
[21:54:17] <kafor7> pixel data
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[23:18:21] <tapout> I've installed opengl 3.3 on ubuntu 14.04. As a regular user, glxinfo | grep "OpenGL version" will report 3.3. When I sudo to root, it reports 2.1. The /usr/bin/glxinfo is being executed in both cases, I can't figure out *why* this is?? The reason I need to figure out, i keep getting "libGL error: failed to open drm device: Permission denied" and "libGL error: failed to load driver:
[23:18:22] <tapout> vmwgfx", .. googling these, they say to add my current user to "video", and reboot. I do, and then the current user now has opengl 2.1. As soon as I remove the group "video", i'm back to 3.3 opengl
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[23:30:38] <HuntsMan> tapout: is GL_RENDERER different for both cases?
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[23:37:08] <tapout> checkign
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[23:38:15] <tapout> HuntsMan, when I am a regular user: libGL.so.1 => /usr/lib/x86_64-linux-gnu/mesa/libGL.so.1 (0x00007ff478a55000), when I'm root or in the group 'video', libGL.so.1 => /usr/lib/x86_64-linux-gnu/mesa/libGL.so.1 (0x00007fb1d46a4000)
[23:38:37] <tapout> there are no GL_ environment vars
[23:38:37] <HuntsMan> tapout: that's not what I asked
[23:39:03] <HuntsMan> try with
[23:39:05] <HuntsMan> glxinfo | grep "OpenGL renderer"
[23:39:32] <tapout> ah yes, different
[23:39:58] <tapout> regular user: OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 3.5, 256 bits) ... root: OpenGL renderer string: Gallium 0.4 on SVGA3D; build: RELEASE;
[23:40:31] <HuntsMan> llvmpipe is the software rasterizer
[23:40:37] <HuntsMan> which GPU do you have?
[23:41:00] <tapout> I have an ATI 6990 card, this is running in vmware
[23:41:31] <HuntsMan> well that's why
[23:41:37] <HuntsMan> you only have up to GL 2.x
[23:42:09] <tapout> my video card will only do 2.x ? wth
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[23:42:22] <HuntsMan> 3.3 was provided by the software renderer
[23:42:25] <HuntsMan> not by your GPU
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[23:43:03] <tapout> it says on wikipedia, it supports up to 4.3
[23:43:15] <tapout> All models support DirectX 11.0, OpenGL 4.3, OpenCL 1.2
[23:43:19] <cmr> tapout: this is entirely about the vmware drivers, not the hardware.
[23:43:21] <HuntsMan> sure but that not inside the VM
[23:43:27] <HuntsMan> the VM is what is limiting your GL version
[23:43:29] <slime> the proprietary AMD drivers support GL4.4 for your GPU
[23:43:35] <HuntsMan> since inside the VM, you use the VM's implementation
[23:44:07] <tapout> ah darn... I wonder if it would work in virtualbox then
[23:44:25] <tapout> makes sense as to why it's being limited now.
[23:44:38] <HuntsMan> no, Virtualbox has the same issue :D
[23:44:50] <tapout> I either, go get a new ssd and install ubuntu straight, or program inside windows.
[23:45:22] <tapout> I guess I can use qt creator and do it inside windows
[23:46:05] <tapout> but I've had better luck on ubuntu programming with Qt... things just, work...
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[23:50:02] <foobaz> there is another option, get rid of windows entirely :)
[23:50:35] <Stragus> No need for a new ssd, can't you resize your partition? Unless it's full because it's a SSD
[23:50:53] * Stragus pets 4TB disk drives
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[23:56:43] <tapout> 256GB ssd, once you go SSD, you can't go back
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