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[03:31:45] <lenarhoy2> what is the best way to make an object stop?
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[03:32:55] <lenarhoy2> right now I add the negative normalized moving direction to the objects speed in each frame
[03:33:09] <lenarhoy2> until it's lower than a certain threshold
[03:33:45] <lenarhoy2> so that it doesn't oscillate around 0
[03:34:20] <lenarhoy2> so under the threshold I set the acceleration to 0
[03:35:08] <lenarhoy2> however, when the framerate is low, the decceleration makes bigger steps so that it needs a different threshold
[03:35:28] <lenarhoy2> so the threshold needs to depend on the framerate too
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[03:35:36] <foobaz> how about inelastic collisions?
[03:35:39] <bob_twinkles> scale your braking force by the framerate?
[03:42:58] <Stragus> Have your physics work by "ticks" rather than frames
[03:43:11] <Stragus> Such as 30 or 60 ticks per second, no matter the frame rate
[03:45:24] <chrisf> lenarhoy2: fixed physics timestep. there is only pain in having it coupled to the render frame rate
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[03:53:14] <lenarhoy1> thanks for the hints, I'm using ticks now and it works fine
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[04:03:50] <urraka> you could also compare the speed direction before and after adding that vector instead of checking a thershold
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[05:13:37] <Domx> git git
[05:13:50] <Domx> git gti got gut gto
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[05:13:56] <Domx> hit
[05:14:18] <Domx> i should make these all aliasias for git
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[05:21:36] <foobaz> in the tradition of sl
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[05:56:57] <SBox> I'm trying to get the forward, right and up vectors for an object from a column-major ordered matrix but I get wrong results for the right vector, it could be for other reasons so I want to make sure that my method for getting the vectors is right, what I do is: right: {m[0], m[4], m[8]}, up: {m[1], m[5], m[9]}, back: {m[2], m[6], m[10]} is this correct?
[06:00:13] <Stragus> I'm often confused about the column/row-major thingy, but if that doesn't work, try [0,1,2], [4,5,6], [8,9,10]
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[06:02:42] <SBox> None of those seem to work... I can't understand what I did wrong
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[06:32:51] <spudzee> so I want to start programming in opengl. What libraries should I be looking into?
[06:33:03] <spudzee> I want to do lots of 3d, interactive stuff
[06:33:05] <roboman2444> uh... libgl?
[06:33:13] <spudzee> like making a 3d game
[06:33:30] <spudzee> do I need to download that?
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[06:34:55] <spudzee> well I guess my next question should be: how the f do I install this
[06:35:31] <spudzee> roboman...?
[06:36:50] <Stragus> What operating system and compiler?
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[06:37:33] <spudzee> microsoft visual 2010 I think. and windows 7
[06:37:37] <Stragus> OpenGL drivers should already be installed, you might have to install library headers depending on the platform
[06:38:16] <Stragus> Okay, if you don't have headers such as GL/gl.h included, you'll probably need to install some OpenGL package for MS VS
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[06:38:45] <spudzee> is there any way I can use sublime to program in opengl. Because Christ I hate visual
[06:39:07] <Stragus> Sure, code is code, you can use any editor you want
[06:39:27] <Stragus> I use mingw64 to compile on Windows personally
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[06:39:54] <Stragus> (I write C99 code using gnu99 extensions, and VS is still stuck on C89)
[06:40:39] <spudzee> is mingw64 a compiler or an IDE as well as a compiler?
[06:41:26] <Stragus> A compiler, it's GCC on Windows
[06:41:50] <spudzee> okay, so how would this work. I write my code in sublime then what?
[06:41:59] <spudzee> open with mingw64
[06:42:14] <Stragus> Easiest way would be to make a .bat file with commands to invoke GCC and output your .exe
[06:42:26] <Stragus> The fancier way would be to use Makefiles... but that can come later
[06:42:41] <Hunts> or cmake
[06:42:54] <spudzee> this all sounds a lot more complicated than HTML...
[06:42:59] <spudzee> or python
[06:43:15] <spudzee> but I'm here to mother truckin make this work!
[06:43:32] <Stragus> Uh. A .bat file to compile .c files into an .exe is pretty simple, as far as build processes go
[06:43:42] <Hunts> you can also use OpenGL with python
[06:43:48] <spudzee> seriously?
[06:43:53] <spudzee> that's awesome
[06:44:14] <Stragus> I would still recommend a real programming language, but eh, whatever works for you
[06:44:15] <spudzee> I thought the default was to just use C++
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[06:44:29] <Hunts> "default"?
[06:44:36] <spudzee> what most people use
[06:44:46] <Stragus> OpenGL's native interface is C, which you can call from about any language
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[06:45:42] <spudzee> anyways... how do I go about this? To do what you said "A .bat file to compile .c files into an .exe" what non native programs will I need to do this
[06:46:03] <Stragus> Install mingw64, and... some kind of good code editor
[06:46:21] <spudzee> I have sublime... so how do I install mingw64?
[06:46:29] <Stragus> I heard good stuff about Notepad++ and UltraEdit on Windows
[06:46:40] <Stragus> Put that in google and follow the first link
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[06:46:42] <spudzee> I've got the page, but it's just about as confusing as it gets
[06:47:31] <spudzee> which of these do I need to get?
[06:48:50] <spudzee> do I need to change any of the settings in this install wizard?
[06:49:14] <Stragus> I don't remember, probably not
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[06:49:37] <spudzee> error: res
[06:50:34] <spudzee> okay... so it looks like it's here
[06:51:20] <spudzee> alright, I have a good text editor and now a compiler. What's next?
[06:51:44] <Stragus> Write code? :)
[06:52:09] <bob_twinkles> I hear those tutorials are pretty good
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[06:52:15] <spudzee> I don't need to install any opengl libs or whatever?
[06:52:31] <Stragus> I believe it's included in the Mingw64 package
[06:52:38] <Hunts> no, libs are provided by your OS and drivers
[06:52:45] <spudzee> I'm not great with tutorials. This environment right here is about my level
[06:52:46] <Hunts> and don't use nehe, they are terribly outdated
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[06:53:08] <bob_twinkles> yeah but they're understandable
[06:53:26] <bob_twinkles> I don't know any 3.0+ tutorials that actually make sense from a beginners perspective
[06:53:26] <Hunts> and full of bugs
[06:53:44] <spudzee> someone said to use libGL. Is what's in here?
[06:54:04] <bob_twinkles> slime: @open.gl, not from the beginning no
[06:54:10] <slime> your graphics drivers expose an implementation of the OpenGL API
[06:54:15] <Stragus> spudzee, it's already installed with Mingw64
[06:54:16] <bob_twinkles> the second one not at all
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[06:55:23] <spudzee> k, so before I go off for a little while, firstly, I am going to be programming in C++ for this, right? And secondly, imagine I have code in sublime, where would I go from there?
[06:55:50] <bob_twinkles> there are opengl bindings for almost any language you can think of
[06:55:55] <bob_twinkles> but the native API is C
[06:56:37] <Stragus> What you just installed is a compiler for C and C++
[06:56:44] <Stragus> But you can pretty much use any language
[06:56:53] <spudzee> okay, good.
[06:57:37] <Stragus> To compile with a .bat file, put this in the first line: path=C:\MinGW64\bin or wherever you installed Mingw64
[06:57:39] <Hunts> spudzee: by the way, you sound like you really need to learn C++ first :D
[06:57:47] * Stragus nods to that
[06:57:48] <spudzee> O
[06:58:08] <spudzee> I'm not the kind of person who 'learns a programming language' in the terms that most people think of
[06:58:42] <spudzee> I create something functional which in turn, gives me an understanding of the language
[06:59:37] <csssuf> FWIW, i've found that whenever i try to do something that way i end up with bad habits and little perspective
[07:00:37] <spudzee> I understand that, but getting in there and making something gives me an idea of the 'grammar' of the programming language
[07:01:01] <spudzee> I just can't learn any other way. Trust me, I've tried
[07:01:22] <Hunts> spudzee: that doesn't really say much
[07:01:31] <spudzee> I know it doesn't
[07:01:36] <Hunts> you cannot really learn GL and some programming language
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[07:01:40] <spudzee> but it's the truth
[07:01:44] <Stragus> I don't think that'll work with real programming languages, Python doesn't count
[07:01:46] <Hunts> because GL goes further than just programming concepts
[07:02:08] <spudzee> what do you mean by further?
[07:02:35] <Hunts> spudzee: computer graphics concepts
[07:02:40] <Hunts> and lots of math :D
[07:03:33] <spudzee> I know multivariable calculus and linear algebra. I think I have the math bit down
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[07:04:33] <Stragus> You should learn the language before you get into OpenGL, eat one piece at a time
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[07:07:00] <Stragus> Also, real languages provide you with a lot of flexibility and control, which you need to learn. Statements like this won't be intuitive: void *(* const foo)( int * const restrict *p ) = foobar;
[07:07:52] <bob_twinkles> ... are there situations where that's acceptable code?
[07:08:45] <bob_twinkles> wait no that's actually not as complicated as I thought it was
[07:08:56] <bob_twinkles> my client split it halfway through the argument declaration =P
[07:09:18] <Stragus> :) Kind of useless to declare a function pointer as const, but eh
[07:10:33] <bob_twinkles> well if it's an argument to another function it could make sense? though it would make you wonder what the program was doing in the places where it wasn't const...
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[07:11:18] <Stragus> Right, it would make sense as an argument, without the initialization part
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[07:20:39] <spudzee> okay so I have a little hello world program. How do I use Mingw64 to run my C++ program?
[07:21:14] <spudzee> you said something about giving it a path
[07:21:24] <spudzee> I don't really know what you meant by that
[07:21:41] <Stragus> Create a .bat file, put that first line in it and fix the path to Mingw64's \bin directory
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[07:22:21] <Stragus> Next line: gcc helloworld.c -O2 -o helloworld.exe
[07:22:47] <Stragus> You might want to add a "pause" or something, or I think Windows closes the terminal right away
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[07:24:22] <spudzee> my mingw64 contains the following: mingw-w64.bat, mingw-w64, uninstall, and uninstall.ini
[07:24:51] <spudzee> that's good, right?
[07:25:00] <Stragus> mingw64/mingw-w64/bin then
[07:25:24] <spudzee> well... there's not a bin folder anywhere in here
[07:25:56] <Stragus> Is that where you installed Mingw64?...
[07:26:08] <spudzee> yep
[07:26:36] <spudzee> I open it up and I have this: i686-4.9.2-posix-dwarf-rt_v3-rev0
[07:26:47] <Stragus> There should be a bin/ directory somewhere with a bunch of stuff including gcc.exe
[07:27:03] * Stragus doesn't have any Windows machine nearby to check
[07:27:06] <spudzee> I am assuming that is has messed up, because I don't know who in their right mind names a folder i686-4.9.2-posix-dwarf-rt_v3-rev0
[07:27:20] <spudzee> don't worry, I'm getting a mac soon
[07:27:33] <spudzee> unless you're on linux, which is even worse
[07:27:39] <spudzee> (conflict)
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[07:28:22] <spudzee> let me try a re-install
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[07:30:56] <spudzee> re-install didn't work. I literally I have no idea why this isn't working
[07:31:15] <spudzee> it has a link to the actual downloads page in here
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[09:39:05] <mtj> you have the patience of a saint Stragus
[09:39:58] <jubei> mtj: I don’t recall such a saint ever existing
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[10:41:46] <CapsAdmin> i need a function that can ray cast with a specified width on bounding boxes (in 2d but 3d works too i guess)
[10:41:59] <CapsAdmin> i can't find anything on google so i guess i'm not using the right terms, what terms should i use?
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[10:52:27] <AbigailBuccaneer> CapsAdmin, i don't know off the top of my head how you'd do that (and searches like "wide ray box intersection" aren't much help), but if you wanted to derive it yourself, an interesting starting point might be the fact that a rectangle could be thought of as the intersection of two perpendicular wide rays
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[10:59:09] <CapsAdmin> AbigailBuccaneer, hmm thanks ill look some more
[11:00:40] <AbigailBuccaneer> CapsAdmin, are the rays and the boxes all axis-aligned?
[11:00:49] <CapsAdmin> they cannot rotate
[11:01:03] <CapsAdmin> that's obb right?
[11:02:10] <Bloodust> why not NAABB
[11:02:14] <AbigailBuccaneer> ?
[11:02:21] <CapsAdmin> sp ot
[11:02:25] <Bloodust> non axis-aligned bounding box
[11:02:26] <CapsAdmin> so it's axis aligned then
[11:02:29] <Bloodust> instead of OBB
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[11:03:33] <neure> uff
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[11:03:41] <neure> doing bloom after tonemap just doesnt work
[11:03:47] <Bloodust> no shit :D
[11:04:30] <AbigailBuccaneer> neure, you could kinda fake it, but there'd be no point
[11:04:37] <neure> yeah
[11:04:54] <neure> i was hoping to do exposure early
[11:05:43] <AbigailBuccaneer> CapsAdmin, if your ray and your boxes are axis-aligned, then it should be really easy. for a single ray-box intersection you just check if the min and max extents of the box (in the direction perpendicular to the ray) intersect with the min and max extents of the ray
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[11:24:18] <CapsAdmin> AbigailBuccaneer, yeah i see what you mean i think
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[11:25:08] <CapsAdmin> the ray will always be axis algined too so all i need to do pretty much is to find the closest line
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[11:48:03]
<zagabar> Hello. I am having an issue where I call glVertexAttribPointer(shaderAttribute, 3, GL_FLOAT, GL_FALSE, 0, 0); (shaderAttribute is equal to 0) after binding: glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer); (mVertexBuffer is a non-zero GL_ARRAY_BUFFER). The call to glVertexAttribPointer generates GL_INVALID_OPERATION but from what I can see on this site http://docs.gl/gl3/glVertexAttribPointer none of the conditions of where INVALID_OPERATION is generate
[11:48:14] <zagabar> hmm that probably cut off.
[11:48:51] <zagabar> is there any way that INVALID_OPERATION can be generated from that call, aside from the situations in those docs?
[11:49:02] <Bloodust> humm
[11:52:19] <Bloodust> that seems weird
[11:52:38] <Bloodust> glVertexAttribPointer doesnt actually do anything itself
[11:53:13] <Bloodust> I dont know how it could throw invalid operation
[11:53:19] <Bloodust> unless it was called between glBegin and glEnd
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[11:54:08] <Adrinael> If there's no valid context, it could generate it
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[11:54:35] <zagabar> hm
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[11:54:47] <zagabar> I'm definitely not having any glBegin/glEnd calls.
[11:55:39] <zagabar> If there is no valid context, then generating buffer objects, binding them, and compiling shaders etc would also break I suppose? Becuase those things all work
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[12:00:10] <Adrinael> Are you using a core context?
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[12:00:41] <Adrinael> As in, do you have a VAO set current?
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[12:08:31] <zagabar> I created my context as a 3.2 context using sdl2
[12:08:54] <zagabar> and the "first error" print is 0, and the second is "invalid operation"
[12:09:29] <zagabar> and yeah, no prints that tell me that the shader compilation was broken
[12:11:50] <Bloodust> and some shader error checking
[12:15:13] <jophish> AbigailBuccaneer: here?
[12:15:27] <AbigailBuccaneer> vaguely
[12:15:56] <zagabar> ClaudiusMaximus: oh crap. so much for trusting wikipedia code
[12:15:58] <zagabar> thanks
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[12:21:44] <Adrinael> zagabar, that code is fine in a compatibility profile, where VAOs are not mandatory
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[12:22:31] <Adrinael> Probably written for 2.1
[12:22:51] <Adrinael> Wait, the link says 3.x and 4.x
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[12:30:43] <bazkie_bumpercar> hi there, i have a glsl (>= 1.5) question. i'm trying to have an array size set with a uniform, but i get the error that the uniform is not a constant integer. any idea how to do this?
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[12:30:55] <bazkie_bumpercar> the code: uniform int SSAO_kernelSize; uniform vec3 SSAO_kernel[SSAO_kernelSize];
[12:31:26] <bazkie_bumpercar> (in other words, i'm trying to set the shader's array size from my c++ code, through this uniform)
[12:32:37] <cmr> bazkie_bumpercar: you don't get variable-length arrays until 4.30.
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[12:32:51] <Bloodust> bazkie_bumpercar use uniform buffer objects
[12:32:54] <bazkie_bumpercar> ah, crap. so there's no solution for 1.5, basically?
[12:32:56] <bazkie_bumpercar> ah
[12:32:56] <ClaudiusMaximus> bazkie_bumpercar: make an array as big as you'll ever need and only use part of it, is what i do - you could also specify the size in a #define and recompile the shader (with three strings, one with the version etc, then one dynamically set with hte define, then the main shader stuff)
[12:33:22] <bazkie_bumpercar> ClaudiusMaximus: isn't this inefficient? or will the unused space be optimized out?
[12:33:34] <Bloodust> it wont be optimized out
[12:33:37] <bazkie_bumpercar> Bloodust, thanks, i will read into that
[12:33:49] <bazkie_bumpercar> okay :)
[12:33:51] <Bloodust> why would you need variable size SSAO kernel array in the first place?
[12:34:03] <bazkie_bumpercar> for variable quality
[12:34:22] <bazkie_bumpercar> quality <-> speed options in my game's 'graphics settings'
[12:34:52] <bazkie_bumpercar> SSAO quality: low ...... high
[12:34:55] <Bloodust> right
[12:35:15] <AbigailBuccaneer> if it's not going to change at runtime, then #define and recompilation is probably an acceptable solution
[12:35:27] <bazkie_bumpercar> true
[12:36:10] <bazkie_bumpercar> well, thanks for stating the options guys. i will just stick with a sane default for now and read into the uniform buffer objects later on
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[12:43:39] <zagabar> Adrinael: aah, I see. thanks for clearing that up
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[13:42:38] <neure> Bilinear filtering really sucks :/
[13:42:56] <neure> why can't we have bicubic texture filtering..
[13:43:27] <Khlorghaal> use a texturegather and do yourself
[13:43:57] <Khlorghaal> bilinear is native to gl because hardware support afaik
[13:43:57] <neure> on ES 2?-)
[13:44:09] <Khlorghaal> use 4 texel fetches? :v
[13:44:26] <Khlorghaal> suddenly less compelling :/
[13:44:37] <neure> yeah
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[13:58:32] <ikarus> *facepalm* I keep forgetting by default OpenGL is screen XY
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[14:52:01] <neure> mm
[14:52:34] <neure> trying to do both HDR and dof with 8bit RGBA gets tricky :p
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[14:57:22] <paul424> Any example of high order mathematics which i8s used in 3d engines
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[14:57:36] <neure> high order?
[14:57:41] <paul424> When I was younger I always though there is some
[14:57:45] <neure> linear algebra is useful for 3D
[14:57:47] <paul424> hmm say high level
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[14:58:01] <neure> well linear algebra gets you quite a lot
[14:58:04] <paul424> arcanes whihc make the 3d engines keep going really fast
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[14:58:28] <neure> master linear algebra, then come back for more
[14:58:34] <paul424> but in the truth all of known techniques can be explained in undergraduate level student
[14:58:47] <neure> maybe
[14:58:59] <neure> linear algebra isnt that hard
[14:59:45] <paul424> neure: especially culling ... the general algorithms for that are simple as stone
[15:00:25] <neure> culling? basic view frustum culling is good enough often
[15:00:35] <paul424> that also
[15:01:21] <paul424> but what I mean bsp , quad trees etc. could be invented by a person having no knowledge in linear algebra
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[15:03:40] <aethersis> hello
[15:03:45] <aethersis> I haz a problem with framebuffers
[15:04:09] <aethersis> I created one framebuffer, I have 2 textures and I want to have a few blur passes and then display it. How do I do that in general?
[15:04:39] <neure> you render a quad
[15:04:49] <neure> to fill contents of the destination texture
[15:05:07] <neure> in the fragment shader you sample the source image at and around the pixel you are rendering to
[15:05:14] <neure> that is the basic idea how to do filters
[15:05:20] <aethersis> taht's what I get
[15:05:45] <aethersis> I just don't know how to swap the textures so that they are being more and more blurred
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[15:06:13] <neure> pass 1: read from texture 0, write to texture 1 with a blur shader
[15:06:23] <neure> pass 2: read from texture 1, write to texture 2 with a blur shader
[15:06:41] <neure> or replace 2 with 0 if you do not need intermediate results later
[15:07:09] <aethersis> so I swap textures?
[15:07:14] <aethersis> how do I swap textures, in code
[15:07:24] <aethersis> can I do this: GLuint tmp = tex1;
[15:07:24] <aethersis> tex1=tex2;
[15:07:24] <aethersis> tex2=tmp;
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[15:07:31] <neure> no
[15:07:48] <neure> what matters is the texture(s) bound to texture unit(s)
[15:07:58] <neure> so glBindTexture()
[15:08:08] <neure> that is for selecting where to read from
[15:08:18] <aethersis> glBindTexture with what parameters?
[15:08:24] <neure> to swap where to write to, either bind a different FBO, or edit your FBO
[15:08:32] <aethersis> target is what? FBO?
[15:08:39] <aethersis> or GL_TEXTURE_2D
[15:08:53] <neure> aethersis, RTFM - go and find the specification
[15:09:05] <aethersis> RTFTM?
[15:09:12] <AbigailBuccaneer> read the friendly manual
[15:09:35] <AbigailBuccaneer> i don't think the spec is a good place to learn from
[15:09:36] <neure> once it is loaded, press CTRL-F and type "BindTexture"
[15:10:14] <AbigailBuccaneer> but aethersis if you don't know how to bind textures, blurring may be a little bit advanced for the level you're at
[15:10:56] <aethersis> what about fast inverse square root? I know how it works xD
[15:11:17] <AbigailBuccaneer> aethersis, not everybody in this channel is addressing you
[15:11:55] <paul424> ahh I get it
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[15:16:16] <paul424> I don't get it , why someone would keep the mesh light vectors as not an normal vectors ?
[15:16:19] <paul424> aethersis: ?
[15:17:34] <AbigailBuccaneer> paul424, the direction from the light to your mesh is important, but often so is the distance
[15:17:38] <AbigailBuccaneer> (for falloff, etc.)
[15:18:13] <paul424> ahh so actually it's for lighting vector
[15:18:27] <paul424> not surface normals ... stupid wiki
[15:18:32] <AbigailBuccaneer> ??
[15:18:51] <AbigailBuccaneer> we're not mind-readers, paul424
[15:19:06] <Bloodust> speak for yourself
[15:19:35] <paul424> Surface normals are used extensively in lighting and shading calculations, requiring the calculation of norms for vectors. A field of vectors normal to a surface is shown here.
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[15:20:34] <AbigailBuccaneer> paul424, the wikipedia article is correct - surface normals are used extensively in lighting and shading calculations
[15:20:47] <AbigailBuccaneer> and while they are stored normalized, that's typically per-vertex
[15:21:10] <paul424> sure but FISR is applied elsewhere
[15:21:12] <AbigailBuccaneer> and when computing a per-fragment normal, you need to renormalize the data
[15:21:34] <Bloodust> booyaaa
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[15:22:43] <paul424> aha , quake 3 engine did that
[15:22:47] <paul424> ?
[15:23:44] <paul424> Are you sure if I have ... hmm right you need to renormalize , the average sum is not normalized
[15:24:20] <paul424> How such average sum is called , weighted sum ?
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[15:28:20] <paul424> AbigailBuccaneer: ?
[15:30:47] <aethersis> what's wrong with this code :<
[15:31:01] <aethersis> it displays only the unblurred image, it seems to do no swapping and blurring at all
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[15:31:05] <AbigailBuccaneer> paul424, when computing a per-fragment normal, the GPU performs what's called 'linear interpolation' between the three per-vertex normals that make up the face
[15:31:19] <AbigailBuccaneer> a linear interpolation is a type of weighted average, yes
[15:31:25] <paul424> sure , sure but I speak about pre-GPU era
[15:31:30] <paul424> quake 3 enigne :)
[15:31:33] <AbigailBuccaneer> (you may see "linear interpolation" abbreviated to "lerp")
[15:31:47] <paul424> ok many thanks, AbigailBuccaneer :)
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[15:33:15] <paul424> sure , the T&L was done on the CPU at that era
[15:33:41] <homesitter> and with register combiners !?!
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[15:34:21] <paul424> or maybe not .... would have to look what does it mean for Geforce to bring TandL onto GPU
[15:34:54] <homesitter> it think nvidia introduced register combiners for geforce
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[15:38:21] <paul424> There must have been two renderers one for non-T&L and one T&L than
[15:38:34] <paul424> cause you could run Q3 on Voodoo2 and other craps
[15:38:49] <AbigailBuccaneer> the great thing about quake 3 is that you can go and read the code yourself instead of just guessing
[15:39:22] <Bloodust> yeah sure
[15:39:27] <Bloodust> just go ahead and read the code
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[15:39:42] <Bloodust> like its not going to take you days to figure out whats going on int it
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[15:43:41] <AbigailBuccaneer> aethersis, your OnRender() is fairly significantly wrong - you bind your two textures to texture units 0 and 1, which makes sense, but the shader only has a uniform sampler that's bound to 0, and nowhere do you switch the framebuffer or framebuffer attachments to render *to* the textures
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[16:27:57] <aethersis> AbigailBuccaneer, you mean that I should switch the texture that is assigned to the sampler?
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[16:29:15] <aethersis> it is so confusing, I wish i had code I can learn it from
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[16:35:31] <Yaniel> oh but you have
[16:35:40] <Yaniel> see the github link in the channel topic
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[17:04:30] <Stragus> Philae has landed!
[17:05:14] <csssuf> we spaced pretty good!
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[17:50:51] <aethersis> lol 5000 fps
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[18:09:45] <t4nk651> hello
[18:09:49] <t4nk651> anyone here?
[18:10:15] <t4nk651> hello?
[18:10:37] <t4nk651> hello
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[18:10:50] <t4nk651> anyone here?
[18:13:43] <Stragus> Don't ask to ask, just ask questions directly
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[19:08:20] <aethersis> is there some way to get dimensions of 2dSampler in glsl?
[19:08:23] <aethersis> its width and height
[19:08:43] <aethersis> I can also pass it as uniform but I am just curious
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[19:18:16] <aethersis> can texture3d be attached fo FBO?
[19:18:48] <HuntsMan> a layer of the texture can
[19:19:21] <aethersis> shit
[19:20:01] <Bloodust> why not array texture!
[19:20:09] <HuntsMan> why shit? :D
[19:20:13] <aethersis> I implemented a convolution filter in 2D
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[19:20:27] <aethersis> that renders progressively, like it blurs more and more with every render pass
[19:20:37] <aethersis> but I will need a very similar thing but for 3d soon
[19:21:03] <HuntsMan> so?
[19:21:15] <HuntsMan> you render one slice/layer at a time
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[19:22:04] <Bloodust> yeah that
[19:22:27] <aethersis> doesn't sound too efficient :/
[19:22:41] <aethersis> because lots of load is on CPU, swapping the textures etc
[19:22:51] <aethersis> memory efficiency is crucial here
[19:23:16] <aethersis> in fact it takes much more time than computations
[19:23:31] <Waynes> computation of what?
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[19:24:52] <aethersis> fluid dynamics
[19:25:13] <aethersis> the mathematical operations are extremely simple but it requires huge memory bandwidth
[19:25:32] <aethersis> so the more efficiently the data is pushed through the pipeline, the better for it
[19:26:24] <Waynes> why do you transfer memory?
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[19:27:38] <aethersis> everything will be in gpu, but you still need to swap the textures
[19:28:22] <Waynes> why would that be done on the cpu?
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[19:30:30] <aethersis> right now it has 5000 fps for 512x512 texture XDDDDD
[19:30:38] <aethersis> on CPU it was like 100 fps?
[19:30:44] <aethersis> or maybe 50 lmfao
[19:30:52] <aethersis> it's really 100x faster xD
[19:31:07] <aethersis> it's just unbelievable
[19:31:21] <Yaniel> it doesn't really matter if you compute it per slice or in one go
[19:31:30] <aethersis> oh i see
[19:31:39] <aethersis> do you know any reliable way of measuring FPS in GLUT?
[19:31:45] <aethersis> maybe it's improperly implemented
[19:32:01] <Yaniel> don't use GLUT for one :D
[19:32:16] <Waynes> why not
[19:32:43] <Yaniel> it is impractical for most things
[19:33:06] <Yaniel> and ancient, unless you use freeglut
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[19:33:21] <Waynes> can you even download the old glut anymore?
[19:33:32] <Yaniel> anyway you could store the time every time onRender is called
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[19:36:01] <Yaniel> and calculate the FPS from the difference between frames
[19:36:21] <Yaniel> that's how it is practically done anyway
[19:37:07] <Yaniel> maybe averaging over N frames or seconds
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[19:38:28] <aethersis> I use freeglut
[19:38:42] <aethersis> that's how I do that, it's probably working
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[20:04:49] <aethersis> is there something like texelFetchOffset but for floats?
[20:05:36] <HuntsMan> texture() :D
[20:06:54] <aethersis> wtf
[20:07:20] <aethersis> it will return me vec4 for given UV ?
[20:08:16] <HuntsMan> yeah
[20:08:41] <Stragus> Just use the elements which are expected to be defined for your texture
[20:10:34] <aethersis> vec4 C = texture2D(vUV - vec2(stepX, 0)); doesn't work
[20:10:47] <HuntsMan> aethersis: where is the sampler?
[20:10:50] <aethersis> I will explain
[20:11:07] <aethersis> I have vertex UV coordinates as from 0 to 1
[20:11:15] <HuntsMan> you don't have to, that code is missing parameters
[20:11:18] <aethersis> and the image is let's say 512x768
[20:11:39] <aethersis> ah wait XD
[20:11:44] <aethersis> uniform sampler2D textureMap;
[20:11:52] <aethersis> how do I do that with this texture2D call
[20:12:08] <HuntsMan> same as you use texelFetch?
[20:12:17] <HuntsMan> texture2D(textureMap, uvCoords)
[20:12:28] <HuntsMan> and if you use modern GL, you use texture() instead
[20:12:49] <aethersis> jesus im so dumb xD
[20:12:50] <aethersis> overworked
[20:14:09] <aethersis> yeah it's working
[20:14:14] <aethersis> but looks like something is very wrong with my code
[20:14:43] <aethersis> i do this:
[20:14:44] <aethersis> vFragColor = texture2D(textureMap, vUV );
[20:14:54] <aethersis> and it draws a smaller image
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[21:03:25] <Yaniel> texture2D takes normalized uv coordinates
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[21:58:31] <aethersis> Yaniel, the code is working, but everything screws up when I resize window
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[22:04:05] <Stragus> aethersis, what windowing toolkit are you using?
[22:04:09] <aethersis> glut
[22:04:15] <aethersis> *freeglut
[22:04:21] <Stragus> Generally, on most platforms, resizing the window implies having to destroy and recreate the context
[22:04:31] <Stragus> And losing all textures, VBOs, etc.
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[22:06:04] <derhass> what platforms would that be?
[22:06:18] <aethersis> linux
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[22:07:08] <derhass> aethersis: well, I asked Stragus
[22:07:20] <derhass> aethersis: what he says is definitively not the case on linux
[22:07:34] <paul424> Supports raytraced and enveloped lighting
[22:07:41] <paul424> Whta's enveloped lighting ?
[22:07:43] <aethersis> it's very funny because everytime glutPostRedisplay is called, the rendered image takes 1/4 of screen
[22:07:46] <aethersis> and it's like feedback
[22:07:55] <aethersis> then it's 1/4 of the 1/4 image and so on
[22:07:58] <Stragus> Besides OS limitations, it might be just the toolkit used too, automatically destroying and recreating the context
[22:08:03] <Stragus> I know SDL does that on any platform
[22:08:12] <paul424> ClipTexturing ... What does it mean ?
[22:08:52] <aethersis> fucking dumb glut
[22:09:00] <aethersis> but maybe it's something wrong with my code again
[22:09:10] <paul424> Dynamic range scaled detail textures == textures' Lods ?
[22:09:42] <paul424> Decal support , what's that ?
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[22:11:09] <Stragus> aethersis, I recommend GLFW. I believe it does the glShareLists magic to preserve a context's content to the newly created context on any OS
[22:12:00] <paul424> Light bloom , what's that ?
[22:13:04] <paul424> yeah I just googled that
[22:14:11] <aethersis> I figured out what's going on
[22:14:18] <aethersis> it doesn't even depend on rescaling window
[22:14:27] <aethersis> it is occured by window size being different than image size
[22:14:31] <aethersis> that's even more stupid
[22:14:50] <paul424> decals support == projective textures ?
[22:14:53] <paul424> or something ?
[22:14:58] <derhass> just decals
[22:15:07] <paul424> ahh that you can damage some surface ...
[22:15:14] <paul424> add an texture on top of it
[22:15:20] <derhass> not damage. just put decals on the surfaces
[22:16:21] <paul424> Distance fog -- ? what's the diff between native opengl fog ?
[22:17:00] <Stragus> Fixed pipeline's fog is gone, implement it yourself, distance would be the typical way
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[22:17:34] <paul424> naah that's a feature of UE 1 , so what was the tricky part done by the engine than ?
[22:18:30] <Stragus> No idea, never played UE 1
[22:18:35] <aethersis> is there such a thing as FBO dimensions?
[22:18:56] <aethersis> FBO is independent on screen size, right?
[22:18:59] <aethersis> *window size
[22:19:02] <HuntsMan> aethersis: FBO attachments have dimensions
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[22:19:15] <aethersis> but the texture size is not supposed to change, I don't change it
[22:20:14] <derhass> paul424: why do you think there is a tricky part?
[22:20:38] <paul424> WHy would they claim it to be a feature of theier engine ?
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[22:20:46] <derhass> paul424: because it is
[22:20:55] <derhass> it is an engine, not a rendering API
[22:21:17] <aethersis> it's absurd!!!!
[22:21:32] <aethersis> when window size is the same like loaded image / texture size, then everything ok
[22:21:42] <aethersis> if it's different then the texture either shrinks or grows progressively
[22:21:43] <aethersis> wtf
[22:22:07] <derhass> aethersis: you're probably doing something wrong
[22:22:18] <aethersis> it just uhhh!!!!
[22:22:22] <aethersis> it blows my mind wtf
[22:23:03] <HuntsMan> aethersis: have you pastebin code?
[22:23:09] <aethersis> yes
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[22:23:19] <Stragus> Textures or FBOs should be completely independent from your window's frame buffer
[22:23:23] <Stragus> Better paste some code, yes
[22:23:40] <aethersis> and they are, it's just some crazy bullshit, that blows my mind!!!
[22:23:56] <dawik> aethersis: that is what opengl is like :)
[22:24:01] <paul424> ClipTexturingn == what's that
[22:24:02] <dawik> working with opengl*
[22:24:37] <derhass> paul424: can you use google?
[22:25:18] <paul424> hmm I always find the answers from here to be more accurate than the google's
[22:25:22] <paul424> ok thansk
[22:27:37] <paul424> hmm clip textures are bad names for it , cause the textures are suuposed to store some texels
[22:28:03] <paul424> Clip textures are invisible tool textures that limit movement, typically of the player(s). A brush used with a clip texture is generally termed a clip brush. In the Source engine, the general dedicated clip texture is Clip,
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[22:29:18] <aethersis> maybe the textures are improperly initialized?
[22:30:07] <HuntsMan> aethersis: can you also post the shaders?
[22:30:14] <aethersis> sure
[22:33:56] <aethersis> any ideas?
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[22:37:01] <Tobbi> What could be the problem when glBufferStorage crashes with a NULL reference exception?
[22:37:08] <HuntsMan> mmm no
[22:37:19] <aethersis> is that suposed to work fine?
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[22:39:21] <aethersis> when I call glViewport, everything screws up as well
[22:39:23] <derhass> Tobbi: not having loaded that function pointer
[22:39:49] <Tobbi> derhass: What do I need to do? It seems like it's only crashing on OS X. And, nice nickname, by the way.
[22:40:31] <derhass> Tobbi: well, it certainly crashes on OSX because OSX does not supprt that
[22:40:55] <Tobbi> OS X does not support glBufferStorage?
[22:41:11] <derhass> that's a GL4.4 feature
[22:41:21] <HuntsMan> Core in version 4.4 <-
[22:41:28] <Tobbi> Ah! Thanks.
[22:42:15] <Tobbi> Is there something I can use instead, by the way?
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[22:42:46] <derhass> Tobbi: depends on what you use it for
[22:42:53] <slime> glBufferData / glBufferSubData / glMapBufferRange
[22:43:13] <derhass> yeah
[22:43:29] <Tobbi> I didn't write the code unfortunately. I am just trying to fix a crash issue for an open source project to get the program running.
[22:44:15] <derhass> Tobbi: hard to tell without context
[22:44:23] <slime> which project?
[22:45:12] <Tobbi> And slime as well ^^
[22:45:26] <derhass> supertuxkart uses gl 4.4 nowadays?
[22:45:34] <Tobbi> Apparently?
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[22:46:07] <derhass> ok, "UpdateSplitAndLightcoordRangeFromComputeShaders"
[22:46:11] <derhass> so it uses compute shaders
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[22:47:05] <derhass> so no way this ids going to work on current OSX
[22:47:08] <derhass> *is
[22:47:27] <Tobbi> Alright.
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[22:54:26] <derhass> aethersis: you don't set viewports in a usable way
[22:54:35] <aethersis> how should I do that
[22:54:47] <derhass> matching the size of your framebuffer
[22:54:59] <derhass> especially when rendering into a texture which is a different resolution
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[22:57:39] <aethersis> how do I do that
[22:59:31] <derhass> glViewport
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[23:01:03] <aethersis> there is a glViewport call
[23:01:11] <aethersis> and it breaks everything
[23:01:23] <derhass> because it is totally wrong
[23:01:37] <derhass> you need to set the viewport to the size of the tezxture when rendering into the texture
[23:01:55] <derhass> and then you have to set the viewport to the window size when rendering into the default fb
[23:02:41] <aethersis> ahhhh
[23:02:42] <aethersis> <3
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[23:07:01] <aethersis> derhass, you are a genius
[23:07:07] <aethersis> now can you explain how and why's that working?
[23:07:33] <derhass> aethersis: well, the viewport controls what part of the framebuffer you render to
[23:07:45] <derhass> aethersis: so if you want to render to the full area, you have to set it that way
[23:07:49] <aethersis> XD
[23:08:06] <derhass> I don't know what else I could explain here
[23:08:18] <derhass> it should be quite obvious, I think
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[23:09:43] <aethersis> yeah now it is
[23:09:52] <aethersis> I just took a different approach to learning opengl
[23:10:22] <aethersis> I could either choose learning slowly step by step and reading documentation, which would repel me for the 4th time
[23:10:53] <aethersis> or I could choose brute-force approach for the first time, so I did and at least it's a little bit rewarding :D
[23:11:12] <aethersis> It's the 4th time I'm attempting to learn the modern OpenGL
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[23:18:59] <aethersis> what's faster? texture() or texelFetchOffset?
[23:19:19] <aethersis> I made everything independent on texture size now
[23:20:06] <aethersis> it kinda doesn't even care about image size - for 1024x1024 it's as fast as for 512x512 : 5000 fps!!!
[23:20:09] <derhass> those are completely different things
[23:20:19] <aethersis> I made them do the same thing!
[23:20:49] <aethersis> instead of texelFetchOffset I use texture here
[23:21:27] <derhass> that is still not the same thing
[23:21:45] <derhass> texture() will use the full sampler state, while texturefetch will bypass it
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[23:22:11] <aethersis> it's really funny that you can implement convolution filters in such the way, instead of playing with matrices
[23:22:25] <aethersis> once I discovered it, it completely changed my view on many numerical methods
[23:22:50] <aethersis> i.e. jacobi method for solving poisson differential equation also bases on convolution matrix N,S,W,E = 1
[23:23:15] <derhass> uhm? using a matrix kernel is just a more general approach than what you are doing
[23:25:29] <aethersis> yeah but I didn't know both things give the same result
[23:25:36] <aethersis> I never thought about it like that until now
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[23:29:10] <aethersis> I loaded 6000 x 6000 image and it's still 5000 fps is that possible?!
[23:30:18] <derhass> it is totally unclear what you are doing
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[23:31:31] <aethersis> edge detection filter
[23:31:38] <aethersis> on 36mpix image
[23:31:51] <aethersis> it does it progressively
[23:32:00] <aethersis> and it runs 5000 times per second
[23:32:09] <aethersis> this gpu is a beast wtf, how can it be so fast
[23:32:17] <aethersis> if I did it in GIMP, it would take something like 1 minute
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[23:32:46] <derhass> 5000 fps seem a bit unrealsitic now with that resolution
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[23:33:38] <aethersis> but it really works immediately
[23:33:42] <aethersis> I made it run on key press
[23:33:47] <aethersis> there's no noticeable delay
[23:33:52] <aethersis> it's like ZOOOM! done!
[23:34:10] <aethersis> how fast are these gpus now
[23:34:12] <aethersis> I can't believe it
[23:34:26] <derhass> well, .0002s and "no noticable delay" is something different
[23:34:38] <derhass> you wouldn't notice 0.02 either
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[23:35:48] <aethersis> I will try loading 200 Mpix image :D
[23:35:52] <aethersis> XD
[23:36:02] <derhass> aethersis: I don't know what you measure, and how you measure it
[23:36:10] <derhass> aethersis: but you probably scred it up
[23:36:32] <newguise1234> paul424: Lens flare is the light scattered in lens systems through generally unwanted image formation mechanisms, such as internal reflection and scattering from material inhomogeneities in the lens.
[23:36:45] <newguise1234> paul424: is the first sentence in the link you posted
[23:36:47] <aethersis> take a look at the OnRender() function
[23:37:11] <aethersis> I think I measure it properly
[23:37:38] <aethersis> I did it in exactly the same way on gl program running entirely on CPU and it was giving right results
[23:37:44] <derhass> aethersis: start=clock(); render& swap; stop=clock()? LOL
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[23:38:04] <derhass> aethersis: that's measuring the moon phase as exactly as it is measuring the rendering performance
[23:38:17] <aethersis> how do I measure it then
[23:38:44] <derhass> aethersis: gl timer queries would be one way
[23:39:16] <derhass> but even when you try to measure it solely on the client side, don't use clock()
[23:39:23] <aethersis> but anyway, this performance is far beyond my greatest expectations ! it's much faster than I imagined
[23:39:32] <aethersis> I see
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[23:41:18] <derhass> since you only measured the cpu time with this, it is no wonder that it is independent of the texture resolution
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