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[09:54:07] <jokoon> hi
[09:54:20] <jokoon> what the glsl texture function does ?
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[10:36:39] <jokoon> thanks !
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[11:15:16] <andyc_> Does anyone have any experience with glm serialization using boost? I don't know whether this is a suitable question for this channel
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[11:19:32] <andyc_> Oops please ignore - had an extra const in there :/
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[11:43:53] <Bloodust> hoho
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[12:37:07] <jophish> AbigailBuccaneer: here?
[12:37:10] <jophish> get any phone calls?
[12:37:35] <AbigailBuccaneer> neither of those questions are relevant to opengl, but: yes, no
[12:38:09] <jophish> AbigailBuccaneer: my world is brighter when you're here. I think that must be a rendering bug
[12:38:38] <Bloodust> uuuuuuu
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[12:39:09] <AbigailBuccaneer> jophish, i overshadow you and everything you do so maybe you're using z-pass instead of z-fail shadowing and it's causing weird results
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[12:50:09] <jophish> AbigailBuccaneer: If I ever have a dog I'm going to call him 'Texture'
[12:51:05] <AbigailBuccaneer> ...so that you can teach it to fetch
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[13:05:55] * jophish points at his nose and AbigailBuccaneer
[13:07:03] <AbigailBuccaneer> it sure is good that you have two hands, or you'd have to make me and your finger and nose coplanar which would've been awkward
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[14:28:14] <adsc> is this opengl flirt mode?
[14:28:33] <Bloodust> what
[14:28:44] <Adrinael> wut
[14:29:28] <adsc> there has been some strange opengl wordplay between AbigailBuccaneer and jophish before
[14:29:47] <Bloodust> yeah jophish is hitting on AbigailBuccaneer
[14:30:12] <adsc> personally, I think buccaneers are dangerous people
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[15:02:26] <AbigailBuccaneer> adsc, my middle name is danger
[15:02:32] <AbigailBuccaneer> (literally, ask jophish, i legally changed it)
[15:03:15] <adsc> is jo phish a whale?
[15:04:13] <AbigailBuccaneer> it's pronounced with a soft j, like "yo, fish!"
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[15:46:34] <adsc> that doesn't really answer my question...
[15:47:12] <adsc> unless you think whales cannot pronounce a j
[15:47:56] <jophish> I suggested Danger.
[15:48:16] <jophish> suggest*
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[16:03:21] <adsc> Danjer would have been better
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[17:23:42] <BW^-> mare you aware of any such thing as a completely-dynamic-resolution mipmap format?
[17:24:13] <BW^-> only
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[17:30:37] <AbigailBuccaneer> BW^-, and you'd like to have mipmaps of arbitrary resolution? i've not seen anything like that
[17:30:42] <BW^-> I guess Google Earth uses something like that.. hm
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[17:32:01] <BW^-> AbigailBuccaneer: Google Earth has something like it, no?
[17:33:03] <AbigailBuccaneer> BW^-, google earth uses multiple resolutions of images, but that's a fairly high-level decision of theirs, it doesn't exist anywhere nearly as low-level as modifying mipmap behaviour so that a single texture() call would sample mipmaps differently
[17:33:13] <BW^-> AbigailBuccaneer: yeah, so like you compress your 2000x2000px image, and the algorithm can decompress to 1800x1800px, 1500x1500px etc. , using the starting % of the file proportional to the output dimension vs. the original dimension
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[17:35:05] <AbigailBuccaneer> it wouldn't even be particularly useful for google earth, as the "mipmap" levels typically aren't entirely populated and aren't necessarily aligned
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[17:39:43] <BW^-> AbigailBuccaneer: wait, there's a technology called ASTC.. hm
[17:39:45] <BW^-> AbigailBuccaneer: re Google Earth,a ha
[17:40:06] <BW^-> mhm
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[17:41:17] <AbigailBuccaneer> BW^-, ASTC is a texture codec which allows a texture to be compressed at many variable bitrates - but that doesn't affect the fact that mipmaps of these textures just like any others are half the size
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[17:42:07] <BW^-> aha
[17:42:19] <AbigailBuccaneer> if you wanted variable-size mipmaps for memory reasons rather than image quality reasons, ASTC could help insofar as different mipmaps could use different bitrates
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[17:42:46] <AbigailBuccaneer> but still, the mipmaps are the same as always
[17:42:51] <BW^-> AbigailBuccaneer: hm
[17:43:05] <BW^-> AbigailBuccaneer: what do you mean by "bitrate" here, basically what JPEG means by compression level?
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[17:43:23] <AbigailBuccaneer> how many bits are used per pixel
[17:43:43] <BW^-> AbigailBuccaneer: as in quality, or as in color (monochrome, 8bit, 32bit etc)?
[17:44:15] <AbigailBuccaneer> BW^-, i think you may be confusing issues here
[17:44:21] <BW^-> AbigailBuccaneer: an ASTC compressed image, if you take 20% of it and decompress it, do you then get the original image shown but with 20% of its quality?
[17:44:34] <AbigailBuccaneer> i do mean quality, but "8 bit color" vs "32 bit color" is about quality, not the number of channels
[17:44:57] <AbigailBuccaneer> BW^-, no, you get a subregion of the image that's 20% as big as the image you took it from
[17:45:04] <BW^-> mhm
[17:45:16] <BW^-> AbigailBuccaneer: mhm ok, so then this means that there is no such thing as what I asked for,
[17:45:20] <AbigailBuccaneer> correct
[17:45:22] <BW^-> beyond mipmaps
[17:45:26] <BW^-> AbigailBuccaneer: interesting
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[17:45:28] <BW^-> AbigailBuccaneer: any clue why?
[17:45:30] <AbigailBuccaneer> it sounds like what you just asked for at the end there was wavelet compression
[17:45:45] <BW^-> aha
[17:46:09] <BW^-> aha checking
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[17:46:42] <AbigailBuccaneer> the basic idea of wavelet compression is that if you separate out the low-frequency and high-frequency data then you can discard the high frequency data, and this will still look fine at a smaller size
[17:46:45] <BW^-> AbigailBuccaneer: so, say that I have an image of 2000x2000px, and the full image compressed becomes 1MB in size.
[17:47:15] <BW^-> AbigailBuccaneer: so one way this could work, would be that if I get the first 100KB only and decompress it, I get a 2000x2000px image with roughly 10% image quality
[17:47:25] <BW^-> aha
[17:47:25] <BW^-> hm
[17:47:44] <AbigailBuccaneer> BW^-, you'd get a 200x200 or so image (i don't think that math is entirely right)
[17:48:03] <AbigailBuccaneer> with wavelet transforms, you *still* have the issue that it's usually compressed in powers of two
[17:48:09] <BW^-> right!
[17:48:18] <BW^-> aha
[17:48:31] <BW^-> AbigailBuccaneer: ok - that might be OK though
[17:48:44] <BW^-> AbigailBuccaneer: so in a way, a wavelet is a mipmap
[17:48:48] <AbigailBuccaneer> so you could have a 2048x2048 image, and you can get a 1024x1024 image from the first half of the data
[17:48:49] <AbigailBuccaneer> ummm
[17:49:08] <BW^-> AbigailBuccaneer: but, I guess wavelet is a very nice way of compressing one
[17:49:12] <BW^-> right
[17:49:26] <BW^-> AbigailBuccaneer: by "a wavelet is a mipmap", I understand it's not
[17:49:42] <BW^-> AbigailBuccaneer: is there any popular image format out there that stores in wavelet form - JPEG 2000?
[17:49:48] <BW^-> anything without patents?
[17:49:48] <AbigailBuccaneer> but with these wavelet-transformed images, the wavelets essentially give you the difference between two mipmaps
[17:49:52] <BW^-> perhaps jpeg 2000 is free
[17:49:58] <BW^-> right
[17:50:20] <AbigailBuccaneer> jpeg2000 doesn't let you take an initial segment for a lower-quality image, even if it does internally use a wavelet transform
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[17:51:12] <BW^-> AbigailBuccaneer: really, why?
[17:51:25] <BW^-> AbigailBuccaneer: can that *not* be achieved from jpeg 2000 even with some neat hack?
[17:51:30] <BW^-> AbigailBuccaneer: okay, so wavelet was what I looked for :D
[17:51:43] <BW^-> AbigailBuccaneer: thank you for letting me know - so now my next question is, what's a good format and encoder/decoder
[17:51:54] <BW^-> AbigailBuccaneer: and maybe in particular, do web browsers come with any wavelet image decoder
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[17:54:14] <AbigailBuccaneer> BW^-, i don't know of any accepted formats for wavelet-transformed images
[17:54:21] <AbigailBuccaneer> if you want to do this stuff over the web, you're out of luck
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[17:54:26] <BW^-> mhm
[17:54:31] <BW^-> no ok it's fine, just wanted to know
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[17:55:39] <AbigailBuccaneer> hmm, so it turns out that the *original* JPEG standard has a progressive mode, which i'd forgotten about
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[17:56:49] <BW^-> hmm
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[17:57:36] <BW^-> AbigailBuccaneer: that is not too bad necessarily
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[17:58:05] <AbigailBuccaneer> BW^-, it says that just sending multiple sizes of JPEG wins in every case
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[17:59:19] <jophish> AbigailBuccaneer: Is there any image format which uses Harr wavelets?
[17:59:36] <AbigailBuccaneer> no, roll yer own :)
[17:59:38] <jophish> I imagine it would be great for pictures of robots or cities
[18:00:07] <jophish> Or Mondrian pictures
[18:00:26] <AbigailBuccaneer> jophish, well if you can get the Pictures of Robots and the Pictures of Cities image format committees to talk to each other, you're in luck
[18:00:43] <jophish> What's the best format for compressing mondrian? probably rle bitmap
[18:01:04] <AbigailBuccaneer> PNG would actually do a great job of that
[18:01:12] <jophish> that was y first thought
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[18:01:34] <jophish> perhaps better than rle, png does both directions, right?
[18:02:12] <AbigailBuccaneer> png filters the image before compressing it, it can do vertical horizontal or magically both (the Paeth filter)
[18:02:31] <AbigailBuccaneer> but in the case of a mondrian image it'd leave zeros almost everywhere
[18:02:38] <AbigailBuccaneer> gawd i should be working
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[18:02:58] <AbigailBuccaneer> BW^-, JPEG is for losers anyway
[18:03:08] <BW^-> AbigailBuccaneer: what do you mean?
[18:03:13] <BW^-> AbigailBuccaneer: and, you mean both JPEG and JPEG2000?
[18:03:22] <AbigailBuccaneer> yes
[18:03:40] <AbigailBuccaneer> if you're asking a question in ##OpenGL, then JPEG is the wrong answer
[18:04:04] <BW^-> mhm
[18:04:06] <jophish> what's wrong with dxt whatever?
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[18:04:24] <BW^-> AbigailBuccaneer: are you aware of any other channel on Freenode or other IRC where this is discussed?
[18:04:46] <AbigailBuccaneer> i'm glad that i've been nominated the fount of all information but i can't help you
[18:04:53] <AbigailBuccaneer> isn't there some bot which lets you search channels by keyword
[18:05:07] <BW^-> :D
[18:05:10] <jophish> BW^-: try #JpegForOpenGL, it can be quite quiet in there though
[18:05:16] <BW^-> =)
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[18:05:37] <BW^-> AbigailBuccaneer: right - thank you a lot for making me understand that JPEG 2000 *and* JPEG both have this!
[18:05:40] <BW^-> AbigailBuccaneer: this is incredible news
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[18:06:28] <AbigailBuccaneer> anyway
[18:06:30] <AbigailBuccaneer> seeya
[18:06:33] <jophish> BW^-: for searching channels use #ChannelFinder
[18:06:38] <jophish> bye AbigailBuccaneer
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[18:07:27] <BW^-> AbigailBuccaneer: yeah but the interlacing is only in the vertical dimension isn't it?
[18:07:33] <BW^-> just like GIF interlacing
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[19:13:09] <AlexRussia> hello folks!
[19:13:26] <AlexRussia> tell me please, how to i can say shrader language use my opengl 3.00 ES?
[19:13:45] <Bloodust> what
[19:13:49] <AlexRussia> because i got something like 0:1(10): error: GLSL 1.40 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, and 3.00 ES
[19:14:02] <Bloodust> rrright
[19:14:21] <AlexRussia> Bloodust: oook,ssso,wwwhat iii mmmust ttto dddo?
[19:14:41] <Bloodust> Its probably 300
[19:14:45] <Bloodust> but Im not sure
[19:16:26] <HuntsMan> AlexRussia: which GPU do you have?
[19:16:47] <AlexRussia> HuntsMan: intel hd 3000
[19:17:18] <AlexRussia> Bloodust: 300 says 0:1(10): error: GLSL 3.00 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, and 3.00 ES
[19:17:19] <HuntsMan> on which platform?
[19:17:26] <AlexRussia> Bloodust: and it's makes me cry :(
[19:17:29] <AlexRussia> HuntsMan: linux
[19:17:41] <AlexRussia> HuntsMan: if you count IS as platform
[19:17:47] <HuntsMan> IS?
[19:18:02] <Bloodust> then I dont know, Im not familiar with opengl ES GLSL
[19:18:05] <AlexRussia> HuntsMan: yes, maybe you're speaking something about hardware platform....
[19:18:10] <HuntsMan> no, just the OS
[19:18:12] <AlexRussia> ok
[19:18:13] <HuntsMan> well you can use version 130
[19:18:38] <AlexRussia> HuntsMan: 130 is 2.0, isn't?
[19:18:48] <AlexRussia> oh, 3.0
[19:18:58] <HuntsMan> GL 2.0 is 110, GL 2.1 is 120
[19:19:03] <AlexRussia> also, can i see somwhere difference between 3.0 and 3.3?
[19:19:17] <AlexRussia> because i want to make backport and i hope isn't much hard...
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[19:19:26] <Bloodust> wikipedia has decent listing
[19:19:46] <AlexRussia> Bloodust: of what?
[19:19:56] <Bloodust> of opengl features
[19:20:00] <AlexRussia> Bloodust: i more want to know sth: this keyword now is etc....
[19:20:47] <Bloodust> I dont know any such listing
[19:20:59] <AlexRussia> okay
[19:21:51] <AlexRussia> this is holy crap or not much?
[19:22:00] <AlexRussia> i mean, version now detected right?
[19:22:32] <HuntsMan> what is the shader code?
[19:22:55] <Bloodust> you're most likely missing newline after the "#version 130" part
[19:23:17] <AlexRussia> here's 3 .frag and one verted(idk what mean part xD )
[19:24:12] <HuntsMan> 130 core doesn't exist
[19:24:15] <HuntsMan> just put
[19:24:17] <HuntsMan> #version 130
[19:24:18] <AlexRussia> ok
[19:24:25] <AlexRussia> just s/core//?
[19:24:33] <Bloodust> ye
[19:25:52] <AlexRussia> okay, now it's 0:9(1): error: syntax error, unexpected NEW_IDENTIFIER, expecting $end
[19:26:01] <AlexRussia> 4 times
[19:26:15] <AlexRussia> vertex and 3 fragments, right....
[19:26:22] <AlexRussia> fragment, okay ^_^
[19:28:19] <AlexRussia> i guess, here's problem in 'in
[19:28:24] <AlexRussia> ' and 'out'
[19:29:26] <HuntsMan> yeah you can use varying for that
[19:29:42] <AlexRussia> HuntsMan: varying?
[19:29:46] <HuntsMan> yeah
[19:29:48] <HuntsMan> varying
[19:29:52] <HuntsMan> varying vec2 texCoord;
[19:29:54] <HuntsMan> or something
[19:29:59] <HuntsMan> and attribute as well
[19:30:03] <AlexRussia> HuntsMan: and it's have affect on code?
[19:31:37] <HuntsMan> well you need to know what you are doing :D
[19:32:11] <Bloodust> no
[19:32:20] <Bloodust> functionality is the same
[19:32:23] <Bloodust> names changes
[19:32:53] <Bloodust> varying for between shader stuff and attributes for the "vertex" attributes
[19:32:53] <AlexRussia> HuntsMan: haha
[19:33:17] <Bloodust> but before you do that
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[19:33:43] <Bloodust> try #version 300 es
[19:34:33] <AlexRussia> OK
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[19:36:41] <Bloodust> yeah
[19:36:47] <Bloodust> and now you can continue using in/out
[19:37:02] <AlexRussia> Bloodust: but what now's changed? @_@
[19:37:23] <AlexRussia> Bloodust: i'm sorry if i waste your time, but i want to understand general problem ^_^
[19:37:36] <AlexRussia> Bloodust: because this crap had to write not mine ^_^
[19:38:00] <Bloodust> precision issue with ES version
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[19:38:17] <AlexRussia> what's different between ES and just 3.00?
[19:38:59] <Bloodust> the error says 0:4(2): error: no precision specified this scope for type `vec4'
[19:39:16] <Bloodust> you can try putting mediump before that
[19:39:32] <Bloodust> Im just spitballing here because I havent used opengl ES before
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[19:40:07] <Bloodust> although, this website im reading says you dont need that for ES 300
[19:40:08] <Bloodust> dunno
[19:40:08] <AlexRussia> Bloodust: mediump is keyword/
[19:40:13] <Bloodust> yes
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[19:42:55] <AlexRussia> Bloodust: YAHOO, error about vec4 in first string is lost!
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[19:43:32] <AlexRussia> Bloodust: can i ask some stupid question? fragment executing before vertex?
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[19:44:27] <Bloodust> no, vertex happens before fragment
[19:44:41] <xissburg> heh
[19:45:13] <AlexRussia> Bloodust: so, it's seems like vertex are success?
[19:45:26] <Bloodust> whaat
[19:45:31] <AlexRussia> Bloodust: also, can i apply this magic keyword to each simular error?
[19:45:49] <Bloodust> probably
[19:45:54] <Bloodust> try
[19:45:57] <AlexRussia> Bloodust: what you not understand?
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[19:47:04] <Bloodust> your question makes very little sense"so, it's seems like vertex are success?"
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[19:48:43] <AlexRussia> oh, my internet cable is crap
[19:48:49] <AlexRussia> Bloodust: did you reply something?
[19:48:55] <Bloodust> nope
[19:49:05] <AlexRussia> Bloodust: sad
[19:49:15] <AlexRussia> Bloodust: so, i can apply this magic keyword everywhere? :D
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[19:49:34] <Bloodust> try
[19:49:35] <AlexRussia> Bloodust: mediump
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[19:51:15] <AlexRussia> Bloodust: OK
[19:52:26] <AlexRussia> Bloodust: what mean: 0:11(1): error: precision qualifiers must come last ?
[19:52:52] <AlexRussia> Bloodust: > 11 mediump uniform mat4 modelMatrix;
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[20:02:55] <Bloodust> sounds pretty straightforward
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[20:16:49] <AlexRussia> Bloodust: is it
[20:20:32] <AlexRussia> Bloodust: okay, now i only hard with: 0:37(28): error: could not implicitly convert operands to arithmetic operator
[20:20:54] <AlexRussia> Bloodust: >37 mediump float fAttTotal = 1 / (lights[i].constantAtt + lights[i].linearAtt * length + lights[i].quadraticAtt * length * leng th);
[20:21:06] <AlexRussia> length*
[20:21:13] <AlexRussia> not much copy from terminal :(
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[20:22:13] <kafor7> Hi
[20:22:21] <kafor7> I'm a little confused how glTexSubImage2D works
[20:22:40] <HuntsMan> AlexRussia: 1 is an integer, 1.0 is a float. No implicit conversions
[20:23:05] <kafor7> what kind of parameter should I pass in the last argument ? (widht * height *4 size buffer of a new subimage in the previous one?)
[20:23:23] <kafor7> or the whole picture ?
[20:23:27] <AbleBacon> in C++, "1.0" is a 'double' technically... "1.0f" is the 'float' type (both are floating-point values, though)
[20:23:27] <Bloodust> pointer to the data
[20:23:38] <kafor7> but which data ?
[20:23:38] <AlexRussia> HuntsMan: oh, THAT, thanks
[20:23:40] <Bloodust> the data you are uploading
[20:23:47] <kafor7> just to segment of data (subimage ?)
[20:23:56] <Bloodust> the data that will replace part of your image data on the gpu
[20:24:01] <Bloodust> segment yes
[20:24:02] <Bloodust> the subimage
[20:24:06] <HuntsMan> AbleBacon: but this is not C++, its GLSL :)
[20:24:08] <kafor7> hmm actualy it seems not to work ;/
[20:24:27] <AbleBacon> oh--i've been using "1.0f" in my shaders and it seems to work fine...
[20:24:30] <AbleBacon> i figured it was a thing
[20:24:48] <kafor7> I wanted to replace some rectangle inside my texture, but it doesn't work
[20:24:54] <AlexRussia> *uck, i can't believe(first lines):
[20:24:55] <AlexRussia> Vertex shader compiled successfully
[20:24:57] <AlexRussia> Fragment shader compiled successfully
[20:24:59] <AlexRussia> Shader program linked successfully
[20:25:01] <AlexRussia> Vertex shader compiled successfully
[20:25:10] <AlexRussia> thanks folks, if it's not only compile, but also and work, i am happy ^_^
[20:25:16] <kafor7> there are some points around the image but not a rectangle...
[20:25:25] <AlexRussia> other 2 files seems easy
[20:26:05] <AlexRussia> also, what exactly mean this keyword? :)
[20:28:16] <kafor7> does anybody know that there is no a rectangle but some random dots ?
[20:28:25] <kafor7> that's how I uplad data
[20:28:29] <kafor7> upload*
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[20:30:51] <spudzee> I need some help compiling my first C++ program using mwing
[20:31:01] <spudzee> I couldn't find a chatroom for C++
[20:31:11] <HuntsMan> spudzee: #c++
[20:31:29] <spudzee> it takes me to #overflow
[20:31:44] <spudzee> or ##overflow
[20:31:45] <HuntsMan> maybe you need to register your nick or something?
[20:31:52] <spudzee> I don't actually know how to do that
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[20:32:54] <spudzee> speaking on this topic, what is the best client to use for chatrooms like these?
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[20:34:00] <foobaz> try /msg nickserv help
[20:34:02] <foobaz> i use irssi
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[20:35:12] <HuntsMan> kafor7: I think more code is needed
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[20:37:43] <kafor7> if I call this code after creating my big black texture, i got some points colored on the whole surface, but not a continuous rectangle...
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[20:44:04] <AlexRussia> HuntsMan: if i haven't errors about compilation, this is meaning it's success? @_@
[20:44:30] <kafor7> It just compiles
[20:44:38] <kafor7> it doesn't mean it will work :D
[20:45:05] <HuntsMan> ^^^^
[20:46:59] <AlexRussia> "_"
[20:47:01] <kafor7> damn, it's frustrating, it's counter-intuitive
[20:47:02] <AlexRussia> sad
[20:47:57] <HuntsMan> kafor7: I just told you to paste more code!
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[20:49:11] <kafor7> I will send you whole code how I create and change some data during initialization
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[20:49:53] <kafor7> it doesn't look complicated, but something is wrong here
[20:50:12] <kafor7> If I remove glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, size, GL_RGBA, GL_FLOAT, dataf); I get completly white texture
[20:50:29] <HuntsMan> that's not the whole code
[20:50:51] <kafor7> it's qt code
[20:50:57] <HuntsMan> and?
[20:50:59] <kafor7> Ok I can send you the whole class
[20:52:14] <kafor7> there are some comments to simplify it right now
[20:52:27] <HuntsMan> you should not use "3" as internalFormat
[20:52:42] <kafor7> hmmm
[20:52:57] <HuntsMan> what do you expect to get in the texture if you write a 0.6 float into it?
[20:53:30] <kafor7> I specified GL_FLOAT
[20:53:36] * derhass_ would expect something close to 0.6 :)
[20:53:48] <HuntsMan> but that's for the format of the CPU data
[20:53:50] <HuntsMan> not the texture format
[20:53:55] <HuntsMan> the "3" you put there is the texture format
[20:54:17] <derhass_> well, in compatibility, that is allowed
[20:54:28] <HuntsMan> yeah but it is probably not what he wants
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[20:54:35] <derhass_> although I strongly discourage it
[20:54:54] <kafor7> I replace 3 with 4
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[20:55:10] <HuntsMan> kafor7: GL_RGBA8 would be better
[20:55:21] <HuntsMan> kafor7: and write bytes into the texture data
[20:55:54] <kafor7> I cannot use float ?
[20:56:01] <HuntsMan> yeah you can
[20:56:05] <derhass_> sure you can use floats
[20:56:07] <HuntsMan> but you didn't answer what I asked
[20:56:12] <kafor7> hmm
[20:56:15] <HuntsMan> what do you expect the float to be converted when written to the texture?
[20:56:39] <kafor7> color ?
[20:57:31] <HuntsMan> lol?
[20:58:31] <kafor7> I thought I can use float as well to represent colors inside a texture ?
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[20:58:39] <HuntsMan> sure
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[20:58:44] <HuntsMan> but what do they represent?
[20:58:46] <derhass_> kafor7: you should be aware of the difference between client side and internal data formats of a texture
[20:58:48] <HuntsMan> your texture is not floating point
[20:59:09] <kafor7> 0f = no component 1f = full component ?
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[20:59:22] <kafor7> that was my intention a least
[20:59:26] <kafor7> at least *
[20:59:46] <HuntsMan> so did you check if that's what OpenGL does?
[20:59:51] <kafor7> nope
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[21:01:15] <HuntsMan> its probably just writing 0's
[21:01:18] <HuntsMan> try a bigger value
[21:01:20] <HuntsMan> up to 255
[21:02:16] <kafor7> hm
[21:02:31] <kafor7> but 0f and 1f seems to work, at least at my hardware :)
[21:02:57] <kafor7> When I scaled it up to 255 there is the same problem
[21:06:15] <HuntsMan> BTW, what GPU?
[21:06:41] <kafor7> GTX660
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[21:07:42] <Bloodust> ooh boy
[21:08:08] <kafor7> that's how it looks like with this SubImage
[21:08:22] <kafor7> and if I comment it there is a black texture
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[21:09:26] <kafor7> for me it's pretty strange hmm
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[21:10:37] <Bloodust> you know whats a good test texture? float texture[]={1,0,0, 0,1,0, 0,0,1, 1,1,1};
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[21:13:57] <kafor7> I will change it to unsigned char and see
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[21:15:28] <kafor7> damn, the same
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[21:16:20] <HuntsMan> mmmm
[21:16:26] <HuntsMan> are you using shaders?
[21:16:28] <HuntsMan> looks like not
[21:16:31] <kafor7> no
[21:16:32] <HuntsMan> then glTexCoord2f(m_iArnoldWidth, m_iArnoldHeight); looks wrong :D
[21:16:54] <HuntsMan> because texture coords are in the [0, 1] range
[21:18:23] <kafor7> even in orthogonal projection ?
[21:19:04] <derhass_> kafor7: the projection has nothing to do with that
[21:19:09] <kafor7> ok
[21:19:19] <derhass_> although you could lode an ortho matrix into the texture matrix
[21:19:23] <derhass_> *load
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[21:21:23] <kafor7> hmm if I change it to 1 it's only a black screen
[21:21:40] <kafor7> ok I will look at it more thoroughly
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[21:44:18] <kafor7> derhass_ thanks for that error :D
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[21:44:29] <kafor7> it works nice now
[21:44:36] <kafor7> I own you a big beer!
[21:45:12] <HuntsMan> kafor7: which error?
[21:45:28] <kafor7> with bad texture coordinates
[21:45:58] <derhass_> HuntsMan: haha!
[21:46:01] <HuntsMan> derhass_: :P
[21:46:13] <kafor7> what's going on ? :)
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[22:23:52] <XMPPwocky> is it reasonable to store bone weights in a separate VBO from positions, texcoords, normals etc
[22:24:11] <XMPPwocky> so that you can have one "base" vertex format, and only add bone weights if you need to do skinning?
[22:25:07] <japro> hmm, is there any clever algorithm to enumerate all edges with their according triangles that share them given a indexed triangle mesh? all i can think of either n^2 or using some hash map to accelerate the searh (uhg, soo much work... :p)
[22:27:03] <XMPPwocky> can the same VAO be used across different shader programs (if the locations of attributes match)?
[22:27:04] <Bloodust> XMPPwocky I dont think so
[22:27:16] <Bloodust> yes to the VAO question
[22:27:40] <Bloodust> XMPPwocky but for the bones, I dont think it makes much sense to separate them
[22:28:22] <XMPPwocky> why not?
[22:28:40] <Bloodust> when would you have an animation cabable model and NOT animate it?
[22:28:48] <XMPPwocky> no, no
[22:28:59] <XMPPwocky> sometimes you have a model that is not capable of animation
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[22:35:23] <t4nk438> hello
[22:35:37] <t4nk438> im debugging my cascaded shadow mapping since days, since distant objects started to heavily flicker
[22:35:42] <t4nk438> now i found out it was my near clip plane
[22:35:47] <t4nk438> setting it from 0.1 to 1.0 fixed everything :D
[22:35:53] <t4nk438> no flickering of distant objects anymore
[22:36:00] <t4nk438> and i thought its bad shadow map precision
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[22:37:31] <t4nk438> can anyone explain to me why?
[22:39:19] <Bloodust> well you improved the precision and it solved the problem
[22:40:02] <t4nk438> i still dont get it, from 0.1 to 6000.0 is not much a different than 1.0 to 6000
[22:40:43] <XMPPwocky> it's a division, not subtraction
[22:41:02] <Bloodust> 1.0 to 60000 = 0.1 to 6000
[22:41:24] <t4nk438> oooh ok
[22:41:28] <t4nk438> thanks for explaining
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[22:52:35] <paul424> Is there any diffrence in multi pass rendering for each light versus using traditional multilighting OpenGL formula ? ( Sum of all Sufrfacenormal_X_LIghtNormal)
[22:53:02] <paul424> I mean why for example commerical engiens started to use them around id4 ( doom3 ) engine >
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[22:56:18] <Bloodust> deferred shading is popular now
[22:56:55] <paul424> sure
[22:57:07] <XMPPwocky> yeah, now that we have fuckloads of vram
[22:58:32] <paul424> XMPPwocky: only because of that , hmm 8MB card would spare almost half of it;s VRAM for framebuffer in 1024x768 @ 32 bitg
[22:58:37] <paul424> XMPPwocky: right ?
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[22:59:09] <XMPPwocky> now think about stacking a gbuffer on top of that
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[23:02:08] <BlueProtoman> Question. I know fixed-function OpenGL should no longer be used. How do we discourage people from actually using it in new software? It can't be removed entirely from the drivers, as some old graphics software may still need to be maintained.
[23:02:21] <Bloodust> 8MB card haha
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[23:02:33] <Bloodust> BlueProtoman force feed them shaders
[23:02:44] <derhass_> Bloodust: apple already does that, by not implementing compatibility profile
[23:02:59] <derhass_> sorry, BlueProtoman I mean
[23:03:09] <BlueProtoman> derhass_: Mind elaborating? I don't own a Mac
[23:03:11] <Bloodust> not much else you can do
[23:03:30] <Bloodust> and get rid of the ffp tutorial websites
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[23:03:53] <japro> i wonder what the cost of rasterizing degenerate triangles is
[23:04:02] <BlueProtoman> So what happens if I take pre-existing fixed-function OpenGL code (assuming no platform-specific trickery--maybe it uses SDL or something to set up a context) and try to compile it in a recent version of XCode?
[23:04:05] <derhass_> BlueProtoman: they don't support comaptibility profile. so the only way to use legacy gl is with a legacy context, where all the cool new stuff is not available
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[23:06:45] <BlueProtoman> derhass_: Will that stop me from compiling or linking legacy OpenGL-using code on Xcode?
[23:06:50] <derhass_> no
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[23:07:17] <BlueProtoman> Oh, I just won't actually be able to run it.
[23:07:31] <paul424> The primary advantage of deferred shading is the decoupling of scene geometry from lighting. Only one geometry pass is required and each light is only computed for those pixels that it actually affects.
[23:07:32] <derhass_> that's not what I mean
[23:07:43] <TheBunnyZOS> BlueProtoman: it will work and run fine
[23:07:53] <TheBunnyZOS> and SDL can set up the correct context for you if you ask it
[23:07:54] <Bloodust> paul424 and the fact you can have thousands of lights
[23:07:57] <BlueProtoman> derhass_: So what do you mean, then?
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[23:08:17] <derhass_> BlueProtoman: exactly what I wrote :)
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[23:08:22] <paul424> with traditional lighting I have aslo " one geometry pass "
[23:08:30] <paul424> what do they mean , by one geometay pass ?
[23:08:45] <BlueProtoman> TheBunnyZOS, derhass_: Oh, so I have to specify an OpenGL version or something in a given context-creation system (SDL, SFML, native, etc.)?
[23:08:50] <TheBunnyZOS> you draw all the geometry once.
[23:08:56] <TheBunnyZOS> aka 1 pass
[23:09:07] <derhass_> BlueProtoman: you don't have to. but if you don't, you'll get legacy
[23:09:24] <paul424> TheBunnyZOS: ehem what do you call geometry again ?
[23:09:36] <japro> to be fair in the case where you only have <=8 light sources there is no requirement for muliple passes in either case
[23:09:41] <TheBunnyZOS> A drawcall? Drawing a 3D model :)
[23:10:17] <paul424> sure, but I try to get a glimpse what's what
[23:10:27] <paul424> so explain to me that deferred_shading
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[23:10:43] <TheBunnyZOS> read that page? that should explain it welll?
[23:11:19] <TheBunnyZOS> You Draw everything into a few LARGE textures… and the you composite those at the end of the frame.
[23:11:33] <paul424> geometric stage == I always have to transform world vertex, normals , etc into camera space
[23:11:36] <TheBunnyZOS> So 1 texture is all the lighting data, one is all the colors etc
[23:11:54] <paul424> no idea what does it mean I can do that in "one pass " with that
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[23:12:14] <TheBunnyZOS> 2 passes would be you draw everything twice.
[23:12:41] <TheBunnyZOS> Example you draw everything 1 time and save that to the color texture and then you draw it all again and save it to the lighting texture
[23:13:29] <paul424> ok , another approach
[23:13:47] <paul424> how would you call the doom3 id4 way ?
[23:13:59] <paul424> Does it use the deferred shading or not ?
[23:14:01] <derhass_> "outdated"
[23:14:06] <paul424> ha ha
[23:14:10] <derhass_> paul424: no, it doesn't
[23:14:19] <derhass_> it just uses multiple light passes
[23:14:48] <derhass_> but the lighting is not deferred
[23:14:51] <TheBunnyZOS> probably call that forward rendering
[23:15:04] <paul424> ok
[23:15:49] <TheBunnyZOS> looks like a better explanation
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[23:21:44] <paul424> ehem so geometry pass is when "geometry" passes the "GS" right ?
[23:21:57] <derhass_> no
[23:22:11] <derhass_> a geometry pass is when you render your (real) scene geometry
[23:22:20] <Bloodust> :P
[23:23:37] <paul424> derhass_: ehem what does it produce , than ?
[23:24:13] <derhass_> paul424: a rendering of your scene
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[23:24:36] <rawtass> Anyone got height or normal maps for the Mitsuba model?
[23:25:01] <rawtass> I think it is a common demo model, so maybe ..
[23:25:02] <paul424> Who is Mitsuba, some character from Hentai genre , :P ?
[23:25:15] <rawtass> the last one on that page
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[23:28:22] <paul424> We converted it to a single OBJ file and separated the backdrop. OBJ stores vertex normals afaik
[23:28:26] <paul424> but that's noe what you want ...
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[23:29:22] <rawtass> no.. Just want some bump mapping on it.
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[23:37:19] <paul424> Geometry stage
[23:37:21] <paul424> The geometry stage is responsible for the majority of the per-polygon operations or per-vertex operation; it means that this stage computes what is to be drawn, how it should be drawn, and where it should be drawn. In some case, this stage might be defined as one pipeline stage or several different stages, mainly due to the different implementation of this stage. However, in this case, this...
[23:37:22] <paul424> ...stage is further divided into different functional group.
[23:37:24] <paul424> arght
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[23:46:50] <paul424> but multi light passes requires something of a light culling to have ANY SENSE ... that is - not every light is affecting every surface ,
[23:46:55] <paul424> Am I right , Bloodust ?
[23:47:35] <derhass_> no
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