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[00:04:23] <paul424> derhass_: why ?
[00:04:46] <derhass_> paul424: because that is simply not true
[00:04:47] <paul424> so what's the improvement over old fixed-pipeline rendering
[00:05:01] <derhass_> unlimited number of light sorces
[00:05:32] <derhass_> although that _is_ fixed function pipeline rendering
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[00:06:26] <paul424> ok many thanks to you :*
[00:06:36] <derhass_> stencil shadows for multiple lights are another reason for multiple passes
[00:06:54] <paul424> ok about that maybe tomoroow :P
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[01:11:14] <doomedbunnies> I'm going to have to think abotu shadows again, someday.
[01:11:20] <doomedbunnies> about them, too.
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[02:42:23] <demifuror> hi guys. why do we flip buffers in opengl, after loading data into them>
[02:42:49] <HuntsMan> what do you mean?
[02:43:46] <derhass_> probably means lwgl
[02:43:53] <derhass_> or some similiar java crap
[02:43:57] <HuntsMan> yeah, I was thinking of that
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[03:37:51] <DrBenway> shot in the dark...
[03:38:04] <DrBenway> any good reason for texture to be black on android but not on opengl normal?
[03:38:10] <DrBenway> the code is pretty much the same...
[03:38:28] <DrBenway> texture coords are passing fine to the shader
[03:38:37] <HuntsMan> non power of two size
[03:39:07] <DrBenway> 256x256
[03:39:35] <bob_twinkles> some other part of your pipeline is broken?
[03:39:49] <HuntsMan> DrBenway: what is the texture format?
[03:39:51] <DrBenway> i can't really think which one... everything else seems to work
[03:40:14] <DrBenway> png->rgba buffer and then straight to opengl
[03:40:17] <newguise1234> is your texture actually fine on your adroid device?
[03:40:22] <newguise1234> (the file)
[03:40:22] <DrBenway> the image loading code works fine
[03:40:35] <HuntsMan> DrBenway: I meant the GL enumerant, GL_RGBA8 I assume?
[03:40:35] <DrBenway> i can't think of a reason why it wouldn't
[03:40:45] <DrBenway> let me check
[03:40:45] <slime> are you getting any GL errors?
[03:41:40] <DrBenway> GL_RGBA8 doens't compile
[03:41:44] <DrBenway> must use GL_RGBA
[03:41:57] <DrBenway> slime, i have glerrorcheck on every gl calls
[03:42:16] <slime> gl_rgba is correct in gles
[03:42:20] <DrBenway> i wish there was some profiling tool to view my texture in vram
[03:42:56] <bob_twinkles> what platform are you developing on?
[03:43:25] <DrBenway> nexus7 4.4.4
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[03:43:50] <DrBenway> the only weird thing for now is that im setup for es2 and when i query opengl, it tells me es3
[03:44:20] <katlogic> DrBenway: or the error check silent-fails :(
[03:44:38] <DrBenway> my only hint: gl_FragColor = texture2D(texture, texcoord); <-- returns 0,0,0,0
[03:44:39] <katlogic> (aka, drawving simple tri with no shaders is the only reliable way to know the tex is actually loaded)
[03:44:39] <bob_twinkles> DrBenway: host os
[03:44:50] <DrBenway> im drawing a whole mesh
[03:44:53] <DrBenway> host os?
[03:45:03] <bob_twinkles> like Windows/OSX/Linux
[03:45:05] <DrBenway> android 4.4.4
[03:45:20] <bob_twinkles> ...
[03:45:25] <DrBenway> on linux the texture works fine
[03:45:30] <DrBenway> thats not what you asked?
[03:45:45] <DrBenway> im developing on linux and cross compiling for android 4.4.4?
[03:45:52] <DrBenway> (not sure what more info i can provide)
[03:45:58] <bob_twinkles> that's what I wanted to know =P
[03:46:40] <bob_twinkles> I'm like 90% sure there's a way to build your app against ES on linux
[03:46:50] <bob_twinkles> and then you can use something like apitrace to look at the actual call stream
[03:47:17] <bob_twinkles> qapitrace lets you view what textures are bound
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[03:48:20] <DrBenway> yeah i did it before
[03:48:24] <DrBenway> just not sure whether it still builds
[03:48:35] <DrBenway> there's a gltrace on android
[03:48:48] <DrBenway> (thats what im currently checking)
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[03:51:53] <bob_twinkles> hmm
[03:52:21] <bob_twinkles> are you calling glActivetexture(GL_TEXTURE0) before you bind the texture?
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[03:52:50] <bob_twinkles> and does ES guarantee that samplers default to texture 0
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[03:53:22] <DrBenway> thats what im trying to force right now
[03:53:28] <DrBenway> weird thing is that i dont see it in the traces
[03:57:28] <doomedbunnies> Hm. So I do most of my fog calculations in the vertex shader, and then just do a color mixing operation in the fragment shader. Which means that if I have a huge-huge triangle/triangles, they wind up fully fogged, because only the middle of them is near the camera.
[03:58:29] <doomedbunnies> If I have control of the models, am I better off putting more vertices into the model so that the vertex shader runs in more places and has more chances to sample a "close to camera" position, or should I just move the fog calculations into the fragment shader?
[03:58:44] <DrBenway> this has been a while but you activate texture0 and then bind your texture and that makes it id 0?
[03:58:52] <DrBenway> can you bind a texture to 2 units at the same time?
[03:59:03] <DrBenway> glActiveTexture(GL_TEXTURE0);glErrorCheck();
[03:59:04] <DrBenway> glBindTexture(GL_TEXTURE_2D, mTextureId); glErrorCheck();
[03:59:04] <DrBenway> glActiveTexture(GL_TEXTURE1);glErrorCheck();
[03:59:04] <DrBenway> glBindTexture(GL_TEXTURE_2D, mTextureId); glErrorCheck();
[03:59:48] <DrBenway> (or am i totally remmebering this wrong)
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[04:02:01] <DrBenway> as far as i can tell... the texture looks bound to the right texture unit
[04:05:44] <DrBenway> glGetTexImage not supported on ES :(
[04:08:50] <bob_twinkles> that seems like it should work?
[04:08:54] <bob_twinkles> I'm not familiar with ES though
[04:09:29] <DrBenway> it's rubbish :(
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[04:09:50] <DrBenway> something stupid obviously
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[04:20:46] <DrBenway> it helps if you actually push the pixels to the texture
[04:20:47] <DrBenway> :P
[04:20:57] <DrBenway> (no support for pbo)
[04:21:07] <DrBenway> thanks anyway
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[06:35:10] <BlueProtoman> Does anybody know of any good resources for using the GPU for general-purpose computing? I'd like to give it a try (though I'm not looking to do anything professionally on that front).
[06:35:36] <BlueProtoman> Oh, uh, on Linux, if it matters
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[06:58:34] <BlueProtoman> Xark: Let's have a look. Is there a GPU-independent way of doing so, per chance?
[06:59:00] <Xark> BlueProtoman: Well, OpenCL is (in theory) that. But you do need a GPU with OpenCL support...
[06:59:40]
<BlueProtoman> Xark: Can I do anything with OpenGL? I just found this, but it smells GPU-dependent https://open.gl/feedback
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[07:01:08] <Xark> BlueProtoman: Ahh, sure, you can "pervert" the OpenGL API to do other non-graphics work. In general upload textures with data, and "render" them to render targets (with your code in the shaders). However you have to do a bunch of hacks if your computations don't "match" a graphics style API like OpenGL.
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[07:08:39] <Atomim> it was normal before opencl
[07:08:54] <Atomim> and compute shaders
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[07:09:06] <BlueProtoman> Atomim: Why would I want to use one over the other?
[07:09:55] <Atomim> compute shaders fit better other opengl but opencl has more control for resources
[07:10:07] <BlueProtoman> Mind elaborating?
[07:10:30] <Atomim> that's just my impression :P
[07:10:42] <BlueProtoman> What do you mean "more control for resources"?
[07:10:58] <Atomim> with opencl it is easy to assing some things to different gpu's or cpu's
[07:11:17] <Atomim> for example
[07:11:34] <BlueProtoman> Nice typo
[07:11:46] <Atomim> ?
[07:11:51] <Atomim> cpu?
[07:11:54] <BlueProtoman> "easy to assing"
[07:11:59] <Atomim> itah
[07:12:07] <Atomim> haha
[07:12:34] <BlueProtoman> No, really, what did you mean, I have no idea what that could've been a typo for
[07:12:53] <Atomim> assign?
[07:13:05] <Atomim> dispatch
[07:13:14] <BlueProtoman> Oh, you mean like multiple GPUs/CPUs on the same computer?
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[07:13:24] <Atomim> yes
[07:13:56] <BlueProtoman> Okay, that makes sense. So I have two GPUs and a 4-core processor on my laptop. Does this mean I can use OpenCL to run a program that does 6 things at once?
[07:14:08] <BlueProtoman> Or, write an OpenCL program that does 6 things at once, rather
[07:14:14] <Atomim> there can be multiple streams of computation even on single gpu interleaved
[07:14:30] <BlueProtoman> Let's say I'm not doing that for some reason
[07:14:52] <BlueProtoman> So, 6 things at once without interleaving on my laptop?
[07:15:58] <Atomim> usually they would get mostly sequential but it can hide latencies as it has plenty to switch to when waiting
[07:16:18] <Atomim> actually I don't really know even that :P
[07:16:30] <Atomim> just how I think it is
[07:17:52] <BlueProtoman> So what was that example you were about to get to?
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[07:19:38] <Atomim> well... just that in opencl you have potentially more control over things you might never need :P
[07:20:33] <BlueProtoman> Gotcha.
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[09:41:44] <t4nk494> hello, i have a weird problem
[09:41:57] <t4nk494> i get error code 1280 (invalid enum) from SOIL_load_ogl_texture
[09:42:10] <t4nk494> it crashes with sigsev if i bind the textures
[09:42:19] <t4nk494> but if i use glGetError() and printf that error, its working fine
[09:42:25] <t4nk494> oO
[09:44:02] <t4nk494> it has to be a printf with some text in it
[09:44:13] <t4nk494> using printf(""); afterwards also sigsevs
[09:44:25] <t4nk494> is this some amd driver madness?
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[09:47:04] <neurre> no
[09:47:07] <neurre> very unlikely
[09:47:21] <neurre> what image is it?
[09:48:04] <Yaniel> it uses glGetString(GL_EXTENSIONS) which is deprecated
[09:48:36] <t4nk494> its a simple power of two png
[09:48:45] <t4nk494> SOil uses glGetString?
[09:48:48] <Yaniel> yes
[09:48:56] <t4nk494> any alternative to soil then?
[09:49:07] <t4nk494> using 3.3 core
[09:49:14] <Yaniel> something like stb_image or lodepng maybe?
[09:49:19] <Yaniel> or freeimage if you want more formats
[09:49:32] <neurre> lodepng should be enough to get started
[09:49:35] <t4nk494> well but its weird that it works fine if i use printf("BLABLA") after loading the textures :D
[09:49:44] <Yaniel> I'm writing my own png loader too
[09:49:54] <neurre> why not use libpng?
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[09:51:14] <Yaniel> mainly because setjmp/longjmp
[09:51:16] <Yaniel> and because I can
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[09:56:52] <t4nk494> well ok thanks for the deprecation hint
[09:56:55] <t4nk494> ill look for an alternative
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[09:57:20] <neurre> freeimage was ok
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[10:16:25] <japro> there is no obvious way to sample from stencil in gl 3.3 it seems. or am i missing something?
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[10:22:16] <neurre> there is an app, erm, extension for that
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[10:29:49] <japro> well i guess i'll stick with doing two passe then :)
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[11:35:08] <japro> hmm, so it seems a common suggestion for stencil shadows/volumes is to use the GS to emit the extra prmitives but that requires the additional adjacency info etc...
[11:35:45] <japro> what i do now is simply have a non indexed (flat shading anyway...) mesh, andthen a index buffer over that that contains degenerate quads in the edges
[11:36:10] <japro> and then all i have to do is check the sign of dot(light, normal) at each vertex and extrude the vertex according to that
[11:36:44] <japro> i guess it means i have to have a 4x size index buffer as opposed to the uh.... 2x(?) from the adjacency
[11:36:53] <japro> but i can skip the whole gs part
[11:37:09] <japro> on the other hand i just assume that rasterizing degenerate triangles is cheap/free
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[12:46:11] <paul424> Hi are there any plans to shift the color pallete above 32 bits ?
[12:46:34] <paul424> Are there any studies , that is -- it is already optimal pallete or something ?
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[12:49:56] <japro> googling a bit tells me that there are things like 30, 36 and 48 bit thingies (30 meaning 3x10bit which is more than the 32bit rgba we usually mean)
[12:50:13] <paul424> yeah sure
[12:50:31] <dahlia> paul424: if there were more bits, could you see the additional colors?
[12:50:37] <japro> maybe you can request 10+bits at context creation and see what happens? :D
[12:51:07] <japro> dahlia, well if you look at flat gradients you will see the "steps" even in 32bit colors. so why not?
[12:51:43] <japro> obviously you can't tell color 3984723 from 3984724. but if you have them right next to each other it is still relevant
[12:51:49] <dahlia> I think more bits are sometimes useful when doing math on the pixels but as far as end results go I suspect you wouldnt be able to see the difference
[12:52:10] <dahlia> japro: if yo ucan see the steps in a gradient it's probably not linear
[12:54:32] <japro> it's not visible on all displays but the lower one has some "banding" or how you want to call that
[12:55:09] <japro> also what if we get super high dynamic range displays? :)
[12:55:23] <dahlia> yes Ive seen many examples but i suspect its not mapped to a perceptably linear color space
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[13:20:42] <jokoon> I'm using sfml, I want to use a rendertexture with a shader, any idea how can I do that ?
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[17:04:32] <zagabar> in opengl 3.2 when doing instanced rendering, what is the best way to send like, an array of instance-specific data like colour or position offset? I am seeing different methods on the web some involving storing data in textures, other using attribute variables
[17:04:50] <zagabar> and I thought myself of using uniform arrays but in 3.2 those are fixed size it seems
[17:04:58] <zagabar> so what is the "right way"?
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[17:41:05] <Tenzin> hey everyone. could someone help me setup an openGL development environment on Xubuntu 14.04 in CodeBlocks? I think I have everything installed and I can get the in-class code to run just fine, but when I try to follow other tutorials, The project won't compile or run.
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[17:49:45] <CamonZ> hi, is there a way I can figure out the status of a given mode being enabled like glEnabled(LIGHTING) ?
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[17:50:35] <Madsy> CamonZ: Yes, in the OpenGL specification, in the state tables
[17:50:45] <Madsy> Or the OpenGL man pages online
[17:53:21] <derhass_> CamonZ: glIsEnabled() is the call you might be looking for
[17:53:32] <derhass_> although I recommend never using such state readbacks
[17:54:05] <CamonZ> derhass_: why is reading from state bad?
[17:54:23] <derhass_> it is not bad. it is just inefficient, and for that reason, bad style
[17:55:55] <CamonZ> thing is, I'm building a very simple app for a course in comp. graphics and I have a set of objects that each one knows how to draw itself. I'm triggering the enabling of light on/off through the keyboard, but I don't wanna pass a boolean to the draw methods of each object saying if the light is enabled then use the material specification or glColor
[17:56:23] <CamonZ> that's why I just want to query the state before the actual draw call where I would assign the color/material to the face I'm about to draw
[17:56:29] <CamonZ> depending on light being enabled or not
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[17:57:38] <derhass_> oh noes! another "computer graphics course" using legacy gl
[17:57:43] <derhass_> the world is bad!
[17:58:00] <Tenzin> I get these following two errors "/usr/bin/ld: cannot find -lglew" and "ld: cannot find -lglew". How can I fix this?
[17:58:29] <derhass_> probably by using -lGLEW
[17:58:37] <derhass_> assuimg you have the glew library installed
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[18:01:24] <CamonZ> derhass_: I'm taking two of them actually, first one is OpenGL 2 and the second one is WebGL
[18:02:16] <derhass_> CamonZ: well, in either case, GL_LIGHTING is not what one wants
[18:02:28] <derhass_> gl 2 supports that legacy stuff, but one is not forced to use it
[18:02:31] <derhass_> and one shouldn't
[18:02:56] <CamonZ> derhass_: what's the proper way to do it
[18:03:01] <derhass_> shaders
[18:03:53] <Tenzin> @derhass I just went to the GLEW page and ran the apt-get command listed on the page. I added -lGLEW to my linker settings in CodeBlocks and now I'm getting the error "ld||cannot find -l-lGLEW|"
[18:04:08] <derhass_> Tenzin: lol
[18:04:12] <Hunts> Tenzin: it's -lGLEW, not -l-lGLEW
[18:04:23] <derhass_> Tenzin: you should be able to see what went wrong
[18:06:27] <Hunts> Tenzin: don't send private messages
[18:06:33] <Hunts> Tenzin: then just put GLEW in the linker settings
[18:07:16] <Tenzin> @Hunt, I already tried that. Let me try it again and tell you the error that comes out. Gimme a sec.
[18:08:52] <derhass_> Tenzin: note that those things are case sensitive, GLEW != glew
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[18:09:34] <Tenzin> @derhass, I'm aware of that.
[18:11:11] <Tenzin> @hunts, now I'm getting 16 new errors lol. Let me see if I can upload a screenshot to an image host right fast. Maybe that will be of more help.
[18:11:27] <derhass_> why not paste the errors to a paste site?
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[18:15:08] <derhass_> Sharkly: it is totally unclear what position you set your light to
[18:15:35] <Hunts> Tenzin: so you are using glfw, and you didn't link it
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[18:18:12]
<Tenzin> @Hunts, I already have it in my linker settings. I haven't changed it in 2 days http://imgur.com/GJPEKEA
[18:19:14] <derhass_> Tenzin: the lib is called glfw3
[18:19:21] <derhass_> at least that is waht you should use
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[18:20:47] <derhass_> Sharkly: that is still not enough
[18:21:02]
<Tenzin> @derhass_ well we're making progress. I just changed it to glfw3 and now this is the new error log http://pastebin.com/fu6n9Qpr
[18:21:05] <derhass_> Sharkly: your mous position will depend on the matrices at the time of that call
[18:21:20] <derhass_> and your effective light position will depend on the modelview matrix at the time of that call
[18:21:31] <derhass_> you can easily screw up your spaces
[18:23:05] <Sharkly> The mouse position is correct though... It lights the rest of the scene correctly, and selection works. What do I need to clarify?
[18:23:34] <derhass_> Sharkly: which spaces you work in, in each case
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[18:24:17] <Sharkly> derhass_: spaces as in matrices?
[18:25:15] <derhass_> in a way, yes
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[18:26:47] <Sharkly> The mouse position is fetched at the end of each frame the matrices should be what they are when the light position is set.
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[18:28:42] <Sharkly> The transforms are based off the camera's position, all other transforms are pushed and popped.
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[18:30:00] <derhass_> Sharkly: well, you could try to render that light_position vector as a point, and check if it really appears where you expect it
[18:30:20] <derhass_> I somehow doubt that
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[18:36:08] <derhass_> ok, is this good or bad?
[18:37:46] <Sharkly> Well, it's not a directional light, it's a point light. So it should be lighting the WHOLE flower, not just a half of it
[18:39:06] <derhass_> since you have shadows, you're not using gl's stock lighting anyways
[18:39:16] <derhass_> it is totally unkown what exactly happens
[18:40:32] <derhass_> another thing is: it is not even clear if you use a point light
[18:40:56] <derhass_> the code you have shown so far guarantees that only as long as some of the gl state is left at the default
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[18:41:35] <Yaniel> yay, png decoder works finally
[18:42:55] <Sharkly> I'm using SDL... if that makes any difference.
[18:43:08] <Sharkly> Smooth shade model
[18:43:23] <derhass_> and how is the shadow made?
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[18:44:28] <Sharkly> There are no shadows... You're probably looking at the unlit (black) part of the model.
[18:44:45] <derhass_> ah, oh, LOL
[18:45:02] <Sharkly> That's my problem. xD
[18:45:51] <Sharkly> If the light is positioned behind the flower on the z axis, or x axis, it renders completely black, like you see.
[18:46:05] <derhass_> well. you might think that you set the light exaclty above the flower, but you don't seem to do so
[18:48:11] <Sharkly> Wouldn't the light provide some well... light anyways?
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[18:50:05] <Sharkly> Oops, my wifi derped.
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[18:51:16] <derhass_> the lighting on the flower looks very unnatural anyway. looks like clamped
[18:51:28] <derhass_> maybe you scale the model and forgot to renormalize the normals
[18:51:45] <Sharkly> glEnable(GL_NORMALIZE) ?
[18:52:19] <derhass_> I don't remember
[18:52:24] <derhass_> but it could be
[18:52:33] <derhass_> although that will not solve your main issue
[18:52:57] <Sharkly> It does appear clamped...
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[19:03:18] <Tenzin> OMFG I FINALLY GOT IT! Man, I've spent 3-4 days just trying to set up the development environment. If I wasn't a man, I'd probably cry right now lol. Thanks for all the help guys. I bet the people on irc and stackoverflow hate me right now.
[19:03:54] <derhass_> you ar eon irc here
[19:04:34] <Tenzin> I know. I was talking about when I went to all these different channels asking questions and bugging people.
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[19:05:36] <Tenzin> @derhass_, you wanna see my final linker settings?
[19:08:12] <derhass_> Tenzin: well, I probably can live well without that
[19:09:34]
<Tenzin> Too late. I don't think anyone in my class was able to get it to work yet. http://imgur.com/WPsYNUG . See ya guys.
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[19:10:24] <derhass_> he's gone
[19:10:44] <derhass_> I would have told him that the -L /lib64 is not what he should put there
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[19:25:58] <Bloodust> :D
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[19:40:41] <hdon> hi all :) i've got a wonderful apitrace of a blank (gray) screen. trying to draw two textured (texture should be pure white) triangles. getting just the grey glClear color. anyone want to have a look at the api trace?
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[19:48:57] <ManDay> hdon: what is this?
[19:49:01] <ManDay> "trace"?
[19:49:11] <ManDay> firefox says it's binary
[19:49:33] <derhass_> it is an apitrace trace
[19:49:38] <hdon> ManDay, my apache server doesn't have a mime-type for the ".trace" filename extension, but it's the extension used by apitrace
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[19:49:53] <hdon> binary is fine though. your browser should handle it perfectly.
[19:49:54] <ManDay> oh, i have no idea what that is, sorry
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[19:50:29] <hdon> i'm stuck in the "nothing on screen" hell. made some stupid mistake somewhere, just can't see it...
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[19:53:13] <Sharkly> GL normalized helped with the scaling... but the clamping problem is the same...
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[20:01:10] <newguise1234> anyone have pointsers as to what to do, I have GL_EXT_draw_instanced, but when trying to use glAttribDivisor, it says "was not declared in this scope"
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[20:01:21] <XMPPwocky> newguise1234: it's not declared in that scope
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[20:01:41] <newguise1234> I know, but I take that to mean its not in my headers or some such
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[20:01:47] <Bloodust> you mean, glVertexAttribDivisor?
[20:01:59] <newguise1234> oh that would be it thank you TT___TT
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[20:03:04] <newguise1234> I was wondering how I could have the instancing extension, but not the ability to step different amounts for different attributes lol
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[20:24:31] <newguise1234> so, next stumbling block I'm getting a SIGSEGV, segfault when it tries to call glVertexAttribPointer. I do have the extension GL_ARB_instanced_arrays, and glVertexAttribPointer points to glVertexAttribPointerARB when I check in gdb, any suggestions?
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[20:26:03] <newguise1234> crap, when it calls glVertexAttribDivisor
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[20:26:16] <newguise1234> and it points to glVertexAttribDivisorARB as well
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[20:30:46] <japro> are you using a loader? (glew, gl3w, glloadgen...)
[20:30:51] <newguise1234> glew
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[20:36:26] <Vtec234> i also checked the model in blender, and the normals are as they should be, sticking out of each vertex
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[20:40:53] <Bloodust> make the shader output normals
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[20:41:15] <Vtec234> the fragment shader?
[20:41:22] <Bloodust> yes
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[20:41:38] <Bloodust> instead of color, make it output normal*0.5+vec3(0.5)
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[20:46:38] <Bloodust> borked normals
[20:46:43] <Bloodust> even the base is broken
[20:47:15] <Vtec234> i exported it as collada .dae from blender. in blender they are right
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[20:48:01] <Vtec234> is it more likely to be a problem with the file or with my code?
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[20:48:28] <Bloodust> try reimporting back to blender
[20:48:33] <Bloodust> if they are correct, its your code
[20:49:16] <Vtec234> so it's probably my code. i'll look into it
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[21:11:23] <Polarina> drag0nius, that's not always possible, if the triangle's surface is parallel to the z-axis.
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[21:14:31] <Vtec234> on the right is a simple .dae cube, on the right is what i have imported using assimp (the lower digits). so .dae only saves face normals, and assimp loads these even though the specification says it loads vertex normals. moreover, at the end it read some random? values from memory
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[21:14:45] <Vtec234> is that the format, or the loader, which is wrong?
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[21:15:47] <drag0nius> so what i need to do is get plane equation and then line intersection?
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[21:22:19] <Vtec234> drag0nius: maybe you should check first if the Z-axis-parallel line defined by the 4th point's xy is inside the triangle
[21:22:42] <Vtec234> i mean if it intersects it
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[21:23:12] <drag0nius> i already know it is inside (iterating over all X and Ys inside line by line) but then i need depth for Z buffer
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[21:25:09] <Vtec234> drag0nius: i may be wrong, but try finding the interpolation constant for the 4th point's xy between the triangle's vertices xy and then interpolate the z by that
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[21:51:31] <japro> drag0nius, from the plane equation i'd guess
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[21:53:53] <japro> with A, B, C being the triangles points and N = cross(B-A, C-A) all points (x,y,z) in the triangles plane fulfill: Nx*x + Ny*y + Nz*z = Nx*Ax + Ny*Ay + Nz*Az
[21:54:04] <japro> so you can just put x,y into that equation and calculate z
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[21:59:16] <Vtec234> i solve my problem, had to recalculate the normals, because blender outputs face normals as vertex normals.
[21:59:22] <Vtec234> solved*
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[22:15:14] <paul424> "Trivia : A typical frame in Quake2 is 600-900 polygons: A >>far cry<< from 2011 millions of polygons in any game engine." :P
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[22:16:32] <japro> is that about what you can do or what games actually do :)
[22:17:05] <japro> i was under the impression apart from tessellation people don't go too crazy with polycounts. most of the fidelity is coming from clever texturing (normal maps etc) these days
[22:17:21] <paul424> naah A >>far cry<< ! You get ?
[22:17:35] <paul424> google that phrase then >_>
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[22:17:52] <japro> i had to read that sentence a bunch of time because i first thought "far cry didn't come out 2011???"
[22:18:12] <paul424> far cry 3 than
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[22:19:17] <slime> japro: characters in modern AAA games are generally tens or hundreds of thousands of polygons
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[22:19:48] <slime> (per character)
[22:20:10] <paul424> about Q2 : The GPU integrated scanline routine removed the need for a Global Edge Table and an Active Edge Table.
[22:20:19] <paul424> what 's the integrated scaline routiene ?
[22:20:37] <roboman2444> so, SDL2, glfw or sfml?
[22:20:46] <roboman2444> for a primarily opengl oriented thing
[22:20:57] <japro> sdl2 for me these days
[22:21:00] <roboman2444> that only wants window management and input management
[22:21:44] <Polarina> roboman2444, sdl2 or glfw will both work well.
[22:21:56] <japro> also depends on what kind of input
[22:22:08] <roboman2444> japro, just general game input
[22:22:22] <japro> but generally sdl2 does probably better on anything that isn't a mouse or keyboard
[22:23:08] <roboman2444> can i resize windows in sdl2 without making a new one?
[22:23:43] <slime> yep
[22:23:43] <Polarina> roboman2444, yes, you can.
[22:23:46] <roboman2444> surface = SDL_SetVideoMode(width, height, bpp, videoFlags); i do this a lot, in sdl1.2
[22:23:49] <slime> that's SDL1
[22:23:51] <slime> yeah
[22:23:55] <roboman2444> i didnt really see anything from a glance to do it in 2
[22:24:05] <slime> in SDL2 you just create the window with a resizable flag to let users resize
[22:24:09] <slime> or use SDL_SetWindowSize
[22:24:19] <roboman2444> ah ok
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[22:34:07] <paul424> They are no "Surface" in the OpenGL renderer: color and lightmap are combined on the fly and never cached. If the graphic card supports multi-texturing only one pass is necessary, specifying both textureID and textureCoordinates:
[22:34:20] <paul424> ehem how those sufaces could have helped ?
[22:34:51] <Polarina> That sounds like very old text.
[22:34:54] <paul424> ahh I get if two polygon by coincidence share the same lightmap and texture
[22:34:55] <derhass_> it is
[22:35:00] <paul424> it's Q2 engine
[22:35:10] <derhass_> paul424 seems to work his way backwards
[22:35:17] <paul424> no idea ... how those sufaces would work
[22:35:24] <derhass_> software archeology
[22:35:31] <roboman2444> Q2 was so far back in opengl that you didnt have to ask for a texture id back then
[22:35:32] <paul424> derhass_: one must look historicly onto the studied thing
[22:35:36] <roboman2444> you just said which one you wanted
[22:35:42] <paul424> to understand the present :)
[22:36:09] <derhass_> yeah, but maybe not backwards. it doesn't really help to learn what a new engine does not do any more before one has understood how that was done before
[22:36:44] <paul424> naah ,. derhass_ what those >>Surfaces << could be ?
[22:37:09] <derhass_> you'll probably find out when you look at Q1's enigne
[22:37:41] <paul424> he he , you are combining well :P
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[22:39:35] <derhass_> actually, surfaces were used in q2's software renderer, iirc
[22:39:48] <paul424> ohh ok
[22:39:53] <derhass_> to cache the texture+lightmap calculations
[22:40:02] <derhass_> and avoid redoing them all the time
[22:40:07] <derhass_> hmmm
[22:40:09] <derhass_> not sure anymore
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[22:40:49] <derhass_> "Render each face's surface (surface=texture+lightmap) to a cache in RAM."
[22:41:31] <paul424> ohh ok :*
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[22:48:36] <newguise1234> I'm continually stymied by my intel graphics card :/ doesn't have the EXT_gpu_shader4 to pass unsigned ints into an attribute
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[22:56:51] <japro> just pass a float :) that is effectively a 24bit int... kinda
[22:57:00] <japro> or 23? something like that
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[23:02:22] <newguise1234> will glsl do casting without value translation? ie. keep the bits and use a different name?
[23:02:39] <slime> there are functions in recent GLSL versions to do that
[23:02:54] <newguise1234> mm, I'm kind of restricted with regards to that lol
[23:03:06] <bob_twinkles> what do you need an unsigned int for?
[23:04:40] <newguise1234> to pass in an octree key, then I expand it to the appropriate coordinate
[23:05:00] <japro> an entire octree in attributes???
[23:07:31] <newguise1234> no, just the "key", the lower left back boundary, and the smallest box resolution
[23:07:37] <newguise1234> those are uniforms
[23:07:46] <newguise1234> then I pass a "key" and a depth mask as attributes
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[23:10:48] <japro> the only thing there that requires "integerness" is the &1
[23:11:28] <bob_twinkles> just % 2 instead?
[23:11:29] <japro> and you can emulate that with like 2*fract(x*0.5)
[23:11:31] <japro> on floats
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[23:12:55] <newguise1234> can I pass in a non-vector integer without the extension? or does the extension deal with pretty much all integers
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