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[01:23:58] <japro> so i keep being unsure about when i need to set draw buffers or don't
[01:24:39] <japro> like do i technically need to change draw buffers between GL_COLOR_ATTACHMENTN and GL_BACK_LEFT etc? when switching between custom fbos and the default 0 fbo?
[01:25:01] <japro> it seems just setting to color attachments "works"
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[01:28:17] <derhass_> japro: the draw-buffers are per-fbo state
[01:28:26] <derhass_> including fbo 0
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[01:31:23] <japro> that makes sense i guess :)
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[01:35:42] <newguise1234> for gldrawelementsinstanced, the vertexcoord attrib should have a divisor of 0? and it should just step through your associated array_element_buffer like usual, and go back to the beginning at the beginning of each instance?
[01:36:00] <newguise1234> sorry for the how muddled it is.
[01:37:54] <japro> pretty much
[01:38:35] <newguise1234> not gonna ask anyone to look through my code, but I get segfaults whenever I try to use a new Draw call lol TT___TT
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[01:46:40] <japro> hmm, is there a way to clear different attachments to different values?
[01:47:02] <newguise1234> how so?
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[01:48:20] <Hunts> japro: glClearBuffer
[01:49:35] <slime> (or use glDrawBuffer + glClear)
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[01:57:40] <newguise1234> is this interpretation correct?
[01:57:54] <newguise1234> it should draw one single triangle
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[03:03:04] <newguise1234> well, it seems I may have some misunderstanding still. After I unbind my VAO, I unbind my ELEMENT_ARRAY_BUFFER.
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[03:03:29] <newguise1234> When I bind my VAO again, I get a segfault upon a draw call unless I've seperately bound the ELEMENT_ARRAY_BUFFER as well
[03:03:46] <newguise1234> I thought the binding the vao bound the ELEMENT_ARRAY_BUFFER?
[03:03:50] <derhass_> it does
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[03:05:53] <newguise1234> and thats the experience I had before, I guess I've a problem in my code hidden away somewhere
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[03:30:15] <edwardjohn> I have a FBO to which I’m only rendering depths. I’ve got an issue where the FBO isn’t being cleared properly when the window size is smaller than the FBO. I’m setting my viewport to the buffer size after binding it and before clearing but I can’t seem to resolve this.
[03:31:39] <derhass_> the clear does not even care about the viewport
[03:31:55] <derhass_> the only way to restrict the area affected by glClear whould be the scissor test
[03:32:25] <XMPPwocky> yeah it's just scissorting
[03:32:30] <XMPPwocky> and what is "not properly"
[03:32:39] <XMPPwocky> the exact behavior is important
[03:33:16] <derhass_> I get the hunch that the fbo is not the issue at all, but the final rendering to the real frambuffer
[03:33:33] <edwardjohn> Yes, so I thought it might be scissor test and I set that to the buffer size also but it didn’t resolve the issue.
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[03:36:25] <edwardjohn> I’m using the FBO for shadow rendering. I’m using a sampler2DShadow in my lighting fragment shader to check the relative depths. In the test case I render nothing to the fbo (just initialise and clear it) and just compare to 1 which should always return 1.
[03:37:08] <XMPPwocky> what version of gl
[03:37:17] <edwardjohn> I then render the result to the colour buffer (as a way of debugging). I can see a clear region that is white (as expected) that increases and decreases as I changed the window size relative to the buffer size.
[03:37:33] <edwardjohn> 3.2, using LWJGL and java (if that helps)
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[03:38:46] <derhass_> edwardjohn: that is prpbably just because you acess the texture at the wrong places
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[03:40:08] <edwardjohn> I’ve verified my map coordinates and they all see to be correct. I will reverify if you feel that’s the issue.
[03:41:05] <derhass_> well, I don't know for sure
[03:43:12] <edwardjohn> To check my coordinates into the map I force anything that is outside 0-1 as 0 on the red chanel for x and the green channel for y. the value for z is the result of the texture lookup on the map for those coordinates.
[03:45:01] <edwardjohn> I’m not sure if that was clear, but I’m fairly certian that my coordinates are correct.
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[03:49:11] <edwardjohn> derhass_, either way, one thing I can be sure of is that the window size is having an impact on the effect I’m observing.
[03:50:35] <derhass_> yeah
[03:50:45] <derhass_> and there are many possible candidates for that
[03:51:01] <derhass_> the projection matrices being one of them
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[03:52:59] <edwardjohn> So, in my vertex shaders I’m passing all DCMs in as uniforms. I don’t set GL_projection or anything … Don’t know if that helps.
[03:54:51] <derhass_> well. it is not about GL_PROJECTION, but about the projection matrix
[03:54:59] <derhass_> you probably use one
[03:55:08] <derhass_> or maybe not. who knows?
[03:56:39] <edwardjohn> Yes, I do. Well several to be more correct. In this instance I’m sing a projection matric of the light to the taget for which I want to generate shadows and then another for the view from the eye/camera.
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[03:58:26] <edwardjohn> And, I can verify that, as far as I can tell they are working as one would expect. I should add that so long as the buffersize is less than the window size my shadow rendering works just fine.
[04:00:01] <edwardjohn> However, when the window is smaller (attempting to render shadows that stretch over large areas with a reasonable resoloution) then only part of the shadow map gets populated with depth properly, proportionally effectd by the difference between window and buffer size.
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[04:12:03] <edwardjohn> derhass_, assuming it’s not the projection matrices either, what would be your next suggestion please.
[04:12:28] <derhass_> i've no idea
[04:12:41] <derhass_> that kind of guesswork is not really getting us anywhere
[04:12:53] <derhass_> and I'm to tired anyway
[04:12:58] <derhass_> it's 4:12 am here
[04:15:13] <edwardjohn> 03:14 am here. Well, I appriciate you suggesting areas to look - as I’ve been debuggin for a while and am lost as to where my issue might be coming from. So while I understand and agree with you, if you do think of anything I’d appriciate it ^^
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[06:12:55] <delicado> does opengl support uploading textures in "chunks"? i have an engine where everything is pooled, maximum pool block is ~1MB and so some textures larger than this are written into multiple blocks and are always not contiguous in memory.
[06:13:51] <Codex_> cant you collect the chunks together before passing to opengl?
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[06:17:21] <slime> you can use glTexSubImage (after allocating the texture with glTexImage + a null pointer, or glTexStorage)
[06:17:42] <slime> also that sounds like an odd design
[06:18:16] <delicado> yes i can allocate larger a buffer then write the chunks into it so it will be contiguous, but that would defeat my purpose of pooling, and thats another allocation+write+free operation
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[06:31:33] <delicado> fragmentation was my main issue before i did pooling, the engine is an streaming engine, like all streaming engine resources are being loaded and unloaded a lot. thanks glTextSubImage is what i need
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[06:55:12] <XCVB> is there a function to use hex instead of using float in glColor3f
[06:57:41] <slime> glColor3ub
[06:59:21] <XCVB> so glColor4ub would be RGBA
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[13:43:01]
<monov> hi. http://imgur.com/wxRbVgs i'm rendering two overlapping cuboids (their faces share common pixels in XYZ). And when I rotate the scene around, along the overlapping edge there are sometimes 1-2 black pixels. any idea what might cause this?
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[13:43:20] <monov> it's not z-fighting because the two cuboids are lit and colored identically
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[13:52:27] <tha_grid> hello all, i looking at some code and its not behaving like the manpage; glTexImage2D is not taking a *data argument
[13:53:08] <tha_grid> there is some default behavior going on i assume?
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[13:54:28] <tha_grid> oh the fragment shader is generating frags for frame
[13:55:38] <japro> what do you mean it is not "taking" it?
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[14:09:48] <Yaniel> null as the data pointer?
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[14:15:10] <Smilex> Does glVertexAttribPointer have to be called per VBO?
[14:16:40] <Yaniel> per vertex attribute
[14:16:41] <HuntsMan2> no, per attribute
[14:17:37] <Smilex> And it doesn't matter that a VBO is bound? I'm asking because I got strange results that I assumed was because of this
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[14:18:11] <derhass_> the vbo binding is essential
[14:18:12] <HuntsMan2> Smilex: if a VBO is bound, then the data for the attribute comes from that VBO
[14:19:10] <Yaniel> the currently bound VBO is part of the attribute data
[14:19:25] <Yaniel> and is taken from the moment you call glVertexAttribPointer
[14:19:43] <Smilex> HuntsMan2: I get that that's what happens when I draw, but I'm wondering if the attrib state has anything to do with the VBO that was bound when the attrib was declared (with glVertexAttribPointer)
[14:20:23] <Smilex> Yaniel: Then I have to call glVertexAttribPointer for each VBO?
[14:20:26] <HuntsMan2> Smilex: I just told you that yes, it does matter
[14:20:29] <Yaniel> well, yes
[14:20:33] <HuntsMan2> it is not for when you draw
[14:20:40] <Yaniel> for each attribute in each vbo you want to use
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[14:20:49] <Smilex> HuntsMan2: Sorry, didn't understand you then
[14:21:05] <Smilex> Ok thanks guys
[14:21:18] <derhass_> hmmm. HuntsMan2? what happened to HuntsMan1?
[14:21:45] <HuntsMan2> derhass_: died by a criminal called peer :D
[14:21:54] <Smilex> w
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[14:22:08] <derhass> :)
[14:22:56] <Smilex> Btw, is Vogl on topic here?
[14:23:27] <HuntsMan2> what's Vogl? :D
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[14:24:00] <derhass> Smilex: it probably is
[14:24:05] <Smilex> Valve's OGL debugger
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[14:25:30] <Smilex> Well does anyone else have issues with it, where it just freezes when you try to generate a trace of your application, but it works for the glxspheres test app?
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[14:27:51] <derhass> Smilex: i never got it to work with my app
[14:28:19] <Smilex> derhass: did you test it with glxspheres?
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[15:37:19] <Yaniel> sure it is on topic
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[16:12:57] <DiffuseStorm> Nothing is happening after a glDrawArrays call, so not a crash, but the application froze in some way. What could be going on? Did something on the OpenGL side crash?
[16:13:32] <DiffuseStorm> It's obviously something I'm doing wrong, some wrong arguments or something, but I'm wondering why the application simply freezes.
[16:13:41] <HuntsMan2> opengl side?
[16:13:49] <HuntsMan2> you can pastebin code
[16:14:23] <Bloodust> froze?
[16:14:30] <DiffuseStorm> glDrawArrays does not return
[16:15:04] <DiffuseStorm> NVM
[16:15:06] <DiffuseStorm> segmentation fault
[16:15:53] <DiffuseStorm> Interesting, I had to start the application through the command line instead of through my IDE to see that.
[16:16:39] <HuntsMan2> maybe your IDE attached a debugger and that's why the application look frozen
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[16:24:50] <Yaniel> I'd start looking for uninitialized variables by now
[16:25:28] <Yaniel> IDEs tend to run stuff in a debugger which in turn tends to zero out all variables
[16:25:56] <Yaniel> as a result strange stuff happens in release builds and on the command line
[16:26:59] <Bloodust> yeah... dont dev on release settings
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[17:53:02] <hdon> hi all :) can i skip GL_ELEMENT_ARRAY_BUFFER if my buffer would literally just be sequentially 0...n ?
[17:54:08] <cmr-> hdon: sure
[17:54:18] <hdon> oh... sweet
[17:54:20] <hdon> thanks
[17:54:26] <cmr-> hdon: just make sure you don't forget to bind 0
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[17:55:52] <hdon> cmr, how do i do that?
[17:56:07] <hdon> cause my driver just segfaulted when i did that
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[17:56:58] <cmr> glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
[17:57:14] <hdon> i think that is alread the case, but maybe i'm wrong. *tries*
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[17:57:59] <hdon> same result cmr. could i have a driver bug?
[17:58:47] <cmr> I truly can't imagine that unbinding a target would be broken in *any* driver
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[17:59:57] <hdon> cmr, sorry, the segfault is occurring in the same place as before, in glDrawElements()
[18:00:20] <cmr> hdon: ah, you can't call glDrawElements without ELEMENT_ARRAY_BUFFER being bound to something
[18:00:23] <cmr> use glDrawArrays like usual
[18:00:26] <hdon> ahhhh right!
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[18:03:07] <hdon> thanks cmr :)
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[19:32:11] <ice9> whats the difference between OpenGL and OpenSceneGraph?
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[19:36:58] <DiffuseStorm> ice9: Basically, OpenGL is a way to talk to the GPU, GPU makers like AMD and NVIDIA create drivers and hardware that implement OpenGL.
[19:37:48] <DiffuseStorm> ice9: While OpenSceneGraph is a library that uses OpenGL but implements higher level concepts like a SceneGraph. So it figures out what to tell the gpu to draw, for example.
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[19:42:34] <ice9> DiffuseStorm: great; so to draw and visualize something as in simulation it's easier to do it in OSG
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[19:44:27] <bob_twinkles> probably, OSG handles a lot of nuts and bolts for you
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[20:23:01] <themanwithnoface> hello!
[20:23:20] <Bloodust> yo
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[21:52:28] <XCVB> Is there a cube map editor like tiled but in 3d
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[22:19:26] <Chais> what's the usual order of operations when dealing with modelview matrices?
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[22:20:26] <Smilex> Are there any tools for debugging GLSL shaders that run on Linux? glsl-debugger doesn't work
[22:20:37] <Codex_> chais: vec4 v = in_P * in_T * in_MV * vec4(in_Position,1.0);
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[22:21:43] <Chais> Codex_: in_T benig?
[22:21:48] <Chais> *being
[22:22:37] <Codex_> uniform mat4 in_T;
[22:22:48] <Codex_> those are just some matrices
[22:23:06] <Chais> I'm stumbling around with webgl here. I'm trying to get rotatition around multiple, independent axis
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[22:23:26] <Chais> and for some reason the torus I'm trying to rotate is also moving around
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[22:46:27] <Langdal> How can I colour the cylinder I made with gluCylinder() ? To color other objects I use a colour buffer and a simple vertex shader and fragment shader, but it doesn't seem to work with gluCylinder.
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[22:47:00] <Langdal> But if I hardcode the colour returned by the fragment shader, then it works.
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[23:05:37] <chrisf> Langdal: should really not use glu
[23:07:06] <DrBenway> this might sound trivial but i'm creating a square that goes from -0.5 to 0.5 and the same on the y axis. Then i'm creating an orthographic projection matrix that also goes from -0.5 0.5 for left right bot top and then 1 and -1 for near and far. rendering this should make the square be exactly what the screen is?
[23:07:10] <Langdal> chrisf: For other things I have used a VBO of vertices and glDrawArrays, but I'm not sure how to draw a cylinder without glu.
[23:07:22] <DrBenway> or is there another factor that im forgetting
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[23:07:38] <DrBenway> it's almost there but there seems to be a missing section at the top of the screen
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[23:07:57] <chrisf> Langdal: find or write a similar generator; stick the resulting geometry in a vbo
[23:08:42] <Codex_> langdal: i had to write cylinder (and few other shapes) from scratch to make them use modern opengl
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[23:09:03] <Langdal> Ok I'll try to write my own generator
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[23:12:35] <chrisf> Langdal: glu's generators use glBegin/glEnd behind the scenes.
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[23:14:13] <Langdal> chrisf: I see. I was hoping it would be something similar to glDrawArrays except that the function provided the vertices.
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[23:15:58] <Langdal> Codex_: Thank you, I will look at it
[23:16:10] <Codex_> langdal: it builds some data structures, instead of just blitting to screen
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[23:39:54] <Smilex> modf in GLSL returns one value as an argument. How do I pass it a "pointer"?
[23:40:40] <Stragus> You want to break a pointer into an integer and fractional part?
[23:41:36] <Smilex> Stragus: no I want to break a float, but I don't know what to pass to the second parameter
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[23:44:12] <Madsy> Smilex: Have you read the spec for the function? Seems pretty clear to me
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[23:44:49] <Smilex> Madsy, I did. I tried calling a = modf(b, out c) but I get an error
[23:45:04] <glYoda> "modf in GLSL returns one value as an argument. How do I pass it a "pointer"?" …you don't -- there aren't any "pointers" in GLSL
[23:45:13] <Madsy> You don't write "out"
[23:45:27] <glYoda> there is no "pass by pointer" either
[23:45:34] <glYoda> read the spec
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[23:46:23] <Smilex> glYoda: I know there's no pointer, which is why I added the "". But I want pointer-like functionality. I want to get that second return value
[23:46:46] <glYoda> again you don't… such functionality doesn't exist in this langauge
[23:46:52] <glYoda> *language
[23:46:58] <glYoda> the spec is quite clear about this
[23:47:01] <HuntsMan2> Smilex: what second return value? there is no such return value
[23:47:06] <Smilex> Madsy: The reference card says otherwise. Either way, it failed when I didn't add the 'out'. Perhaps some other error of mine?
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[23:47:34] <Madsy> Smilex: All gentypes must be of the same type
[23:47:35] <Smilex> HuntsMan2: the second parameter, named 'i'
[23:47:35] <glYoda> explain the problem you are trying to solve here… i.e. why you think you need this particular sort of feature
[23:48:05] <HuntsMan2> Smilex: ah, just put a variable there :D
[23:48:35] <Madsy> Smilex: So in your example, a,b and c must be of the same type
[23:48:36] <Smilex> glYoda: I need to seperate a float, which is calculated by gl_FragCoord.x / column.
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[23:49:11] <Smilex> 0:17(11): error: no matching function for call to `modf(float, float)'; candidates are:
[23:49:18] <Smilex> that's what I get if I just pass the value
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[23:49:36] <glYoda> frexp then
[23:49:41] <Smilex> frexp?
[23:49:43] <HuntsMan2> Smilex: and what's the code?
[23:49:53] <Smilex> Also, I'm assuming vec2 defaults to float values
[23:50:12] <glYoda> assuming you wish to decompose your "float" type
[23:50:24] <Smilex> HuntsMan2: Do you by chance know how to easily paste code out of Vim?
[23:50:37] <HuntsMan2> Smilex: nope
[23:50:42] <glYoda> (i.e. into the relevant significand and exponent terms)
[23:51:31] <Smilex> glYoda: I expect frexp won't run on ES 2?
[23:51:38] <glYoda> in any case modf isn't going to give you what you want
[23:51:41] <Smilex> says it was introduced at 4.0
[23:51:59] <glYoda> of course it won't be supported under ES2
[23:52:48] <Smilex> I want that to support mobile devices
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[23:55:16] <glYoda> it would have been useful to state that up front
[23:55:38] <glYoda> in any case as I said earlier modf isn't going to give you what you want
[23:56:06] <glYoda> and frexp (which AFAICT is what you seem to be after) isn't going to be available under ES 2.x
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[23:57:27] <glYoda> while one could decompose this manually I wouldn't consider that to be a worthwhile exercise
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