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[00:13:54] <Shockk> hello, I have a quick question about deprecation in opengl
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[00:14:29] <Shockk> I'm writing an application and I detect if opengl 3.2 is supported on the current system,
[00:15:20] <Shockk> this causes an issue because os x creates a 3.3 core context instead of a 3.2 core context; and I wanted to ask:
[00:15:35] <foobaz> a 3.3 context is also a perfectly valid 3.2 context
[00:16:14] <foobaz> i write all my code for 3.3, my driver gives me a 4.4 context, it works fine
[00:16:32] <Shockk> if I support major >= 3 and minor >= 2, will an opengl core context always have the 3.2 features, or does the possibility exist that some of these features would be deprecated?
[00:17:22] <foobaz> technically, any core context should have the 3.2 features, because core profile was added in 3.2
[00:17:44] <foobaz> but unfortunately mesa on linux will give you a 3.1 "core profile" context
[00:17:58] <foobaz> if 3.1 is the highest supported
[00:18:11] * Shockk nods
[00:18:28] <Shockk> so if I just check that major is at least 3 and minor at least 2, should I be okay?
[00:18:34] <foobaz> yea
[00:18:40] <Shockk> great, thanks very much
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[00:19:02] <chrisf> uh, careful wth that check. as stated, 4,0 wouldnt work
[00:19:12] <Shockk> oh
[00:19:12] <derhass_> well. strictly speaking, newer versions can delcare existing features as deprecated, or can remove them
[00:19:15] <derhass_> this actually happens
[00:19:18] <Shockk> chrisf: good point
[00:19:29] <derhass_> but for rather obscure stuff
[00:19:39] <Shockk> derhass_: ah I see
[00:19:48] <foobaz> the only major deprecation event in opengl history did not break existing code in that way
[00:19:54] <foobaz> i don't think it's likely to happen in the future either
[00:20:06] <derhass_> foobaz: it already has happened
[00:20:31] <foobaz> how? if you want a core profile context you have to specifically request it, or use an API new enough to default to it
[00:21:00] <derhass_> foobaz: it is not about core vs. compat
[00:21:08] <foobaz> line widths?
[00:21:08] <derhass_> foobaz: 4.2 did deprectae features, 4.3 did
[00:21:21] <foobaz> GL_POLYGON_SMOOTH?
[00:22:06] <slime> derhass_: which features?
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[00:22:56] <derhass_> slime: 4.3 removed glGetPointerv, for example
[00:23:14] <derhass_> mostly old cruft which they forgot to remove earlier
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[00:35:16] <CapsAdmine> how can i trigger a glsl program link error?
[00:35:21] <CapsAdmine> i want to test some error reporting
[00:35:29] <TheLorax> anybody know how to turn on the statistics overlay in bugle?
[00:36:46] <Codex_> caps: call a function that doesnt exists
[00:36:55] <CapsAdmine> thanks
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[00:37:58] <CapsAdmine> hmm that triggers a compile error
[00:38:00] <CapsAdmine> undefined variable
[00:38:16] <Codex_> you need to forward declare the function
[00:38:20] <CapsAdmine> right
[00:38:37] <derhass_> just rename main
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[00:39:55] <bob_twinkles> #define do_science main
[00:42:07] <derhass_> the other way around
[00:42:58] <bob_twinkles> well that depends on whether or not we are breaking things or fixing things
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[02:37:29] <foobaz> nvidia launched the new tesla k80
[02:37:39] <foobaz> strangely, it uses kepler cores instead of maxwell
[02:38:18] <foobaz> but it is a new kepler chip, gk210
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[06:41:25] <delicado> hi can textures and geometry data be combined on a single buffer and able to use them in a single draw call? like a single buffer for the texture and vertex data
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[07:20:33] <XMPPwocky> delicado: texture coordinates, yes
[07:20:44] <XMPPwocky> texture data, probably not
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[08:31:31] <neure> hi
[08:33:38] <glYoda> "hi can textures and geometry data be combined on a single buffer and able to use them in a single draw call? like a single buffer for the texture and vertex data" …you could but you wouldn't want to
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[09:47:22] <anton02> how do you convert an isometric image coming from 4 differently positioned cameras to a top-down image?
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[09:50:09] <Bloodust> take all the surfaces that point upwards and remove everything else?
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[10:00:04] <anton02> i mean jpg image
[10:01:03] <magicthing> nice my irclogs don't go as high to read what the latest response to my question was :F could someone do me a favour? :F
[10:02:55] <Bloodust> anton02 magic?
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[10:05:22] <hdon> hi all :) got a weird question!
[10:06:17] <hdon> in OpenGL 2.1, if i want to use VBO, can i still use fixed-function rendering pipeline?
[10:06:36] <slime> yes, if you really want
[10:06:38] <hdon> and if so, how do i glVertexAttribPointer? where do i get the attribute index?
[10:06:38] <Bloodust> sure
[10:06:53] <Bloodust> you can use the old pointer functions
[10:06:56] <hdon> or are there other functions like glVertexColorPointer
[10:06:57] <Bloodust> vertexpointer etc.
[10:06:59] <slime> you'd use glVertexPointer/glColorPointer/etc. rather than glVertexAttribPointer
[10:06:59] <hdon> ahh
[10:07:13] <hdon> thanks :) my friend has really old GPU, i'm trying to help him speed up his program..
[10:07:26] <Bloodust> probably wont help
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[11:06:42] <Bloodust> okey
[11:07:00] <Bloodust> I dont know how to achieve such magic
[11:07:45] <Hunts> anton02: that's done with computer vision algorithms
[11:07:50] <Hunts> check the book where that image comes from ;)
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[11:16:15] <DiffuseStorm> I'm making a small gui library using OpenGL. If a widget has its own coordinate space, 0 to widget's width and height, and is located somewhere within the window, how can I use OpenGL to help me with this and to clip any data that goes outside of it? I'm thinking a matrix to map from the 0-width/height range to -1 - 1. And a glViewport to set the rendered image to the correct place in the window? Do I understand glViewport corr
[11:16:15] <DiffuseStorm> ectly?
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[11:17:59] <AbiBuccaneer> DiffuseStorm, yes, that should work - as the docs say, "glViewport specifies the affine transformation of x and y from normalized device coordinates to window coordinates."
[11:18:24] <Bloodust> well, opengl clips everything that doesnt fit your screen automatically
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[11:19:35] <AbiBuccaneer> yeah, using glViewport, the normalized device coordinate boundaries of your widget will be [-1..1]^2, and anything outside the viewport will be clipped - so it does what you want
[11:19:53] <DiffuseStorm> okay great
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[11:24:10] <delicado> in game engines like the cryengine, does it do texture swapping in each frame? i mean when i look at the sample demo i see high resolution textures in each object, probably 2048x2048 or maybe 4096x4096. when you have a bunch of these HD textures you can easily exceed the amount of video ram your pc or console have. so how does cryengine does it?
[11:24:55] <Bloodust> it streams textures in an out every once in a while
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[11:26:37] <delicado> Bloodust: so can you render and stream textures simultaneously? i think i have read about this
[11:27:02] <Bloodust> sure
[11:27:20] <Bloodust> you can, for example, use PBOs for asynchronous texture streaming
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[11:30:19] <delicado> okay this is cool, got to play with PBOs now
[11:31:16] <Bloodust> the basics are pretty simple
[11:31:30] <Bloodust> but it gets difficult real fast after that
[11:35:28] <delicado> ohh it will be easy
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[13:32:58] <Langdal> Hi. What happens if I try to use a uniform value without it being explicity set? Also is there a way inside the shader code to check whether the uniform is set?
[13:34:52] <Adrinael> If not changed, they're zero
[13:35:14] <Adrinael> You can't tell from the shader if the application has set it
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[13:35:45] <Adrinael> You can initialize -- oh I'm slow
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[13:37:45] <dawik> i thought changing a uniform generated an error
[13:37:55] <dawik> attempting to change it*
[13:38:07] <neure> does android GLES wrap extensions that dont show up in ndk gl2ext.h?
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[13:38:21] <Adrinael> dawik, by change I mean calling glUniform*()
[13:38:30] <neure> their gl2ext.h is dated 2010-04-09
[13:38:53] <neure> and there are extensions which are not covered by that version of gl2ext.h
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[13:44:10] <neure> or alternatively, would someone have list of extensions supported by some recent GLES device?
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[13:48:19] <AbiBuccaneer> expand the "3D API" field
[13:49:45] <neure> i see
[13:50:17] <neure> so the answer is that this device for example reports extensions which are not supported by latest/any gl2ext.h in android ndk
[13:50:38] <neure> which means.. I should use gl2ext.h from khronos and not from android ndk... right?
[13:51:14] <Langdal> Adrinael, so If I have a uniform vec3 it's automatically initialized to something like a vector of 3 zero-values while an int is initialized to just 0 ?
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[14:06:38] <Adrinael> Langdal, aye
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[16:13:07] <gregor1255> hi, I'm thinking about making an oscilloscope. I guess I would capture audio and once I captured enough (depending on sample- and framerate), I'd render that into a frame that would then be displayed
[16:13:40] <gregor1255> is opengl any good at this? (just displaying pre-rendered frames)
[16:14:36] <dawik> I dont see why not
[16:15:30] <tehrain> I do it for precisely that
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[16:21:17] <AbiBuccaneer> gregor1255, it works okay for that, but you may find that however you're currently rendering your frame could be improved with OpenGL :)
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[16:22:33] <gregor1255> AbiBuccaneer: I haven't started coding yet, I just wanted to find out which graphics library is a good idea for my purposes.
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[16:27:31] <gregor1255> anyway, thanks, sounds like opengl with do fine.
[16:28:04] <gregor1255> *will
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[17:33:47] <lenarhoyt> if I want to transform a normal only with the model matrix I have to use the inverse transpose too, right?
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[17:34:49] <lenarhoyt> so n' = inverse(transpose(model)) * vec4(nx, ny, nz, 0); n'' = n'.xyz / n'.w; ?
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[17:53:59] <ClaudiusMaximus> lenarhoyt: inverse transpose of the 3x3 top left part, normals don't have w
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[17:55:21] <lenarhoyt> ClaudiusMaximus: is that the same as setting the w component of the normal to 0?
[17:55:43] <lenarhoyt> *isn't
[17:57:05] <lenarhoyt> oh, w remains 0, so I don't need to de-homogenize it?
[17:57:33] <ClaudiusMaximus> don't know
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[18:52:23] <lenarhoyt> ClaudiusMaximus: just for the record, the math checks out if w is set to 0, the w of the result is not necessarily 0 but it can simply be ignored
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[21:15:28] <eon_> hi all
[21:17:19] <Codex_> hmm
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[21:55:49] <roboman2444> anyone got any precautions for transferring from a glReadPixels sort of deal to a PBO based one?
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[22:48:38] <Zoishima> Hi all
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[22:49:31] <Zoishima> has anyboy idea why I have betters FPS result when I not use VBO in my game?
[22:49:37] <Zoishima> *better
[22:50:10] <Codex_> move some opengl calls outside of frame loop
[22:50:13] <slime> poor use of buffer data functions
[22:50:24] <slime> (it's easy to do that poorly)
[22:50:39] <Zoishima> I only use bufferdate once time at loading
[22:51:01] <Zoishima> I have a BSP Quake3 map with 10k of faces
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[22:51:12] <Zoishima> and I have build a VBO for each face
[22:51:31] <Zoishima> and I have better results when I process it not using VBO
[22:51:53] <Codex_> how many vbos you have total?
[22:52:10] <abs25> I got a question, I am using java and libgdx library, I want to use shaders, as far as I udnerstand I can only use GL 2.0 ES so that it is compatible with android, but I do not know in what I can write GLSL, in what editor? and where to start learning?
[22:52:11] <Zoishima> 10K of VBO ( one per face )
[22:52:23] <Codex_> that sounds like a problem
[22:52:39] <Codex_> usually you put 10k vertices on the same vbo
[22:53:16] <Guest74884> do VBOs have a lot of overhead?
[22:53:23] <Zoishima> I have between 4 and 6 vertices per face
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[22:54:16] <Codex_> the problem is that you'll have large number of draw() calls, when there should be just a few
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[22:54:30] <foobaz> phillipw: VBOs are very fast to use but very slow to modify
[22:54:49] <phillipw> ah
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[22:55:07] <Zoishima> Codex_, but it have no sense tha I have better results without use it
[22:55:21] <TheBunnyZOS> <_<
[22:55:34] <foobaz> ideally you only want to upload new VBOs when you load a new level or model
[22:55:52] <TheBunnyZOS> you could put the ENTIRE level in 1 VBO Im betting
[22:55:53] <foobaz> sometimes you have to change them during the game but you definitely shouldn't do it every frame
[22:56:37] <Zoishima> thanks for your time
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[22:56:54] <TheBunnyZOS> WTF
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[23:02:53] <abs25> guys :/ ?
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[23:04:45] <HuntsMan> abs25: any text editor
[23:05:10] <abs25> but I dont know definitions of functions and stuff
[23:05:32] <abs25> do you all write it without all the fancy IDE features?
[23:05:37] <HuntsMan> uhm yeah?
[23:05:59] <HuntsMan> you can read tutorials to familiarize yourself
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[23:06:02] <HuntsMan> look into the topic
[23:06:14] <abs25> what is the best place to srat with?
[23:06:17] <abs25> start*
[23:07:47] <Stragus> You don't need any special IDE or editor to write GLSL, like any other programming language
[23:08:24] <abs25> ok, so where should I start, with what tutorials?
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[23:10:21] <Stragus> abs25: I'm not sure what the best GLSL tutorials are these days, let me have a quick look..
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[23:11:12] <abs25> thank you for your help Stragus
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[23:11:46] <Stragus> Something that gets into code faster would still be good, there's nothing too complex about GLSL
[23:12:10] <abs25> seems very complex to me
[23:12:13] <abs25> I just started
[23:12:28] <abs25> and most confusing part is that I cant see syntax errors while writing them :/
[23:12:40] <Stragus> It's pretty much like C code
[23:13:10] <abs25> yeah, I can see that
[23:13:47] <abs25> so shader is like a seperate program?
[23:13:54] <abs25> it doesnt matter what my game runs on basicly?
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[23:14:25] <Stragus> A shader is a tiny bit of code that you want to run per-vertex or per-fragment
[23:15:01] <Stragus> Basic examples: a vertex shader multiplying the vertex by your modelview*projection matrix, and a fragment shader multiplying some color by a texture
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[23:16:46] <abs25> how do I define vertexes?
[23:16:52] <abs25> or even better
[23:16:58] <abs25> how do I define part of the screen to run shaders on?
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[23:17:48] <Stragus> That's not how it works
[23:18:23] <Stragus> You bind vertex&fragment shaders, every vertex you send will run your vertex shader, and every fragment from these triangles will run your fragment shader
[23:19:10] <abs25> oh
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