Switch to DuckDuckGo Search
   November 27, 2014  
< | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | >

Toggle Join/Part | bottom
[00:01:34] *** kuldeepdhaka has quit IRC
[00:01:56] *** b4b has joined ##OpenGL
[00:02:30] *** magestik has joined ##OpenGL
[00:03:21] <magestik> Can I use a depth buffer from a FBO when I render to the default framebuffer ?
[00:04:38] <chrisf> magestik: you cannot use it as a depth attachment -- you cant fiddle with the default framebuffer's attachments. you can sample some other depth texture though
[00:07:36] <magestik> I'm trying to implement a light pre-pass renderer
[00:07:52] <magestik> so I first render normal to a texture
[00:08:16] <magestik> and I would like to use the depth from first pass to do early culling on the second pass
[00:08:20] <magestik> how can I do that ?
[00:09:07] *** TyrfingMjolnir has joined ##OpenGL
[00:09:46] <derhass> you could blit the deptb buffer from that pass to the default fb
[00:09:56] *** razieliyo has joined ##OpenGL
[00:09:58] *** razieliyo has joined ##OpenGL
[00:10:43] <chrisf> magestik: or just do it all in an fbo and do a final blit -- presumably you will end up with some post stuff you want to do in a final pass anyway?
[00:10:52] <magestik> yes
[00:11:07] <magestik> thanks
[00:11:36] *** Zerflag has joined ##OpenGL
[00:11:48] <chrisf> blitting depth and then using it as a depth attachment doesnt tend to perform
[00:12:07] <magestik> yes I was trying to avoid that
[00:12:23] <chrisf> does a pretty good job of defeating hiz schemes etc
[00:12:27] <magestik> but as you said I will have post-effects so I can just render in an FBO
[00:13:16] <t4nk845> why is it black and transparent?
[00:13:19] <t4nk845> wth?
[00:13:26] <t4nk845> http://pastebin.com/29MUztq3
[00:14:07] <t4nk845> That code loads the textures perfectly when using it for the texture array
[00:14:18] *** Misu has quit IRC
[00:14:33] <t4nk845> but the same code somehow produces a thick black line
[00:14:41] <t4nk845> for the texture atlas
[00:14:56] *** kuldeepdhaka has joined ##OpenGL
[00:14:59] *** kuldeepdhaka has joined ##OpenGL
[00:17:21] *** jdolan has quit IRC
[00:17:43] *** paperManu has quit IRC
[00:20:53] *** aphorisme has quit IRC
[00:22:04] *** aphorisme has joined ##OpenGL
[00:23:54] *** Ryp has quit IRC
[00:26:59] *** pink-rg has joined ##OpenGL
[00:30:04] *** garFF has quit IRC
[00:35:04] *** Jonas__ has quit IRC
[00:36:06] *** slidercrank has quit IRC
[00:37:42] *** Jonas__ has joined ##OpenGL
[00:38:09] *** ivan\ has joined ##OpenGL
[00:42:33] *** Kane has quit IRC
[00:44:54] *** bkre__ has quit IRC
[00:44:59] *** Ryp has joined ##OpenGL
[00:45:53] *** BitPuffin has joined ##OpenGL
[00:46:03] *** DolpheenDream has quit IRC
[00:46:35] *** derhass has quit IRC
[00:51:50] *** Zupoman has quit IRC
[00:52:57] *** shintah has quit IRC
[00:55:25] *** Zerflag has quit IRC
[00:56:55] *** paperManu_ has joined ##OpenGL
[00:59:01] *** t4nk845 has quit IRC
[01:00:30] *** Crehl has quit IRC
[01:02:16] *** Madsy has quit IRC
[01:04:17] *** bjz_ has quit IRC
[01:06:55] *** SleekoNiko has quit IRC
[01:16:57] *** Xark has quit IRC
[01:20:45] *** robot-beethoven has joined ##OpenGL
[01:22:53] *** konom has quit IRC
[01:24:26] *** mukunda has joined ##OpenGL
[01:24:28] *** Xark has joined ##OpenGL
[01:27:17] *** mukunda_ has quit IRC
[01:27:41] *** indefini has quit IRC
[01:34:41] *** TyrfingMjolnir has quit IRC
[01:35:05] *** luxigo has joined ##OpenGL
[01:37:27] *** mukunda_ has joined ##OpenGL
[01:38:39] *** magestik has quit IRC
[01:40:36] *** mukunda has quit IRC
[01:48:03] *** lenarhoyt has joined ##OpenGL
[01:49:22] <lenarhoyt> spare textures (OpenGL) == partially resident textures (AMD) == volume tiled resources (DirectX)??
[01:50:40] <slime> not quite
[01:52:44] <slime> Direct3D tiled resources are roughly equivalent to OpenGL's ARB_sparse_texture / AMD_sparse_texture
[01:53:00] <chrisf> lenarhoyt: ARB_sparse_texture is a simplification of AMD_sparse_texture without any means of determining whether you hit a missing page
[01:53:22] <slime> volume tiled resources are 3D sparse textures
[01:53:30] <slime> which is new to D3D11.3
[01:55:45] <slime> (and not the same as regular tiled resources)
[01:57:43] *** indefini has joined ##OpenGL
[01:58:32] *** konom has joined ##OpenGL
[01:59:24] *** pizthewiz has quit IRC
[01:59:35] <chrisf> still no sign of a public spec for NV_viewport_array2 :(
[02:00:53] *** jdolan has joined ##OpenGL
[02:01:09] *** pizthewiz has joined ##OpenGL
[02:01:46] *** RyanPridgeon has joined ##OpenGL
[02:02:10] <glYoda> pffft OpenGL is dead anyway :)
[02:02:16] <glYoda> heh
[02:02:35] <slime> long live glnext?
[02:02:54] <glYoda> :)
[02:09:42] *** jdolan has quit IRC
[02:10:51] *** M-ou-se has quit IRC
[02:11:16] *** jdolan has joined ##OpenGL
[02:12:54] *** jdolan has quit IRC
[02:17:42] *** M-ou-se has joined ##OpenGL
[02:22:36] *** kuldeepdhaka has quit IRC
[02:23:16] *** apoc has joined ##OpenGL
[02:28:03] *** Demon_Fox has joined ##OpenGL
[02:29:52] *** BitPuffin has quit IRC
[02:32:51] *** jdolan has joined ##OpenGL
[02:33:05] <dca> i want to blend two textures of different sizes in my fragment shader
[02:33:29] <dca> but it doesn't behave as i expect
[02:34:23] <dca> the smaller texture is shifted upwards on display
[02:34:23] *** t4nk792 has joined ##OpenGL
[02:34:29] <dca> what could be the problem?
[02:36:02] <Stragus> Nothing that I can think of, texture size doesn't matter (unless these are GL_RECTANGLE textures with texel addressing)
[02:36:54] <dca> it's just TEXTURE_2D
[02:37:34] <t4nk792> ERROR: 0:1: error(#307) Invalid profile "corelayout"
[02:37:40] <t4nk792> what does that mean? ^
[02:37:41] <Stragus> Render only the small texture to make sure it's loaded properly as you expect
[02:37:55] <dca> http://paste.lisp.org/display/144500
[02:38:28] <dca> hm
[02:38:50] <t4nk792> also it says invalid tokens after #version in the line #version 330 core
[02:39:05] <dca> the smaller texture is really shifted upwards
[02:39:14] <dca> even if rendered separately
[02:39:34] <Stragus> Well, better double check how you are loading/generating it :)
[02:40:21] <dca> i render my stuff to texture1, then downscale & blur it
[02:40:31] <dca> then average original and texture1
[02:41:18] <slime> t4nk792: do you have a proper newline after the #version line?
[02:41:22] <dca> hm, if i don't preserve the aspect ratio, may that cause problems?
[02:41:35] <t4nk792> slime a proper new line?
[02:41:59] <t4nk792> yes?
[02:42:33] <t4nk792> the entire shader code isn't on one line if thats what you mean
[02:42:51] *** jdolan has quit IRC
[02:43:57] <t4nk792> Unable to create shader:35633 Vertex shader failed to compile with the following errors: ERROR: 0:1: error(#307) Invalid profile "corelayout" ERROR: 0:1: error(#76) Syntax error: unexpected tokens following #version
[02:44:01] *** slime73 has joined ##OpenGL
[02:44:19] *** slime has quit IRC
[02:44:58] <t4nk792> The shader code is actually copied from another project where it compiled
[02:45:11] <t4nk792> so i am totally confused
[02:45:24] *** Plagman has quit IRC
[02:46:14] *** Plagman has joined ##OpenGL
[02:46:31] <Stragus> t4nk792, how is the context created then? It looks like that context doesn't understand GLSL 330 core
[02:47:07] <t4nk792> Stragus yeah
[02:47:09] <t4nk792> [LWJGL] GLFW error Code: 0x10001 Description: The GLFW library is not initialized
[02:47:34] *** fatalhalt has joined ##OpenGL
[02:47:41] <t4nk792> i get this when i call glfwterminate() after shader fails
[02:48:02] <Stragus> Was glfwInit() called?
[02:51:08] <t4nk792> http://pastebin.com/XCABiD7s
[02:51:13] <t4nk792> Stragus: ^
[02:51:37] <t4nk792> It never prints that Failed to Initialize
[02:51:48] *** pinc-rg has joined ##OpenGL
[02:52:05] <t4nk792> btw this is actual working code from another project and tutorials and guides
[02:52:43] <t4nk792> every program uses that to initialize
[02:53:53] *** pink-rg has quit IRC
[02:55:51] *** Ryp1 has joined ##OpenGL
[02:56:13] <t4nk792> any idea?
[02:58:42] *** Ryp has quit IRC
[02:59:35] *** pink-rg has joined ##OpenGL
[02:59:51] <Stragus> Given that this is Java, is there no possibility of your shaders being loaded before glfwInit() due to some stuff being in class constructors?
[03:01:42] *** b4b has quit IRC
[03:03:03] *** pinc-rg has quit IRC
[03:04:36] *** pizthewiz has quit IRC
[03:05:12] <t4nk792> Stragus the constructors are loaded before executing other commands?
[03:06:46] <Stragus> If you declare an instance of a class somewhere, it gets executed in that scope before anything else
[03:06:56] <Stragus> A global class instance gets executed before main() even begins
[03:07:13] <Stragus> So I think you may have stuff a little mixed up due to that
[03:07:22] *** pizthewiz has joined ##OpenGL
[03:08:32] *** SleekoNiko has joined ##OpenGL
[03:10:04] *** centrinia has joined ##OpenGL
[03:10:41] <t4nk792> global class instance?
[03:11:01] <t4nk792> you mean like public static Class object;?
[03:13:03] <Stragus> I don't do Java but that looks like a declaration, so its constructor would be executed when entering the scope
[03:13:48] <chrisf> Stragus: not the case in java. is just a null reference.
[03:14:27] <t4nk792> Well something super weird is going on now
[03:14:36] *** torei has quit IRC
[03:14:52] <t4nk792> i implemented a simple while loop to check if the window should be closed
[03:15:07] <t4nk792> this works fine but....
[03:15:16] <t4nk792> if i enable the shader code
[03:15:32] <t4nk792> the window opens and closes as before
[03:15:42] <t4nk792> but the error output never stops
[03:16:25] <t4nk792> i have to force terminate the program
[03:16:46] <t4nk792> http://pastebin.com/jVixCkVM
[03:17:01] <t4nk792> thats just a small part of the infinite error output
[03:18:50] *** mark- is now known as mark
[03:19:19] *** mark is now known as Guest74905
[03:23:04] *** bb010g has joined ##OpenGL
[03:25:13] *** razieliyo has quit IRC
[03:25:38] *** aphorisme has quit IRC
[03:26:04] *** luxigo has quit IRC
[03:26:07] *** jdolan has joined ##OpenGL
[03:27:51] *** pizthewiz has quit IRC
[03:32:57] *** DolpheenDream has joined ##OpenGL
[03:34:16] *** mintaki_ has joined ##OpenGL
[03:36:20] *** Ryp1 has quit IRC
[03:36:50] *** jdolan has quit IRC
[03:40:22] *** t4nk792 has quit IRC
[03:43:14] *** Garner has quit IRC
[03:43:57] *** Khlorghaal has quit IRC
[03:49:24] *** Hunts has joined ##OpenGL
[03:50:19] *** mintaki_ has quit IRC
[03:50:51] *** puerum has joined ##OpenGL
[03:52:52] *** HuntsMan has quit IRC
[03:54:12] *** Gamecubic has quit IRC
[03:54:13] *** samrat has joined ##OpenGL
[03:54:58] *** plash has quit IRC
[03:54:58] *** plash has joined ##OpenGL
[03:56:11] *** Gamecubic has joined ##OpenGL
[03:56:20] *** Cooler has joined ##OpenGL
[03:56:27] <Cooler> help
[03:56:30] <Cooler> https://github.com/CoolerExtreme/Cards/blob/master/src/main/java/com/cooler/cool/Initialize.java#L135-L136
[03:56:51] <Cooler> if i uncomment those lines it just gives infinite error output
[03:57:07] <Cooler> then i have to terminate the program
[04:06:45] *** mintaki_ has joined ##OpenGL
[04:10:43] <Ephemeral> ever considered there's an error in the shaders?
[04:10:50] *** jdolan has joined ##OpenGL
[04:11:23] *** b4b has joined ##OpenGL
[04:13:08] *** andolyedz has joined ##OpenGL
[04:13:09] *** jdolan has quit IRC
[04:13:27] *** TyrfingMjolnir has joined ##OpenGL
[04:15:15] *** andolyedz has left ##OpenGL
[04:16:43] <Stragus> I'm not following the "infinite error output" part
[04:17:03] <Stragus> An infinite loop of errors? Where do you even print errors in there?
[04:18:06] *** TyrfingMjolnir has quit IRC
[04:18:35] *** oberstein has quit IRC
[04:20:30] *** qeed has quit IRC
[04:20:37] *** oberstein has joined ##OpenGL
[04:22:24] *** xissburg has quit IRC
[04:25:05] *** TyrfingMjolnir has joined ##OpenGL
[04:26:07] *** meoblast001 has joined ##OpenGL
[04:26:23] *** samrat has quit IRC
[04:29:11] <lenarhoyt> thanks for your answeres some time ago. why is opengl dying?
[04:29:18] <lenarhoyt> *answers
[04:29:43] *** jdolan has joined ##OpenGL
[04:30:42] <mintaki_> Why do you say its dying?
[04:30:46] <Stragus> I think he was kidding
[04:33:03] *** jdolan has quit IRC
[04:34:19] *** Orion] has quit IRC
[04:34:24] *** ruuns_ has joined ##OpenGL
[04:35:25] <mintaki_> Ahh I see. Thank you.
[04:37:22] *** ruuns has quit IRC
[04:37:38] *** jbud has joined ##OpenGL
[04:38:03] <dawik> what is glnext?
[04:39:18] <mintaki_> Has anyone here read "Tricks of the 3D Game Programming Gurus"? I'm just beginning to read it.
[04:39:26] <mintaki_> I heard it recommended from a couple sources
[04:40:23] *** shingshang has joined ##OpenGL
[04:43:39] <pink-rg> whats the best way to implement vynsc on linux?
[04:43:44] <pink-rg> i'm using wglSwapIntervalEXT on windows
[04:46:43] *** jdolan has joined ##OpenGL
[04:47:52] *** jdolan has joined ##OpenGL
[04:48:13] <Stragus> pink-rg: there's an equivalent X extension. I'm always using GLFW myself, the only difference there is passing a flag for context creation
[04:49:32] *** head|tail has joined ##OpenGL
[04:49:48] *** Cabanoss- has joined ##OpenGL
[04:50:45] <head|tail> I know ES3 can support GLSL 3 and 1.1... but will 1.3/1.4/1.5 work?
[04:51:09] <pink-rg> stragus: thanks. i found a glXSwapIntervalMESA which i will try.
[04:52:19] *** Cabanossi has quit IRC
[04:52:20] *** Cabanoss- is now known as Cabanossi
[04:52:36] <slime73> head|tail: GLES3 supports GLSL ES 3 and GLSL ES 1
[04:52:39] <slime73> not desktop GLSL
[04:53:46] <head|tail> slime73: Is there a good comparison of desktop and ES GLSL? Is ES3 going to work with regular GLSL 3?
[04:53:58] <head|tail> If it's compatible at least in one direction, I'm good, if not, that'
[04:54:05] <head|tail> That'll be a pain
[04:56:23] *** slime73 has quit IRC
[04:58:39] *** slime has joined ##OpenGL
[04:59:09] <head|tail> What the hell... http://en.wikipedia.org/wiki/List_of_Intel_graphics_processing_units#Sixth_generation Does Windows still not have OGL 3.3 support for Sandy Bridge? Linux and MacOS has had it for ages.
[04:59:14] *** paperManu_ has quit IRC
[05:04:37] *** Bzzt_Ploink has joined ##OpenGL
[05:04:45] *** mukunda has joined ##OpenGL
[05:04:49] <Ephemeral> sorry head, you're asking for shit-tastic intel graphic cards to support stuff?
[05:04:50] <Ephemeral> :D
[05:05:05] *** konom_ has joined ##OpenGL
[05:05:19] <slime> head|tail: linux/mesa only has GL3.1 support for the HD 2000 and 3000, the OSX driver is the only one with GL3.3 support for those GPUs
[05:05:19] *** Mango_Man has joined ##OpenGL
[05:05:21] <Ephemeral> tho scroll down to current gen
[05:05:39] <Ephemeral> windows -> 4.3, osx -> 4.1, 3.3 on linux
[05:05:40] <Ephemeral> So.. :D
[05:06:08] <Cooler> Please help
[05:06:09] <Cooler> http://pastebin.com/rmFwag6R
[05:06:19] <Cooler> been stuck for hours now
[05:06:22] <head|tail> I don't think anyone uses 4 :P 3.3 seems super popular on desktop
[05:06:45] *** ruuns_ has quit IRC
[05:06:48] *** groton___ has joined ##OpenGL
[05:06:48] *** groton___ has joined ##OpenGL
[05:06:48] *** groton___ has joined ##OpenGL
[05:06:53] <head|tail> I'm really out of date... 2.0 is new to me...
[05:06:58] *** ruuns has joined ##OpenGL
[05:07:02] *** Chunk3 has joined ##OpenGL
[05:07:27] <slime> head|tail: GL4.x-level features are used in modern engines/games
[05:07:28] *** mintaki_ has quit IRC
[05:07:39] *** opatut__ has joined ##OpenGL
[05:07:43] <Cooler> slime: can you help?
[05:07:47] <Stragus> I think most software uses 3.x and rely on extensions, if available
[05:07:48] <Cooler> https://github.com/CoolerExtreme/Cards/tree/master/src/main/java/com/cooler/cool/Util/Shaders
[05:07:49] <slime> (compute shaders, for example)
[05:08:22] *** DrBenway has quit IRC
[05:08:48] *** dman_ has joined ##OpenGL
[05:08:53] <head|tail> oh ffs 3.1 and not 3.3 http://downloadmirror.intel.com/23763/eng/releasenotes_gfx_3517_32.pdf
[05:08:54] *** ruuns has quit IRC
[05:08:55] <chrisf> slime: correction; mesa has 3.3 on HD2000/3000 now.
[05:08:59] <head|tail> Thanks Intel
[05:09:04] *** ruuns has joined ##OpenGL
[05:09:10] *** kriskrop1 has joined ##OpenGL
[05:09:10] *** dreda_ has joined ##OpenGL
[05:09:31] <head|tail> Linux has better drivers for sandy than Windows, the world has gone mad
[05:09:37] *** centrinia is now known as centrin1
[05:09:57] *** Chunk2 has quit IRC
[05:09:59] *** mukunda_ has quit IRC
[05:10:01] *** groton___1 has quit IRC
[05:10:02] *** konom has quit IRC
[05:10:02] *** kriskropd has quit IRC
[05:10:03] *** opatut_ has quit IRC
[05:10:03] *** BzztPloink has quit IRC
[05:10:04] *** moser has quit IRC
[05:10:07] *** dman has quit IRC
[05:10:07] *** dreda has quit IRC
[05:10:19] *** fatalhalt has quit IRC
[05:10:53] *** moser has joined ##OpenGL
[05:11:19] <chrisf> head|tail: we also support some bits of 4.x on sandybridge
[05:11:23] <Cooler> Anyone good with shaders?
[05:11:57] *** konom_ is now known as konom
[05:12:07] <chrisf> head|tail: the big 4.0 features (tess, fp64, etc) are unsupportable, but many of the small features are fine.
[05:12:30] <head|tail> chrisf: heh a lot is boilerplate
[05:12:35] <Stragus> Cooler, I suspect the context created doesn't allow GLSL 3.3
[05:12:49] <Stragus> Double-check how you are creating the context, what version of OpenGL is being targeted
[05:13:02] <Cooler> Stragus: uh i have another project with the same shader that works
[05:13:44] <Stragus> Yes. Again, I am not talking about the shader, context creation
[05:14:05] <Cooler> https://github.com/CoolerExtreme/Cards/blob/master/src/main/java/com/cooler/cool/Initialize.java#L162-L163
[05:14:05] <slime> http://people.freedesktop.org/~imirkin/glxinfo/glxinfo.html
[05:14:09] <Cooler> thats how
[05:14:46] <Cooler> oh and my opengl version is 4.3 something
[05:15:49] <Ephemeral> its telling you
[05:15:52] <Ephemeral> to stop writing opengl code
[05:15:54] <Ephemeral> in java.
[05:16:05] <head|tail> lol java's wrap is weird
[05:16:42] <head|tail> For some reason in Java on all platforms if part of the window is off screen i get artifacts in OGL, but no errors
[05:16:59] <Stragus> Cooler, any glfwWindowHint() of GLFW_CONTEXT_VERSION_MAJOR GLFW_CONTEXT_VERSION_MINOR GLFW_OPENGL_FORWARD_COMPAT GLFW_OPENGL_PROFILE and such?
[05:17:03] <Stragus> I'm not sure what the default values are
[05:17:48] <Cooler> uh no
[05:18:02] <Stragus> Check what the default values are, or explicitely demand a 3.3 context
[05:18:11] <Cooler> https://github.com/CoolerExtreme/Cards/blob/master/src/main/java/com/cooler/cool/Initialize.java#L127-L129
[05:18:26] <Ephemeral> cooler, java isn't made for 3d
[05:18:28] <Ephemeral> just stahp bro.
[05:18:35] <Ephemeral> Or use the prism toolkit. :D
[05:18:38] <Cooler> Stragus: i have 2 projects open in intellij
[05:18:48] <Cooler> one has a ton of code
[05:18:53] <Cooler> the other is this one
[05:19:10] <Cooler> both use the same initialization code, its copy pasted
[05:19:24] <Cooler> the difference is one compiles and works and the other doesn't
[05:19:34] <Stragus> Ah, fun stuff
[05:19:35] <Cooler> shader compiling i mean
[05:19:49] <Stragus> Exact same shader, same file? I'm asking in case your text editor inserted a weird invisible character somewhere
[05:19:53] <Stragus> (Some editors do that)
[05:20:16] <Cooler> oh
[05:21:32] <Cooler> nope i just backspaced and typed it myself
[05:21:37] <Cooler> still same
[05:22:44] <Stragus> Try using the same whole file, just to discard that possibility entirely
[05:24:07] *** mintaki_ has joined ##OpenGL
[05:25:31] <Cooler> Stragus: yeah no
[05:25:37] <Cooler> its still the same
[05:26:12] <Stragus> I see, this is getting very strange
[05:26:56] <Stragus> Normally in a case like that, I would take the big project and disable chunks of code until it ressembles the other one, and see at what point it breaks
[05:29:35] <Cooler> Well in the bigger project, at no point are there any Context Version being set or anything
[05:29:36] *** samrat has joined ##OpenGL
[05:29:55] <Cooler> all that code is the same as the this project
[05:30:29] <Cooler> Its really weird to have compile the bigger one gets Array Textures and stuff
[05:30:45] <Cooler> then have the same file not even compile in the this project
[05:31:14] <Stragus> Disable code to match smaller project until it breaks
[05:31:32] <lenarhoyt> /s/dying/
[05:33:47] <head|tail> Intel GMA 950 does GL2 on Linux but I can't find what it can do on MacOS...
[05:34:38] *** wiky has joined ##OpenGL
[05:35:45] <Ephemeral> head, stop hoping that an intel GPU can actually do anything particularly impressive.
[05:36:11] <head|tail> I just need to know what supports what ;_;
[05:36:54] <slime> head|tail: the hardware only supports GL ~1.4 or so (plus some extensions), full GL 2.1 would involve some software emulation
[05:37:06] <head|tail> ah, dang
[05:37:37] <slime> https://developer.apple.com/graphicsimaging/opengl/capabilities/GLInfo_1075.html lists the GMA 950 I think
[05:38:16] <slime> (also very very few mac computers that actively install new programs use that GPU)
[05:38:30] <head|tail> Ahh GMA X3100 is the oldest real GL2 one
[05:38:58] <head|tail> Although it says 950 supports GLSL 1.2, hmm
[05:40:09] <chrisf> head|tail: the 950's problem is that it cant do occlusion queries properly
[05:40:28] <chrisf> head|tail: is otherwise capable of all of 2.1
[05:40:36] <head|tail> chrisf: how did intel screw that up?
[05:40:53] <head|tail> (as in what way)
[05:41:04] <chrisf> head|tail: it's a DX9 part; the occlusion query functionality was optional
[05:41:11] <chrisf> head|tail: they chose not to do it
[05:41:16] <Ephemeral> fun fact: you can just check this shit at runtime
[05:41:38] *** lenarhoyt has quit IRC
[05:41:48] <head|tail> Ephemeral: True but I only have ATi GPUs at the moment...
[05:42:43] *** slime has quit IRC
[05:42:44] <chrisf> all that care in getting capitalization right for a brand that hasnt existed for $time
[05:43:16] *** RockLee has joined ##OpenGL
[05:43:19] *** Mango_Man has quit IRC
[05:43:35] <chrisf> :P
[05:43:41] *** RockLee has quit IRC
[05:44:11] *** staylor_ has joined ##OpenGL
[05:44:20] *** RockLee has joined ##OpenGL
[05:44:38] <chrisf> head|tail: similarly, the next few gens after that are all capable of all of GL3.0 except one feature
[05:46:11] <chrisf> (from X3100 to first-generation "HD graphics")
[05:46:15] <Ephemeral> ati?
[05:46:20] <Ephemeral> you mean 'too poor to afford good cards'?
[05:46:20] <Ephemeral> :p
[05:47:08] <chrisf> is that the distinctive smell of an nvidia fanboy? :o
[05:47:20] <head|tail> In a way ATi is more alive than AMD, as most of their business is GPUs and a lot f the ATi guys are still there.
[05:47:46] <head|tail> If AMD didn't buy ATi they wouldn't have scored ALL console contracts this generation.
[05:49:01] <Ephemeral> you mean if amd didn't get the console contraacts they probably would've died?
[05:49:02] <Ephemeral> :D
[05:49:23] <head|tail> Ephemeral: They don't really make much money off of those
[05:49:50] <Ephemeral> they got the contract because
[05:49:52] <head|tail> Despite the massive revenue, puny margins
[05:49:58] <head|tail> nVidia too expensive lol
[05:50:01] <Ephemeral> "can you give us the performance of a 3 year old mid range PC?"
[05:50:05] <Ephemeral> they answered yes to that.
[05:50:06] <Ephemeral> :P
[05:50:20] <head|tail> 7870 ain't bad
[05:50:58] <glYoda> oh FFS can we keep the vendor X versus vendor Y versus vendor Z fanboy crap out of this channel?
[05:51:08] <dahlia> lol
[05:51:21] *** centrin1 has quit IRC
[05:51:46] <Ephemeral> glyoda, i was stating an objective fact, these 'next gen' consoles are just gimpy PC's from 2~ years ago :p
[05:51:46] <dahlia> "my gpu vendor can beat up your gpu vendor :P"
[05:52:15] <head|tail> graphics flame wars kinda died off when people noticed AMD and nVidia are pretty much the same these days
[05:52:33] <glYoda> and FWIW those who claim to know anything about the various "console contracts" on the IP side for ANY firm aren't really worth listening to heh
[05:52:53] <Ephemeral> nvidia and ati are pretty similar yeah.
[05:52:58] <Ephemeral> Intel vs AMD though.. Poor AMD :p
[05:53:01] <glYoda> believe it or not the relevant firms (regardless of who they happen to be) protect such details
[05:53:35] <head|tail> The perfect mobile CPU would be an AMD APU with 2 intel haswell cores.
[05:53:45] <dahlia> they got the contract because the rep was cuter :D
[05:53:51] <glYoda> Ephemeral it's (a) not a fact and (b) not at all relevant to this channel
[05:53:57] <glYoda> therefore take it somewhere else
[05:54:40] *** staylor_ has quit IRC
[05:56:47] *** samrat has quit IRC
[05:58:02] *** slime has joined ##OpenGL
[06:01:04] *** doomlord_1 has joined ##OpenGL
[06:02:32] *** bookmark has joined ##OpenGL
[06:02:34] <bookmark> hi
[06:02:48] <bookmark> i think i just got lightmaps working with multiple texture support
[06:03:05] <bookmark> however i'm having trouble blending the result from the two UV sets
[06:03:21] <bookmark> I mean i can render each seperatly fine
[06:03:55] <bookmark> i don't get it, i tried this: finalcolor = vec4(color.r * LM.r,color.g * LM.g , color.b * LM.b, 1 );
[06:04:04] <bookmark> what am i doing wrong?
[06:04:24] <bookmark> or wait
[06:04:41] <bookmark> i dunno yeah can anyone help
[06:05:58] *** BreadProduct has joined ##OpenGL
[06:05:58] <bookmark> nevermind i think i found it
[06:06:02] <bookmark> it was the scope
[06:08:01] *** metredigm has joined ##OpenGL
[06:08:26] <bookmark> i did it lol i just programmed lightmaps on surfaces with multiple textures too :D
[06:08:29] <bookmark> wee
[06:09:00] *** bookmark has quit IRC
[06:11:34] *** DrBenway has joined ##OpenGL
[06:13:00] *** meoblast001 has quit IRC
[06:13:08] *** MLM has quit IRC
[06:13:52] *** ruuns has quit IRC
[06:15:04] *** Cooler has quit IRC
[06:15:06] *** slime has quit IRC
[06:21:51] *** slidercrank has joined ##OpenGL
[06:29:22] *** metredigm has quit IRC
[06:32:35] *** head|tail has quit IRC
[06:35:33] *** MLM has joined ##OpenGL
[06:38:02] *** lenarhoyt has joined ##OpenGL
[06:39:03] *** shingshang has quit IRC
[06:39:28] *** Khlorghaal has joined ##OpenGL
[06:41:27] *** Madsy has joined ##OpenGL
[06:41:27] *** Madsy has joined ##OpenGL
[06:43:17] *** slidercrank has quit IRC
[06:43:18] *** lenarhoyt has quit IRC
[06:47:19] *** grim001 has joined ##OpenGL
[06:49:48] *** b4b has quit IRC
[06:50:10] *** samrat has joined ##OpenGL
[06:56:17] *** telex has quit IRC
[06:57:11] *** bb010g has quit IRC
[06:58:39] *** telex has joined ##OpenGL
[07:02:56] *** ivan\ has quit IRC
[07:03:22] *** ivan\ has joined ##OpenGL
[07:08:07] *** foreignFunction has joined ##OpenGL
[07:12:49] *** Gamecubic has quit IRC
[07:13:14] *** Gamecubic has joined ##OpenGL
[07:16:21] *** Lemml has joined ##OpenGL
[07:21:27] *** shintah has joined ##OpenGL
[07:32:59] *** RyanPridgeon has quit IRC
[07:39:05] *** lenarhoyt has joined ##OpenGL
[07:41:06] *** bookmark has joined ##OpenGL
[07:44:03] *** lenarhoyt has quit IRC
[07:48:42] *** jbud has quit IRC
[07:49:23] *** doomlord_1 has quit IRC
[07:50:58] *** kivutar has quit IRC
[07:53:26] *** TyrfingMjolnir has quit IRC
[07:53:46] *** foreignFunction has quit IRC
[07:54:22] *** neure has joined ##OpenGL
[07:54:35] *** TyrfingMjolnir has joined ##OpenGL
[08:06:13] *** Madsy has quit IRC
[08:06:40] *** Madsy has joined ##OpenGL
[08:10:04] *** linuxuz3r has joined ##OpenGL
[08:10:26] *** DolpheenDream has quit IRC
[08:13:17] *** Waynes has joined ##OpenGL
[08:20:15] *** doev has joined ##OpenGL
[08:23:27] *** xgearx has joined ##OpenGL
[08:23:53] *** TyrfingMjolnir has quit IRC
[08:25:45] *** DrSkyLizard has joined ##OpenGL
[08:29:27] *** Waynes has quit IRC
[08:30:30] *** clauswitt has joined ##OpenGL
[08:31:52] *** mintaki_ has quit IRC
[08:33:55] *** TyrfingMjolnir has joined ##OpenGL
[08:34:49] *** sricharanized has joined ##OpenGL
[08:35:43] *** sricharanized has left ##OpenGL
[08:39:17] *** bookmark has quit IRC
[08:39:52] *** lenarhoyt has joined ##OpenGL
[08:40:41] *** XMPPwocky has quit IRC
[08:41:09] *** Hunts has quit IRC
[08:43:03] *** HaltingState has quit IRC
[08:43:09] *** MLM has quit IRC
[08:44:27] *** lenarhoyt has quit IRC
[08:50:58] *** wutata- has joined ##OpenGL
[09:01:15] *** BreadProduct has quit IRC
[09:03:34] *** Tag_ has joined ##OpenGL
[09:06:15] *** abs25 has joined ##OpenGL
[09:08:59] *** zzuegg has quit IRC
[09:09:33] *** ntx has quit IRC
[09:09:49] *** ntx has joined ##OpenGL
[09:10:42] *** det- has joined ##OpenGL
[09:10:46] *** zzuegg has joined ##OpenGL
[09:11:26] *** det has quit IRC
[09:12:00] *** linuxuz3r has quit IRC
[09:13:11] *** Gamecubic has quit IRC
[09:19:13] *** centrin1 has joined ##OpenGL
[09:22:00] <Tag_> hi
[09:22:13] *** roxlu has joined ##OpenGL
[09:23:09] *** Jack has joined ##OpenGL
[09:23:22] *** slime has joined ##OpenGL
[09:23:33] *** Jack is now known as Guest74001
[09:26:44] *** Ad1_RN has joined ##OpenGL
[09:27:55] *** paul424 has joined ##OpenGL
[09:28:24] *** Khlorghaal has quit IRC
[09:29:53] *** Ad1_RnR has quit IRC
[09:30:03] *** slime has quit IRC
[09:31:37] *** sricharanized has joined ##OpenGL
[09:31:55] *** BreadProduct has joined ##OpenGL
[09:32:24] *** sricharanized has left ##OpenGL
[09:33:52] *** zzuegg2 has joined ##OpenGL
[09:34:46] *** Twinklebear has quit IRC
[09:35:49] *** zzuegg has quit IRC
[09:38:36] *** CapsAdmin has joined ##OpenGL
[09:39:00] *** wiky has quit IRC
[09:40:19] *** CainJacobi has quit IRC
[09:40:38] *** lenarhoyt has joined ##OpenGL
[09:42:44] *** Garner has joined ##OpenGL
[09:45:30] *** lenarhoyt has quit IRC
[09:47:25] *** Folkol has quit IRC
[09:48:01] *** Folkol has joined ##OpenGL
[09:49:08] *** redeemed has joined ##OpenGL
[09:54:03] *** centrin1 is now known as centrinia
[09:54:32] *** centrinia has quit IRC
[09:54:38] *** bjz has joined ##OpenGL
[09:54:44] *** centrinia has joined ##OpenGL
[09:57:59] *** Match has joined ##OpenGL
[09:58:16] *** Beetny has joined ##OpenGL
[10:03:14] *** RockLee has quit IRC
[10:03:18] *** Match has quit IRC
[10:03:41] *** abs25 has quit IRC
[10:03:48] *** Match has joined ##OpenGL
[10:11:57] *** Zupo3 has joined ##OpenGL
[10:13:08] *** abs25 has joined ##OpenGL
[10:13:23] *** Zupo2 has quit IRC
[10:15:10] *** Zerflag has joined ##OpenGL
[10:23:16] *** slime has joined ##OpenGL
[10:24:01] *** Match has quit IRC
[10:24:18] *** Match has joined ##OpenGL
[10:25:35] *** sricharanized has joined ##OpenGL
[10:25:57] *** sricharanized has left ##OpenGL
[10:26:27] *** Zupo3 has quit IRC
[10:26:34] *** Zupo2 has joined ##OpenGL
[10:30:26] *** zajfy has quit IRC
[10:30:43] *** bjz has quit IRC
[10:32:58] *** Zupo3 has joined ##OpenGL
[10:33:17] *** Zupo2 has quit IRC
[10:38:11] <xgearx> I have issue with drawing texture (created from bitmap) using gl10 (android) and glDrawArrays(). Image is inverted top to bottom.
[10:39:15] <xgearx> Route cause is how i declare texture verticies?
[10:39:34] <xgearx> oh god
[10:39:36] <xgearx> root
[10:39:55] <xgearx> cause
[10:40:33] <xgearx> sorry "fo my inglish" :)
[10:40:39] *** dshwang_ has quit IRC
[10:41:21] *** lenarhoyt has joined ##OpenGL
[10:41:31] *** Alina-malina has quit IRC
[10:42:43] <xgearx> Bloodust, maybe you can help me?
[10:43:07] <Bloodust> hum
[10:43:22] *** kuldeepdhaka has joined ##OpenGL
[10:43:32] <Bloodust> so just flip it ? :D
[10:44:16] *** Zupo3 has quit IRC
[10:46:18] *** lenarhoyt has quit IRC
[10:51:18] *** dshwang has joined ##OpenGL
[10:51:35] *** luxigo has joined ##OpenGL
[10:53:50] <xgearx> i found example http://obviam.net/index.php/texture-mapping-opengl-android-displaying-images-using-opengl-and-squares/ in which everything is ok
[10:56:02] <Adrinael> You either flip your vertex coordinates, or your texture coordinates
[10:56:10] <Adrinael> Or how you load your image
[10:56:30] <Adrinael> From a bitmap? .bmp? Aren't those stored so that the bottom row comes first?
[10:56:47] *** sanjoy_ has joined ##OpenGL
[10:57:26] <xgearx> i think problem is in coordinates
[10:57:37] <xgearx> bitmap is ok
[10:57:59] <Adrinael> Can't load the example link
[10:59:05] *** tm604 has quit IRC
[11:02:14] *** tm604 has joined ##OpenGL
[11:03:15] <Adrinael> xgearx, did you try the example with your image file, and your image loading code?
[11:05:10] *** Tag_ has quit IRC
[11:05:59] *** Zerflag has quit IRC
[11:06:46] *** Zerflag has joined ##OpenGL
[11:08:08] *** Zerflag_ has joined ##OpenGL
[11:08:18] *** Zerflag has quit IRC
[11:08:39] <xgearx> bitmap is ok
[11:09:06] <Adrinael> Then just flip your coordinates
[11:10:53] *** kivutar has joined ##OpenGL
[11:11:20] *** doev has quit IRC
[11:12:35] *** Zerflag_ has quit IRC
[11:18:19] *** warchild has quit IRC
[11:18:48] *** Stragus has quit IRC
[11:21:55] *** Keniyal has joined ##OpenGL
[11:25:04] *** BitPuffin has joined ##OpenGL
[11:27:04] *** luxigo has quit IRC
[11:31:07] *** luxigo has joined ##OpenGL
[11:31:15] *** konom has quit IRC
[11:35:55] *** Alina-malina has joined ##OpenGL
[11:41:19] *** tm604 has quit IRC
[11:41:19] *** tm604 has joined ##OpenGL
[11:42:06] *** lenarhoyt has joined ##OpenGL
[11:44:00] *** konom has joined ##OpenGL
[11:47:07] *** luxigo has quit IRC
[11:47:30] *** lenarhoyt has quit IRC
[11:49:26] *** shingshang has joined ##OpenGL
[12:04:07] <jophish> AbigailBuccaneer: here?
[12:04:18] <AbigailBuccaneer> are any of us
[12:04:53] <jophish> I'm sorry for buying 6777 for you
[12:05:31] <jophish> err, using 6667, I've bought you a Chocolate Orange as an apology
[12:05:44] <jophish> with capitals
[12:05:56] <Bloodust> which capitals
[12:06:04] <jophish> C and O
[12:06:08] <jophish> and Pris
[12:07:24] <jophish> Bloodust: did you know that uppercase letters are called so because computers used to have two keyboards, one for uppercase letters on the top shelf or 'upper case' and one for lowercase letters on the bottom shelf, or 'lower case'
[12:08:08] <jophish> and the shift key literally introduced a shift away from multi-tiered input systems, earning it the name 'shift'
[12:08:31] <Bloodust> I did not know this
[12:08:35] <AbigailBuccaneer> jophish, now try and explain "capslock"
[12:09:12] <jophish> carpal tunnel syndrome, people's arms used to get locked in the 'uppercase' position
[12:11:02] <jophish> AbigailBuccaneer: how would you encode all the DX or GL states used in a frame. I'm thinking RLE on different parts of the state
[12:12:29] <Bloodust> Real Life Experience
[12:13:19] <jophish> Bloodust: AbigailBuccaneer has more than just that
[12:14:23] *** ikrima has joined ##OpenGL
[12:14:28] <AbigailBuccaneer> RLE on the various states would essentially be equivalent to storing the delta between consecutive states, right?
[12:14:40] *** BitPuffin has quit IRC
[12:15:00] <AbigailBuccaneer> unless you meant serializing it out and then literally doing byte-level RLE on that, but i know you're not that silly
[12:15:14] <jophish> not exactly, it's a nice way of compressing no state change changes
[12:15:34] <jophish> but if a part of the state changed, that part would be respecified fully
[12:15:55] <jophish> I think I should be able to keep the state struct below 1kb
[12:16:17] <jophish> I'm writing a nifty system to get rid of all state bugs forever
[12:16:55] <AbigailBuccaneer> i thought you fixed all state bugs forever when you switched to haskell?
[12:17:19] <jophish> AbigailBuccaneer: sadly the other people using this codebase aren't as pure minded
[12:17:41] <jophish> despite a PhD in maths
[12:18:12] *** TyrfingMjolnir has quit IRC
[12:18:23] <Bloodust> haskell hahaa
[12:19:20] <hdon> hi all :)
[12:19:33] *** ikrima_ has joined ##OpenGL
[12:19:38] <hdon> am i making a really dumb mistake here? http://pastebin.mozilla.org/7583423
[12:19:40] <jophish> hi hdon, what's the most inspiring thing you've done in the last month?
[12:20:15] *** ikrima has quit IRC
[12:20:26] <Adrinael> What is jophish blabbering about
[12:20:29] <hdon> jophish, oh, uhm... i wrote a pretty fancy dungeon generator for zelda-like games... and a polygon modeling application
[12:20:37] <jophish> very cool!
[12:20:37] <hdon> and i... rewrote my website
[12:20:55] <jophish> got any pics of those?
[12:21:29] <hdon> uh... yeah... http://codebad.com/~hdon/test100/
[12:22:26] <jophish> hdon: I like the one that looks like Mario
[12:22:28] <hdon> it can only build dungeons out of chambers of pre-specified geometries, which have weighted probabilities of being chosen, described in a simple text file, and you can pre-set rooms, and create areas where doors may not face to create divisions in the dungeon...
[12:22:29] <Bloodust> such dungeons
[12:22:43] <hdon> jophish, you're very creative. i don't see a mario.
[12:22:54] <hdon> but i am really concerned about this: http://pastebin.mozilla.org/7583423
[12:22:58] <Bloodust> hdon use vector or string for the char array in line 16
[12:23:02] <hdon> GL_LINK_STATUS is giving me GL_FALSE but
[12:23:07] <hdon> no INFO_LOG
[12:23:08] <Bloodust> other than that, I dont know whats the problem
[12:23:19] <jophish> thanks hdon.
[12:23:22] <hdon> (the error given is the one on line 14, "failed silently")
[12:23:38] <Bloodust> pastebin the shaders ?
[12:23:45] <AbigailBuccaneer> hdon, you're calling glGetShaderInfoLog on a program object
[12:23:51] <AbigailBuccaneer> i think you want glGetProgramInfoLog
[12:23:51] <hdon> thanks AbigailBuccaneer !!
[12:24:05] <AbigailBuccaneer> same with glGetShaderiv
[12:24:08] <hdon> i think i have made this mistake about 100 times in the past...
[12:24:28] <Bloodust> maybe its time to abstract your shader code so you dont make the same mistake ever again ? :D
[12:24:28] <Adrinael> I think I'm still at 57th
[12:24:59] <hdon> Bloodust, it happens when i write the same basic abstraction in a new language...
[12:25:09] <jeaye> Adrinael: 100 sneaks up on you.
[12:25:10] <AbigailBuccaneer> welcome to opengl, where type systems don't matter and the the state tables are made up
[12:25:30] <jeaye> s/opengl/c/
[12:25:44] <Bloodust> hoho
[12:25:59] <Adrinael> What'sinatypeanyway? A void* is a fine type for an offset integer.
[12:26:07] <Adrinael> -- GL
[12:26:13] <AbigailBuccaneer> jeaye, C's type system isn't great, but it's perfectly possible to design a C API that's strongly typed
[12:27:41] <AbigailBuccaneer> even if you were to just return the names as opaque pointer types, like GLprogram*, GLshader*, etc., then this would've been preventable
[12:28:40] *** BitPuffin has joined ##OpenGL
[12:32:47] *** bjz has joined ##OpenGL
[12:34:53] *** abs25 has quit IRC
[12:43:40] *** lenarhoyt has joined ##OpenGL
[12:45:57] *** adsc has joined ##OpenGL
[12:46:10] *** BitPuffin has quit IRC
[12:48:30] *** lenarhoyt has quit IRC
[12:52:54] *** Demon_Fox has quit IRC
[12:56:07] *** kuldeepdhaka has quit IRC
[13:01:06] *** Alina-malina has quit IRC
[13:02:01] *** Alina-malina has joined ##OpenGL
[13:02:22] *** DrBenway has quit IRC
[13:07:37] *** kriskrop1 has quit IRC
[13:12:57] *** kuldeepdhaka has joined ##OpenGL
[13:14:38] *** Stragus has joined ##OpenGL
[13:14:39] *** paperManu_ has joined ##OpenGL
[13:15:34] *** ocharles_ is now known as ocharles
[13:15:39] *** ocharles has joined ##OpenGL
[13:22:58] *** pazul has joined ##OpenGL
[13:24:32] *** samrat has quit IRC
[13:24:57] *** qeed has joined ##OpenGL
[13:26:12] *** Beetny has quit IRC
[13:28:23] *** centrinia has quit IRC
[13:37:04] *** kuldeepdhaka has quit IRC
[13:38:19] *** kuldeepdhaka has joined ##OpenGL
[13:38:42] *** xissburg has joined ##OpenGL
[13:44:24] *** lenarhoyt has joined ##OpenGL
[13:45:28] *** crempharr has joined ##OpenGL
[13:47:02] *** BreadProduct has quit IRC
[13:47:31] *** BreadProduct has joined ##OpenGL
[13:49:05] *** BreadProduct has quit IRC
[13:49:22] *** lenarhoyt has quit IRC
[13:50:04] *** BreadProduct has joined ##OpenGL
[13:50:17] <crempharr> what do i do when i can see through my model in a way i shouldnt be able to? like this http://i.imgur.com/WMqKeFo.png
[13:51:35] <jophish> crempharr: looks like a classic case of depth going bad
[13:51:46] <jophish> or possibly culling the wrong side of the triangles
[13:52:01] <Bloodust> :D
[13:52:26] <crempharr> it looks fine when i view it from the front (after having enabled backside culling)
[13:52:31] <Bloodust> crempharr what are you near and far frustum values?
[13:52:41] <Bloodust> when creating projection matrix
[13:52:43] <crempharr> i am rendering quads instead of triangles, is this a problem?
[13:53:02] <Adrinael> Is depth test on?
[13:53:03] <xgearx> is it linux on screen? or chrome os?
[13:53:07] <Bloodust> could be but not likely
[13:53:27] <xgearx> oh, linux, sorry
[13:53:37] <AbigailBuccaneer> <crempharr> it looks fine when i view it from the front (after having enabled backside culling)
[13:53:55] <AbigailBuccaneer> the 'front' and 'backs' of your triangles is defined relative to the current camera position
[13:53:57] *** konom has quit IRC
[13:54:12] *** shingshang has quit IRC
[13:54:22] <Bloodust> umm not for culling
[13:54:31] <AbigailBuccaneer> umm sorry no i'm not entirely sure what i'm trying to express here
[13:54:32] <AbigailBuccaneer> ignore that
[13:55:44] <AbigailBuccaneer> but yeah it's a depth issue from the looks of it. make sure depth testing and depth writing is on
[13:55:53] <crempharr> are frustum values the arguments to gluperspective? in that case 1, 1, 0, 10
[13:55:59] <crempharr> kk, will try enabling it
[13:56:07] <crempharr> xgearx, its ubuntu
[13:56:23] <Bloodust> and theres your error
[13:56:45] <Bloodust> you cant have 0 as near
[13:57:01] <Bloodust> change it to 0.1 or 1 or something like that
[13:57:06] <crempharr> i dont see anything with 1 tho.. :D
[13:57:18] <Bloodust> then make it 0.1 or 0.01
[13:57:30] <Bloodust> but it cant be zero
[13:57:47] <crempharr> alright, will try.. why is that btw?
[13:57:53] <AbigailBuccaneer> https://www.opengl.org/sdk/docs/man2/xhtml/gluPerspective.xml see the 'notes' at the bottom
[13:58:05] <AbigailBuccaneer> (though chrome can't display them properly due to no MathML, use firefox if available)
[13:58:48] <AbigailBuccaneer> essentially, if the near plane is zero, then you don't have a frustum, you have a pyramid
[13:59:10] <AbigailBuccaneer> (a 'frustum' is basically a pyramid with the tip chopped off)
[13:59:57] <AbigailBuccaneer> when the vertices are transformed to normalized device coordinates, the frustum is projected to a cube
[14:01:02] <crempharr> maybe my frustum is wrong altogether. i see nothing for values bigger then 0.0000001 (near) , but when i see something these culling problems exist
[14:01:31] <AbigailBuccaneer> crempharr, the first argument to gluPerspective is an angle in degrees
[14:01:40] <AbigailBuccaneer> you have a one-degree field of view
[14:02:19] <AbigailBuccaneer> try 90 to start with :)
[14:02:33] <Bloodust> that fel when F the documentation
[14:02:41] <AbigailBuccaneer> Bloodust, ??
[14:03:14] <AbigailBuccaneer> crempharr, likewise, the aspect ratio should be the ratio of your window's width to its height
[14:03:22] *** stefkos has joined ##OpenGL
[14:03:59] <Bloodust> AbigailBuccaneer he just gave random values to gluPerspective
[14:03:59] <crempharr> ye, probably should :D
[14:04:50] <AbigailBuccaneer> crempharr, do your coordinates have any relation to physical units? it's often easier if you declare that your coordinates are in meters, or millimeters, or *shudder* inches. and then it's easier to come up with sensible values for zNear and zFar
[14:05:00] <crempharr> Bloodust, no, i originally had a 2d level drawn at z=0 and tried to set the values in a way that i could see that level
[14:05:21] <crempharr> thats why the fov was crazy low
[14:07:12] *** nekitu has joined ##OpenGL
[14:08:23] *** nekitu has quit IRC
[14:08:47] *** nekitu has joined ##OpenGL
[14:09:12] *** nekitu has left ##OpenGL
[14:09:15] *** nekitu has joined ##OpenGL
[14:10:30] *** paperManu_ has quit IRC
[14:12:35] <crempharr> http://i.imgur.com/B4l0n8E.png
[14:13:15] <crempharr> this happens with most values.
[14:13:25] <Bloodust> most values?
[14:14:18] <crempharr> i tried a coult of values with near around 1 and higher far
[14:15:33] <Bloodust> how about gluPerspective(70, 1, 0.1, 100);
[14:15:38] <Bloodust> and what do you use for your camera ?
[14:15:43] <Bloodust> camera transformation that is
[14:15:48] <Bloodust> gluLookAt?
[14:16:26] <crempharr> i use translate with modelview to zoom out
[14:17:23] <Bloodust> well
[14:18:11] <Bloodust> perspective to gluPerspective(70, 1, 0.1, 100) and camera position to gluLookAt(0,0,-10, 0,0,0, 0,1,0) and draw the model at 0,0,0
[14:18:17] <Bloodust> Im pretty sure you should see your model that way
[14:18:25] <Bloodust> unless your model is really big or really small
[14:19:14] *** DrSkyLizard has quit IRC
[14:19:47] <crempharr> thanks for the patience :D, i will try this imediatly
[14:21:04] <Bloodust> and after you have solved this problem, stop using the matrix stack, its no longer part of core opengl
[14:24:44] <crempharr> ah nice, didnt know that.. with these values i see some smeared colours from the model, but not the model itself
[14:26:03] <Bloodust> how big is the model?
[14:27:39] <crempharr> around 50 'units'
[14:28:16] <Bloodust> uuh thats a big one then
[14:28:25] <crempharr> k will scale it down :D
[14:28:53] <crempharr> okay, got it
[14:28:54] <Bloodust> I personally use meters as units
[14:30:09] <crempharr> okay, i removed all the modelviewcalls from the code and can see him now
[14:30:14] <crempharr> the cullingproblem persists
[14:30:40] <Bloodust> turn culling off
[14:31:02] <crempharr> http://imgur.com/RrgKXsn
[14:31:20] *** abs25 has joined ##OpenGL
[14:32:11] <crempharr> http://imgur.com/CfHtv3P even worse without culling
[14:32:36] <Bloodust> is your depth test on?
[14:33:12] <crempharr> no, last time i tried, everything went dark. glEnable(GL_DEPTH_TEST) ?
[14:33:18] <Bloodust> yeah
[14:33:31] <Bloodust> and when you clear color buffer, also clear depth buffer
[14:33:46] <crempharr> :DDDDD
[14:33:49] <crempharr> that did it
[14:34:03] <crempharr> nice
[14:34:31] *** BitPuffin has joined ##OpenGL
[14:34:39] <crempharr> but now the hud i draw on top of it seems flawed
[14:34:46] <crempharr> anyway, big thank you for your patience
[14:35:19] <Bloodust> turn depth test off when you draw the hud
[14:35:41] <crempharr> right
[14:36:14] *** magicthing has joined ##OpenGL
[14:36:57] *** neure has quit IRC
[14:37:15] <magicthing> hiya, anyone got a link to a very basic html5 opengl renderer startpoint?
[14:38:05] *** tehrain has joined ##OpenGL
[14:38:06] *** tehrain has joined ##OpenGL
[14:40:05] <magicthing> incase anyone is doing ogl html5 could you recommend any authoring environments for rapid prototyping? i kinda wanna just try out how things are working in the browser
[14:42:10] <magicthing> i wonder whether notepad++ has support for rendering chrome/whatever browser window on the right and autoupdating whatever you write on the left, split screen style.
[14:43:09] <Adrinael> You mean parse html5 and render a web page with ogl? Or make a webgl thingie?
[14:43:38] <magicthing> webgl thingi
[14:44:15] <Adrinael> Just shaders or whole shebang?
[14:44:25] <magicthing> whole shebang, just shaders is for toys :(
[14:44:37] <magicthing> there was a shadertoy i think online somewhere for just that
[14:45:08] *** lenarhoyt has joined ##OpenGL
[14:46:58] <crempharr> hey, may i ask tow more questions: how do i get to render my hud on top of the model now? and secondly: the 2d scene i had at z=0 disappeared and i dont understand why i cant see it if i can see the model
[14:47:02] <magicthing> i'm googling this the same time were discussing about it, i'll let ya know incase youre interested about the result.
[14:47:47] *** samrat has joined ##OpenGL
[14:47:56] <Adrinael> There's a HTML editor in Eclipse at least
[14:48:06] <Bloodust> for rendering 2d stuff, you probably want to switch your projection and camera matrices back to 2d
[14:49:35] <crempharr> meaning orthographic projection?
[14:49:35] <Bloodust> so when you switch back to rendering the hud, clear depth and maybe turn depth test off, change projection and camera matrices
[14:49:43] <Bloodust> ortho yeah
[14:50:14] <crempharr> kk, i thought id do it 3d to get get smooth paralaxe for background etc. might have to fake that then
[14:50:27] <Bloodust> well you can still do it in 3d if you want
[14:54:52] *** asido has joined ##OpenGL
[14:57:58] *** paperManu has joined ##OpenGL
[15:02:23] *** pazul has quit IRC
[15:05:55] *** timsche has joined ##OpenGL
[15:06:49] *** slidercrank has joined ##OpenGL
[15:09:23] *** indefini has quit IRC
[15:09:53] *** crempharr has quit IRC
[15:12:11] *** centrinia has joined ##OpenGL
[15:13:49] *** ruuns has joined ##OpenGL
[15:14:24] *** pazul has joined ##OpenGL
[15:19:06] *** pazul has quit IRC
[15:32:26] *** RyanPridgeon has joined ##OpenGL
[15:42:42] *** stefkos has quit IRC
[15:50:29] *** indefini has joined ##OpenGL
[15:58:49] *** telex has quit IRC
[16:00:40] *** telex has joined ##OpenGL
[16:04:15] *** clauswitt has quit IRC
[16:08:36] *** MLM has joined ##OpenGL
[16:10:09] *** soulz has quit IRC
[16:12:05] *** Zupo2 has joined ##OpenGL
[16:24:46] *** adsc has quit IRC
[16:25:54] *** crempharr has joined ##OpenGL
[16:26:02] *** linuxuz3r has joined ##OpenGL
[16:26:27] *** linuxuz3r has quit IRC
[16:34:14] *** adsc has joined ##OpenGL
[16:37:29] *** boblehest has quit IRC
[16:40:15] *** clopclop has joined ##OpenGL
[16:40:34] <clopclop> hello all
[16:41:02] <Bloodust> yo
[16:41:04] <clopclop> I'm trying to get the depth buffer through fbo, but all I got is a black texture
[16:41:22] <clopclop> (so, to a texture)
[16:41:34] <clopclop> I followed that : https://www.opengl.org/wiki/Framebuffer_Object_Examples#Color_texture.2C_Depth_texture
[16:41:40] <clopclop> but nothing...
[16:41:48] *** timsche has quit IRC
[16:42:44] <Bloodust> are you using the EXT or the ARB ones?
[16:43:19] <clopclop> EXT
[16:43:36] <clopclop> the fbo is correctly created
[16:44:18] <Bloodust> try it without the EXT
[16:44:25] <Bloodust> so glFramebufferTexture2D instead of glFramebufferTexture2DEXT
[16:44:38] *** Gamecubic has joined ##OpenGL
[16:45:58] <clopclop> I can't, I'm using it through libgdx (using itself lwjgl) and it all uses fbo EXT
[16:46:15] <Bloodust> oh
[16:49:19] <Bloodust> im wondering if GL_DEPTH_COMPONENT24 is valid
[16:50:01] <Bloodust> try GL_DEPTH_COMPONENT or GL_DEPTH_COMPONENT16
[16:50:05] *** DolpheenDream has joined ##OpenGL
[16:50:15] <Bloodust> also, is depth test on?
[16:50:49] <clopclop> yep
[16:51:04] <clopclop> (I also tried with GL_DEPTH_COMPONENT16)
[16:52:04] <clopclop> perhaps there would be another way to get the depth buffer ?
[16:52:09] <clopclop> even manually computing it ?
[16:52:30] <clopclop> (I tried using shaders, but even with packing I was lacking precision)
[16:53:46] <Bloodust> wait, so its not black? just poor precision?
[16:54:11] <clopclop> using a depth texture written by shaders, it was poor precision
[16:54:21] <clopclop> using the link above, full black
[16:54:33] *** Waynes has joined ##OpenGL
[16:55:27] *** crempharr has quit IRC
[16:56:39] <clopclop> using shaders, this is the kind of output of a depth texture : http://i.imgur.com/q3xNj9c.png
[16:57:37] <Bloodust> mm
[16:58:05] <Bloodust> and what is the internaltype of that depth texture?
[16:58:08] <Bloodust> same 24?
[16:58:13] <clopclop> it's why I was suspecting lack of precision, and decided to use the link method
[16:58:17] <clopclop> RGBA 8888
[16:58:50] <Bloodust> so its not a depth texture at all? I wonder how thats going to work
[16:58:53] <clopclop> the calculated depth is packed into gl_FragColor
[16:59:04] <Bloodust> right right
[16:59:10] <Bloodust> okey then
[16:59:23] <clopclop> but zNear = 10 and zFar = 400, that's really not a lot
[16:59:25] <Bloodust> what are you near/far plane values?
[16:59:27] <Bloodust> right
[16:59:28] <clopclop> :)
[17:00:38] <clopclop> getting properly the depth buffer is driving me crazy
[17:01:58] <Bloodust> I wonder wtf this is glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
[17:02:42] <Bloodust> let me check my code
[17:02:53] *** Keniyal has quit IRC
[17:02:57] *** Ad1 has joined ##OpenGL
[17:05:34] *** xgearx has quit IRC
[17:06:22] <Bloodust> haa
[17:06:31] <Bloodust> did you remember glDrawBuffers?
[17:07:03] <Bloodust> meh, it might not matter
[17:07:35] *** diegov_ has joined ##OpenGL
[17:07:59] <clopclop> I shouldn't need
[17:10:15] <Bloodust> dunno
[17:10:17] <Bloodust> I blame EXT
[17:10:23] <Bloodust> I cant figure out whats wrong
[17:10:30] <clopclop> strange, on my picture it looks like depth is based on height
[17:11:14] *** wutata- has quit IRC
[17:11:18] <Bloodust> well you are looking down to the geometry
[17:11:32] <Bloodust> also, grey colours are really decieving
[17:11:38] <Bloodust> deceiving
[17:12:22] *** japro has joined ##OpenGL
[17:14:21] <clopclop> my up vector is (0, 0, 1), perhaps it could be linked to that
[17:16:02] <Bloodust> dunno
[17:17:05] <Bloodust> my texture settings for depth texture http://codepad.org/rvp144Lj
[17:17:54] *** japro has quit IRC
[17:18:25] <Bloodust> dont ask why, I dont know why
[17:18:29] <Bloodust> but it works
[17:18:46] <clopclop> no more success
[17:19:03] <clopclop> you have an example of a working depth buffer to texture ?
[17:19:07] *** Zupo has joined ##OpenGL
[17:20:33] <Bloodust> http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/
[17:20:35] <Bloodust> http://ogldev.atspace.co.uk/www/tutorial23/tutorial23.html
[17:21:58] <clopclop> woof, thanks I'm looking at that
[17:22:55] *** Zupo2 has quit IRC
[17:23:16] *** Orion] has joined ##OpenGL
[17:24:37] *** Zupoman has joined ##OpenGL
[17:24:48] *** Zupo has quit IRC
[17:25:41] <Bloodust> bbl
[17:27:18] <clopclop> ok thansk
[17:27:19] <clopclop> thanks
[17:27:41] *** karab44 has joined ##OpenGL
[17:30:44] *** karab44 has quit IRC
[17:35:02] *** redeemed has quit IRC
[17:36:08] *** Zerflag has joined ##OpenGL
[17:41:33] *** Waynes1 has joined ##OpenGL
[17:41:40] *** shingshang has joined ##OpenGL
[17:43:09] *** Waynes has quit IRC
[17:47:58] *** centrinia has quit IRC
[17:48:06] *** qeed has quit IRC
[17:50:34] *** ntx has quit IRC
[17:53:28] *** Zerflag has quit IRC
[17:57:52] *** Zupo has joined ##OpenGL
[17:58:50] *** ntx has joined ##OpenGL
[18:00:55] *** qeed has joined ##OpenGL
[18:02:07] *** Codex_ has joined ##OpenGL
[18:03:31] *** sanjoy_ has quit IRC
[18:05:29] *** staylor_ has joined ##OpenGL
[18:06:59] *** zajfy has joined ##OpenGL
[18:12:33] *** zerd has quit IRC
[18:12:50] *** zerd has joined ##OpenGL
[18:13:23] *** DolpheenDream has quit IRC
[18:18:10] *** sparky has joined ##OpenGL
[18:18:13] *** slime has quit IRC
[18:19:00] *** paul424 has quit IRC
[18:22:57] *** slime has joined ##OpenGL
[18:23:08] *** MLM has quit IRC
[18:23:19] *** garFF has joined ##OpenGL
[18:24:13] *** clopclop has quit IRC
[18:28:40] *** adsc has quit IRC
[18:33:09] *** CainJacobi has joined ##OpenGL
[18:34:41] *** kriskropd has joined ##OpenGL
[18:36:44] *** dusted has joined ##OpenGL
[18:38:08] *** pazul has joined ##OpenGL
[18:42:57] *** absof25 has joined ##OpenGL
[18:46:42] *** abs25 has quit IRC
[18:47:30] *** absof25 has left ##OpenGL
[18:52:01] *** Khlorghaal has joined ##OpenGL
[18:56:32] *** HaltingState has joined ##OpenGL
[18:57:48] *** kriskropd has quit IRC
[18:58:32] *** garFF has quit IRC
[18:59:15] *** garFF has joined ##OpenGL
[19:02:20] *** Misu has joined ##OpenGL
[19:04:02] *** garFF has quit IRC
[19:04:18] *** Zerflag has joined ##OpenGL
[19:04:18] *** robot-beethoven has quit IRC
[19:04:38] *** kriskropd has joined ##OpenGL
[19:07:19] *** Twinklebear has joined ##OpenGL
[19:08:45] *** Zerflag has quit IRC
[19:08:58] *** bjz_ has joined ##OpenGL
[19:09:23] *** BearishMushroom has joined ##OpenGL
[19:09:36] *** bjz has quit IRC
[19:13:04] *** Misu2 has joined ##OpenGL
[19:13:42] *** shingshang has quit IRC
[19:14:03] *** kuldeepdhaka has quit IRC
[19:14:18] *** Misu has quit IRC
[19:14:56] *** Misu has joined ##OpenGL
[19:15:06] *** ShadowIce has joined ##OpenGL
[19:15:26] *** Rutix has joined ##OpenGL
[19:15:26] *** Rutix has joined ##OpenGL
[19:16:32] *** Match has quit IRC
[19:16:35] *** kuldeepdhaka has joined ##OpenGL
[19:17:54] *** Misu2 has quit IRC
[19:18:41] *** diegov_ has quit IRC
[19:21:42] *** Guest74001 has quit IRC
[19:25:49] *** TyrfingMjolnir has joined ##OpenGL
[19:26:10] *** ShadowIce` has joined ##OpenGL
[19:26:11] *** boblehest has joined ##OpenGL
[19:26:56] *** boblehest has quit IRC
[19:28:42] *** ShadowIce has quit IRC
[19:29:51] *** bkre__ has joined ##OpenGL
[19:31:38] *** Alina-malina has quit IRC
[19:31:59] *** Alina-malina has joined ##OpenGL
[19:35:45] *** ShadowIce` has quit IRC
[19:39:17] *** derhass has joined ##OpenGL
[19:41:13] *** garFF has joined ##OpenGL
[19:43:45] *** TyrfingMjolnir has quit IRC
[19:44:47] *** stefkos has joined ##OpenGL
[19:45:42] *** Crehl has joined ##OpenGL
[19:48:35] *** absof25 has joined ##OpenGL
[19:48:38] <absof25> hello
[19:48:47] <absof25> anyone interested in helping me out with GLSL ?
[19:48:59] <Codex_> sure
[19:50:28] <absof25> I dont know how to make light source
[19:51:04] <Codex_> you want shadows?
[19:51:09] <absof25> indeed
[19:51:11] <absof25> in 2d
[19:51:45] *** foreignFunction has joined ##OpenGL
[19:51:57] <Codex_> usually you need to find any objects between light and the current fragment.
[19:52:52] *** slime has quit IRC
[19:54:44] <Codex_> either the object's points should be projected to a plane, or the plane will find the object that casts shadow. Two competing ways to do shadows
[19:55:11] *** slime has joined ##OpenGL
[19:55:24] <Codex_> dunno how it should work in 2d.
[19:59:39] *** clincher has quit IRC
[19:59:58] *** ikrima_ has quit IRC
[20:00:07] *** slime has quit IRC
[20:03:24] *** pizthewiz has joined ##OpenGL
[20:04:09] *** pazul has quit IRC
[20:05:28] <Bloodust> absof25 you want shadows or lighting?
[20:06:37] <antto> negative light ftw
[20:08:02] <absof25> lights
[20:08:06] <absof25> just a circular light
[20:08:15] <Bloodust> what is a circular light?
[20:08:29] <absof25> just like a point of light
[20:08:52] <Bloodust> right, thats easy
[20:09:13] <Bloodust> do you have normals?
[20:09:34] *** slime has joined ##OpenGL
[20:09:45] *** Qatz has joined ##OpenGL
[20:11:05] <absof25> of what?
[20:11:18] *** Khlorghaal has quit IRC
[20:11:24] <absof25> I want simple 2d light
[20:11:28] <absof25> like a circle of light
[20:11:47] <Bloodust> right, 2d
[20:11:48] <Bloodust> dunno
[20:11:50] <antto> you mean radial / omnidirectional
[20:12:09] <absof25> antto yes
[20:12:25] <absof25> https://www.youtube.com/watch?v=fsbECSpwtig
[20:12:27] <absof25> something like this
[20:12:56] *** fatalhalt has joined ##OpenGL
[20:14:33] <Bloodust> so... a simple distance based light
[20:14:38] <Bloodust> + the shadows
[20:14:52] <absof25> yeah
[20:15:07] <Bloodust> I think japro played with teh shadows earlier this year
[20:15:12] <Bloodust> but hes not here right now
[20:15:23] *** slime has quit IRC
[20:15:42] *** Jeanne-Kamikaze has joined ##OpenGL
[20:18:23] *** Lemml has quit IRC
[20:19:18] *** CainJacobi has quit IRC
[20:20:51] *** snakenerd has joined ##OpenGL
[20:22:12] *** snakenerd has quit IRC
[20:25:41] *** ikrima has joined ##OpenGL
[20:30:10] *** japro has joined ##OpenGL
[20:30:14] *** slime has joined ##OpenGL
[20:30:51] *** RockLee has joined ##OpenGL
[20:32:59] *** SugarCube has quit IRC
[20:34:28] *** slime has quit IRC
[20:34:51] *** unreal has quit IRC
[20:35:50] *** BreadProduct has quit IRC
[20:36:53] *** unreal has joined ##OpenGL
[20:37:12] <Yaniel> yeah he did that roguelike thingie
[20:37:29] <Yaniel> iirc he said it was basically cone tracing
[20:37:46] <Yaniel> or triangle, because 2d
[20:38:06] <japro> roguelike? where?
[20:38:41] <Yaniel> speak of the devil :D
[20:39:06] <Yaniel> japro: yours, wherever you posted the videos of it
[20:39:30] *** Thandruil has quit IRC
[20:40:09] <japro> this one? http://gfycat.com/GiganticBrilliantGreathornedowl
[20:40:11] *** slime has joined ##OpenGL
[20:40:56] <Yaniel> yep
[20:41:10] <Yaniel> more specifically the shadowcasting in it
[20:41:12] *** SugarCube has joined ##OpenGL
[20:41:13] *** Thandruil has joined ##OpenGL
[20:41:44] <japro> it's essentially this: http://www.roguebasin.com/index.php?title=FOV_using_recursive_shadowcasting
[20:42:07] <Yaniel> absof25: there you have your solution :)
[20:45:18] *** jdolan_ has joined ##OpenGL
[20:46:03] *** jdolan has quit IRC
[20:46:07] *** Turk has joined ##OpenGL
[20:46:17] *** garFF has quit IRC
[20:47:53] <Turk> Hey everyone is there a format you suggest for storing 3d models and the screen values?
[20:48:47] <Turk> Verts indices and rgb values?
[20:51:11] *** PasNox has joined ##OpenGL
[20:51:44] <Yaniel> wavefront .obj
[20:52:23] <Yaniel> except it doesn't do vertex colours
[20:52:37] <Yaniel> but does normals and uv coords
[20:53:02] <Yaniel> but it is dead simple to read so it is nice to start with
[20:53:10] *** xbx has joined ##OpenGL
[20:55:15] <Turk> How are uv's stored? Uncompressed?
[20:56:15] <Yaniel> just like vertex positions
[20:56:35] <Yaniel> obj is a text format and lookslike
[20:56:47] <Yaniel> v 1.000 0.
[20:56:49] <Yaniel> er
[20:57:02] <Yaniel> v 1.000 0.000 -2.555
[20:57:20] <Yaniel> (repeat for each vertex)
[20:57:52] <Turk> Oh how about rgb data
[20:58:00] <Yaniel> not in obj
[20:58:05] *** Match has joined ##OpenGL
[20:58:21] <Yaniel> but you could use the normals as color
[20:58:43] <Yaniel> its just a float triplet anyway
[20:59:33] <japro> i like the .h format :)
[20:59:51] <Turk> I think I'll code my own loosely based on .h
[20:59:51] *** Khlorghaal has joined ##OpenGL
[21:00:16] <Yaniel> lol
[21:00:19] <chrisf> obj is actually a bit of a pain, because of supporting separate indices per attribute
[21:00:38] <chrisf> you can of course just not do that, by convention, though.
[21:00:51] <Yaniel> it is not that bad really
[21:01:14] <Yaniel> and japro I actually prefer the .c format
[21:01:31] <Yaniel> because it sets itself up for rendering all by itself
[21:02:40] <japro> i'll have to write a blender exporter that just write out the flat arrays
[21:03:42] <Yaniel> absolutely
[21:03:57] <Stragus> Just create your own format suited to your needs, it's simple stuff
[21:04:16] <Stragus> That way you can append extra data in your models accordingly to the needs of your engine, without any extra complexity
[21:04:57] *** Lemml has joined ##OpenGL
[21:05:45] *** samrat has quit IRC
[21:05:48] *** torei has joined ##OpenGL
[21:06:10] *** Turk has quit IRC
[21:07:36] *** samrat has joined ##OpenGL
[21:08:56] *** slidercrank has quit IRC
[21:10:23] *** navitsu has joined ##OpenGL
[21:10:42] *** rleigh_ has joined ##OpenGL
[21:19:25] *** petris has quit IRC
[21:19:50] *** navitsu2 has joined ##OpenGL
[21:20:08] *** stefkos has quit IRC
[21:22:02] *** jdolan_ has quit IRC
[21:22:39] *** jdolan has joined ##OpenGL
[21:23:17] *** navitsu has quit IRC
[21:25:27] *** navitsu2 is now known as navitsu
[21:25:48] *** torei has quit IRC
[21:26:14] *** petris has joined ##OpenGL
[21:27:03] <biberao> hi
[21:27:17] <biberao> anyone knows any good reading on understanding bsplines and splines
[21:28:15] *** paul424 has joined ##OpenGL
[21:31:40] <rleigh_> biberao: Lots of tutorials and examples shown by google e.g. http://devmag.org.za/2011/04/05/bzier-curves-a-tutorial/
[21:32:02] *** bookmark has joined ##OpenGL
[21:32:14] <bookmark> good afternoon happy thanksgiving
[21:32:37] <bookmark> you know what i just realized
[21:32:38] *** samrat has quit IRC
[21:33:00] <bookmark> if you have a lightmap you can also use an additional vertex map to adjust the color of that
[21:33:03] <Yaniel> ken shoemake's paper on splines is great biberao
[21:33:36] <bookmark> if you have lightmap support i mean
[21:35:07] *** ManDay has joined ##OpenGL
[21:36:45] *** stefkosPB has joined ##OpenGL
[21:36:45] *** stefkosPB is now known as stefkos
[21:37:07] <biberao> ok thanks
[21:37:11] <biberao> ill read it
[21:37:20] *** Frogging101-chan has joined ##OpenGL
[21:38:58] <rleigh_> I have a (hopefully simple) question about loading texture data. I have to handle data in various formats which includes interleaved and planar RGB data i.e. RGBRGBRGB and RRRGGGBBB ordering. Is there a way to specify this ordering or does OpenGL only support a fixed order?
[21:39:18] <rleigh_> All the examples I've seen use planar data.
[21:40:13] <Codex_> rleigh_: I would suggest converting the data to proper format before giving it to opengl
[21:40:33] <bookmark> ive never even heard of those formats
[21:41:06] *** RockLee has quit IRC
[21:41:30] <bookmark> is that HDRi?
[21:42:37] <rleigh_> TIFF PlanarConfiguration is one example of this. It's controlling the order of the samples i.e. XYS or SXY. I take it OpenGL requires XYS i.e. planar?
[21:43:29] <rleigh_> http://www.awaresystems.be/imaging/tiff/tifftags/planarconfiguration.html
[21:44:57] <bookmark> i have some .bmp code if you'd like it :)
[21:45:20] <Stragus> That planar format isn't friendly to any cache system
[21:45:26] <rleigh_> I was hoping glPixelStore would allow some way to specify this, but is appears not.
[21:47:24] <derhass> rleigh_: well, it is not hard to sort the data. the question is: is this performance-critical?
[21:47:30] <bookmark> well if you need the code i've got it for microsoft .bmp
[21:47:33] <bookmark> sorry
[21:47:36] <rleigh_> Stragus: Depends on the access patterns. This is scientific and medical data where the channels are often processed independently. And is the external representation--I just want to feed it to OpenGL.
[21:48:54] <rleigh_> derhass: The loading is likely not performance critical; it's actually a 9D Boost.MultiArray which does allow easy extraction of a slice of the hypervolume in any desired packing order, so I can do that if needed.
[21:49:03] <Stragus> Ah right. If the channels are truly accessed independently, then different texturse might be more appropriate
[21:49:15] <Stragus> textures*
[21:50:18] <rleigh_> This will be done for the most part. But for complex (2C) and RGB (3C) I need to deal with both packing orders. I can reorder in a temporary buffer if GL can't support this.
[21:50:36] <Stragus> You'll have to repack yourself
[21:52:00] *** Match has quit IRC
[21:52:04] <rleigh_> OK, thanks for clarifying things! That's totally fine.
[21:53:08] *** SugarCube has quit IRC
[21:53:14] *** Garner has quit IRC
[21:53:45] *** SugarCube has joined ##OpenGL
[21:54:58] <Frogging101-chan> Hardware that supports this "Next generation openGL" thing will also still support the current version, right?
[21:55:23] <Stragus> Of course
[21:55:40] <bookmark> well i hear some phones don't support calls to glrotatef
[21:55:50] <derhass> why would they?
[21:56:00] <Stragus> He said current version, not OpenGL 1.0
[21:56:00] *** clincher has joined ##OpenGL
[21:56:04] <bookmark> oh right ha
[21:56:14] <bookmark> i thought he said old versions sorry
[21:57:04] <bookmark> sorry im thinking about something else
[21:57:07] <Frogging101-chan> it's still possible to run openGL 1.0 stuff on modern machines isn't it?
[21:57:28] <Frogging101-chan> er, 1.1
[21:57:49] <Frogging101-chan> or whatever the first public version was, heh
[21:58:38] <bookmark> i know you can use deprecated commands on certain versions of visual studio
[21:58:57] <bookmark> if that helps
[21:59:18] <Frogging101-chan> Stragus: I thought they said it's "not backwards compatible". Or does that just mean that the new features aren't getting backported?
[21:59:46] <bookmark> for instance I'm using glrotatef on visual studio 2013
[22:00:13] <Stragus> Frogging101-chan, desktop drivers usually support everything back to OpenGL 1.0
[22:00:30] <derhass> Stragus: on some platforms.
[22:00:32] <Stragus> But some mobile devices don't support the fixed pipeline entirely, and all related functions
[22:00:37] <Frogging101-chan> ah
[22:00:53] <derhass> bookmark: what has visual studio to do with this?
[22:01:02] <derhass> glRotatef is actually part of the windows api
[22:01:08] <bookmark> maybe nothing, i just thought it might help him
[22:01:18] <bookmark> see thats what i try to do
[22:02:18] <bookmark> its a decent enought compiler to use isn't it
[22:02:42] <Frogging101-chan> Stragus: I was referring to them saying the "Next generation" one isn't backwards compatible
[22:02:43] <Stragus> I never tried, but I didn't hear good stuff from colleagues who had to use it
[22:03:15] <derhass> Frogging101-chan: well, it isn't. but that does not say that thew GPUs won't support different APIs
[22:03:49] *** Mango_Man has joined ##OpenGL
[22:03:55] <Frogging101-chan> hmm, okay. 'cause it would suck if all the current apps just stopped running :p
[22:04:16] <Frogging101-chan> apps/games/whatever
[22:04:20] <Stragus> And that's why they still produce drivers with OpenGL 1.0 support :p
[22:04:22] <Frogging101-chan> on desktop
[22:04:25] <Frogging101-chan> heh yeah, that makese sense
[22:04:57] *** UnicornForest2 has joined ##OpenGL
[22:06:04] *** RyanPridgeon_ has joined ##OpenGL
[22:06:13] *** navitsu has quit IRC
[22:06:18] <bookmark> derhass: from what i've always understood glrotatef would work on a Macintosh is this not correct?
[22:06:22] *** UnicornForest2 has quit IRC
[22:06:32] *** RyanPridgeon_ has quit IRC
[22:06:43] *** UnicornForest2 has joined ##OpenGL
[22:06:50] <Stragus> It's part of the old deprecated fixed pipeline API, which most drivers still support
[22:06:54] *** RyanPridgeon_ has joined ##OpenGL
[22:06:58] <Stragus> It's still very obsolete, even if it works
[22:07:04] *** UnicornForest2 is now known as navitsu
[22:07:08] *** RyanPridgeon has quit IRC
[22:07:11] <absof25> can anyone explain me how to make light source in glsl?
[22:07:42] *** Keniyal has joined ##OpenGL
[22:08:07] <derhass> bookmark: it works in legacy profiles there
[22:08:21] <derhass> bookmark: which means you can't mix it with modern stuff
[22:09:01] <bookmark> i bet you could kludge it
[22:09:22] <bookmark> if one had to
[22:09:38] <Stragus> absof25: There are many ways. The most basic, pass uniforms to the vertex shader with your light parameters, compute dot3( normal, normalize( VectorToLight ) ) in there, and interpolate the lighting intensity for fragments
[22:10:09] <slime> bookmark: Core Profile modern GL explicitly removes functions like glRotatef
[22:10:09] <Stragus> You may want to use per-fragment lighting though, interpolating vertex normals across triangles rather than lighting intensity
[22:10:22] *** Garner has joined ##OpenGL
[22:10:24] <slime> it's trivial to reimplement the functionality though, of course
[22:10:44] <bookmark> absof25: dot ( normalized light direction, surface normal )
[22:10:44] <absof25> Stragus, to be honest I didnt really understand what you just said, also its 2d
[22:11:45] <bookmark> absof25 if its 2d then maybe just use the 2d distance formula from your algebra books
[22:16:53] <bookmark> distance the gl_Fragcoord to the light position
[22:16:59] *** Waynes1 has quit IRC
[22:17:19] <bookmark> then i think it might be like 1-distance to produce a glowy point light
[22:17:33] <Codex_> http://www.wolframalpha.com/input/?i=sqrt%28x*x%2By*y%29
[22:18:08] <bookmark> thanks codex
[22:19:35] *** xbx has quit IRC
[22:23:16] <sparky> glYoda: oy
[22:23:35] <glYoda> hey
[22:24:51] <bookmark> is anyone here implementing lightmaps controlled by vertex maps and if so how do you control all the cool stuff one would like to do with the vertex maps?
[22:25:34] <bookmark> i mean i want a light show
[22:26:00] *** tehrain has quit IRC
[22:27:53] *** kuldeepdhaka has quit IRC
[22:28:12] <bookmark> i mean i don't want to program a gui
[22:28:31] <bookmark> so what do i do
[22:29:27] <bookmark> plus there's animation to think about even if i had a gui
[22:29:42] *** HuntsMan has joined ##OpenGL
[22:29:55] <bookmark> is there some way to control vertex with a texture based off uvs?
[22:30:48] <bookmark> vertex color i mean
[22:31:22] <bookmark> like maybe a 512 texture
[22:31:56] <bookmark> which im not even sure how i'd generate :/
[22:32:05] <bookmark> animated and all that
[22:33:17] *** Mango_Man has quit IRC
[22:36:03] *** Jeanne-Kamikaze has quit IRC
[22:36:05] *** aethersis has joined ##OpenGL
[22:36:15] *** Mango_Man has joined ##OpenGL
[22:36:51] *** absof25 has quit IRC
[22:37:04] *** razieliyo has joined ##OpenGL
[22:37:15] *** PasNox has quit IRC
[22:39:13] <aethersis> hi
[22:39:20] <aethersis> is it possible to pass boolean as shader uniform?
[22:39:30] <aethersis> I can't see any function for it
[22:39:33] <glYoda> yup
[22:39:47] <aethersis> glUniform1???
[22:40:05] *** kuldeepdhaka has joined ##OpenGL
[22:40:07] <glYoda> look at the 1i glUniform variant
[22:40:11] <glYoda> for instance
[22:40:18] <aethersis> glUniform1i is for integers
[22:40:48] <glYoda> surely you understand how true OR false can be encoded as an integer?
[22:41:00] <glYoda> or for that matter how the spec defines these?
[22:41:34] <aethersis> I think if I simply pass false or true, it will work?
[22:41:34] *** roxlu has quit IRC
[22:41:48] <aethersis> it will turn into 0 or 1 anyway
[22:42:35] <glYoda> once again read the spec
[22:42:52] <glYoda> conversion between boolean and non boolean types is defined
[22:43:32] <glYoda> 0, 0.0 == false, non 0, 0.0 == true
[22:44:25] *** Demon_Fox has joined ##OpenGL
[22:45:02] <glYoda> as per the glUniform manual page: "Either the i, ui or f variants may be used to provide values for uniform variables of type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable will be set to false if the input value is 0 or 0.0f, and it will be set to true otherwise."
[22:47:27] <aethersis> I see
[22:48:55] <glYoda> and it's quite likely that the runtime itself actually encodes these are integers to begin with
[22:49:01] <glYoda> FWIW
[22:50:30] <glYoda> so having dedicated "boolean" entry points for uniform submission is redundant (not to mention this is C API… we don't really have any concept of a boolean data type to begin with hehe)
[22:51:32] <bookmark> glbool hehe
[22:51:50] *** fatalhalt has quit IRC
[22:52:42] *** cranfield has joined ##OpenGL
[22:53:24] <glYoda> yeah this was long before C99
[22:54:24] *** urraka has joined ##OpenGL
[22:59:35] *** Frogging101-chan has left ##OpenGL
[23:00:00] *** kappi has joined ##OpenGL
[23:00:48] <kappi> hello. Can i ask something assimp related here? my question is also very relevant to opengl as i am trying to get the bounding box
[23:03:42] *** ManDay has quit IRC
[23:12:41] *** stefkos has quit IRC
[23:12:45] <japro> iterate over all vertices determining the min and max values on each axis...
[23:12:47] <japro> tadaaaa
[23:20:46] *** Mango_Man has quit IRC
[23:23:22] <bookmark> ah heck i found a vertex paint color tool in Maya
[23:23:29] <bookmark> now its on
[23:27:23] *** aethersis has quit IRC
[23:27:49] *** navitsu2 has joined ##OpenGL
[23:30:44] *** snakenerd has joined ##OpenGL
[23:30:47] <kappi> japro, first question is, i want to implement a general solution , i am working now with a sphere which should be a lot faster than recalculating AABOX for each geometry in each frame
[23:31:09] *** navitsu has quit IRC
[23:31:39] <kappi> frustum culling with sphere is great, i tried to create an aabox out of the meshes but for some unknown reason to me it crashes on aiMatrix4v4
[23:32:09] <bookmark> which is faster controlling lightmaps with vertex attributes or controlling them with dynamic lighting? keep in mind you have to subdivide geometry in more instances to get nice vertex lighting control.
[23:33:53] <bookmark> i guess i could write both and test it
[23:35:09] *** telex has quit IRC
[23:36:35] *** kuldeepdhaka has quit IRC
[23:36:40] *** telex has joined ##OpenGL
[23:36:48] *** razieliyo_ has joined ##OpenGL
[23:37:37] *** BearishMushroom has quit IRC
[23:37:39] *** kappi has quit IRC
[23:37:57] *** kippo has joined ##OpenGL
[23:40:19] *** razieliyo has quit IRC
[23:46:51] *** ivan\ has quit IRC
[23:46:51] *** foreignFunction has quit IRC
[23:49:33] *** Mango_Man has joined ##OpenGL
[23:50:05] *** konom has joined ##OpenGL
[23:50:11] *** ivan\ has joined ##OpenGL
[23:51:21] *** xissburg has quit IRC
[23:51:49] *** xissburg has joined ##OpenGL
[23:51:58] *** paperManu has quit IRC
[23:54:46] *** Lemml has quit IRC
top

   November 27, 2014  
< | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | >