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[04:09:51] <axion> hi, i'm just starting to learn opengl and i implemented a scene graph and compute the local/world basis matrices for each node relative to their parent. my question is using this infrustructure, what would be a good way to sort entities such that there are no artifacts with entities containing transparent pixels?
[04:11:15] <axion> a quick hack would be to use alpha-test, but i just don't like the quality of that method. surely there is a method common for this scenario to sort entity drawing while keeping their stree hierarchy?
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[04:31:21] <Orion]> first of all you kind of separate solid from transparant
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[04:31:57] <Orion]> then sort solid front to back, and transparant back to front
[04:32:41] <axion> ok. since my camera is never going to rotate, i was thinking a simple sorting on the y axis. i guess i would need to get the world basis of each node at each frame, and sort. not sure what problems may arise from this
[04:33:16] <Orion]> only one way to find out
[04:34:16] <axion> :) ok
[04:34:35] <chrisf> axion: do the naive thing first (just collect the transparent things to draw, sort, draw them)
[04:34:37] <axion> i must say i am very new to opengl, matrices, and game programming. this is only my first week :)
[04:34:47] <axion> but i am doing everything from scratch and learning a ton so far :)
[04:35:48] <Orion]> if you only just started sounds like you have learned a lot in a short time
[04:36:22] <axion> thanks :) i wrote my own vector and matrix library after reading about them, and only recently incorporated them into a scene tree rendering system today
[04:37:05] <axion> i wasnt impressed with pushing/popping the stack, or dealing with theta and axes for rotation...things are much more flexible working with matrices at a lower level
[04:40:33] <chrisf> axion: what are you reading for reference?
[04:43:07] <chrisf> ok, that's not too bad -- there's just a lot of dangerously obsolete advice around
[04:43:20] <axion> i know this :)
[04:45:47] <axion> ok thanks :)
[04:46:50] <chrisf> the ideal thing to do is of course going to depend on your data, which only you know a useful amount about
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[04:47:22] <axion> considering my camera will never rotate, i need a way to just draw leaves of the tree based on their y position relative to the camera, while still allowing the scene tree to know about their parents/children. basically i have a local basis and a world basis. i use this so entities can move relative to their parent (think: moon reolving around the earth, earth revolving around the sun)...so an entity does
[04:47:24] <axion> not need to know about the world basis
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[06:56:39] <siavashserver> which one is preferred these days? precalculated vertex tangent attributes or calculating them in shaders?
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[07:13:12] <roboman2444> siavashserver, usually precalc
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[07:14:02] <siavashserver> thank you
[07:14:34] * dahlia does it in a shader
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[07:15:05] <siavashserver> dahlia: do you have numbers? precalc vs. shader
[07:15:20] <siavashserver> and on what kind of hardware?
[07:15:40] <roboman2444> if you run out of vertex attribs, yeah precalc it
[07:15:50] <roboman2444> but vertex attribs arent slow like texture fetches are
[07:15:51] <dahlia> nope but I do it in VS and I usually have margin there
[07:16:41] <dahlia> at least I seem to have margin on anything Ive tested on
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[11:52:08] <jophish> AbigailBuccaneer: here?
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[12:11:49] <Khlorghaal> anyone know how to rip the modelviewprojection matrix from legacy?
[12:12:00] <Khlorghaal> to be passed to a shader
[12:12:15] <Bloodust> glGetMatrix
[12:12:26] <Bloodust> but you shouldnt
[12:12:34] <Bloodust> glGetFloatv*
[12:13:18] <Bloodust> you should use your own matrix code
[12:13:29] <Khlorghaal> yeah ofc, its a mod though
[12:14:02] <Khlorghaal> it appears you can only get modelview or projection individually but not together
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[12:15:31] <Bloodust> you can multiply htem yourself
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[12:21:24] <Khlorghaal> huh minecraft doesnt use a projection matrix at all, this is appalling but makes my job easier
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[12:22:26] <hdon> what does that even mean
[12:22:47] <Bloodust> sure it does
[12:22:52] <Khlorghaal> lol it has its projection matrix as all 0
[12:23:06] <Khlorghaal> and multiplies the perspective stuff into the modelview matrix
[12:23:20] <Bloodust> if projection matrix was all 0, it would draw nothing
[12:25:24] <Khlorghaal> oh i screwed up my buffer reading
[12:27:03] <Bloodust> mm m
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[16:21:52] <footagegg> hello, I've made a program using glfw and currently I want to draw vertices from a .raw file. I have made a function for this but I don't know what to do now. Can someone point me in the right direction?
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[16:31:37] <Bloodust> aww, he left
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[16:43:24] <Madsy> Err.. call the function? :p
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[18:10:16] <bookmark> good afternoon or morning
[18:10:25] <bookmark> or evening?
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[18:11:30] <aethersis> evening here
[18:11:39] <bookmark> :)
[18:11:57] <Yaniel> morning for you, since you just joined
[18:12:09] <bookmark> well its 12:11pm
[18:12:14] <bookmark> you're very close
[18:13:18] <bookmark> anyone here ever used shake? they had something called an over node, i was wondering the math behind it.
[18:13:28] <bookmark> so i could do that in glsl
[18:13:59] * aethersis haz no idea what bookmark is talking about
[18:14:01] <bookmark> im having a devil of a time compositing some colored lights into my scene
[18:14:05] <aethersis> what kind of shake
[18:14:20] <Yaniel> shake?
[18:15:43] <bookmark> its an older apple program
[18:16:09] <footagegg> Can someone help me with a problem I'm having reading a vertex array
[18:16:11] <bookmark> actually maybe its still around i dunno
[18:16:56] <footagegg> When I render t he object, it doesn't show as 3d
[18:16:59] <footagegg> it shows as 2d
[18:17:33] <footagegg> I'm just experimenting at the moment.
[18:21:20] <derhass> well, you're using an ortho projection, so you'll get an ortho projection
[18:21:46] <footagegg> not really
[18:21:49] <footagegg> i'm getting weird things
[18:22:00] <footagegg> what I need at the moment is figuring out the number of vertices in that vertexbuffer array
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[18:22:10] <bookmark> use instea a glFrustum or a gluPerspective
[18:22:30] <derhass> with the projection matrix you set up you will never get any meaningful result
[18:22:34] <derhass> lOrtho(-ratio, -ratio, -1.f, 1.f, 1.f, -1.f);
[18:24:08] <derhass> footagegg: see that you set left and right to the same value?
[18:25:14] <derhass> you of course shouldn't use that depracted stuff at all, but that is another issue
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[18:27:09] <footagegg> yeah sorry, I'm actually following a guide on the official glfw website.
[18:27:14] <footagegg> I don't understand OpenGL a lot.
[18:27:30] <derhass> a guido on the official glfw website?
[18:27:32] <derhass> *guide
[18:27:35] <footagegg> yeah
[18:27:36] <derhass> hmmmmm
[18:27:44] <derhass> what would that be?
[18:28:46] <derhass> see the difference in that line?
[18:28:56] <footagegg> yes
[18:29:00] <footagegg> well
[18:29:00] <derhass> they still use deprecated gl
[18:29:07] <footagegg> yeah
[18:29:20] <footagegg> but then again gl deprecates good features every version
[18:29:23] <footagegg> so what's the point really
[18:30:41] <derhass> the point is that we don't have gpu's with hard-wired fixed-function any more
[18:31:12] <derhass> +pipeline
[18:31:17] <footagegg> so what am I supposed to do?
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[18:31:24] <footagegg> what functions are the "deprecated" ones
[18:31:28] <footagegg> and what should I change?
[18:31:30] <derhass> footagegg: dirst of all: fix your projection matrix
[18:31:36] <footagegg> the matrix modes?
[18:31:49] <derhass> footagegg: if you want to switch to modern GL or stay with legacy is up do you
[18:32:07] <derhass> footagegg: no. the error I pointed out
[18:32:11] <footagegg> glOrtho thing?
[18:32:19] <derhass> yes
[18:32:31] <footagegg> left and right are the same values
[18:32:35] <footagegg> i see
[18:32:35] <footagegg> ok
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[18:33:25] <footagegg> I fixed the projection matrix
[18:34:03] <derhass> and what is the problem now
[18:34:17] <footagegg> there's nothing
[18:34:19] <derhass> "it shows as 2d" is exactly what you should expect
[18:34:25] <footagegg> glDrawArrays(GL_TRIANGLES, 0, 13);
[18:34:35] <footagegg> 13 is supposed to be the number of vertices, how do i get that
[18:34:53] <derhass> it is your code
[18:34:59] <footagegg> yes it is
[18:35:01] <derhass> you must know how many vertices you have
[18:35:17] <footagegg> my array has 8192 values
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[18:35:21] <footagegg> most of them are blank
[18:35:27] <footagegg> or 0.0000000000
[18:35:40] <footagegg> 8192 is too big and i'll buffer overflow
[18:35:45] <derhass> well, you read stuff from some gile
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[18:36:14] <derhass> *file
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[18:36:32] <derhass> and you definitively use sizeof incorrectly there
[18:36:47] <derhass> but both has nothing to do with opengl
[18:37:46] <footagegg> where am i using sizeof
[18:37:49] <footagegg> oh right
[18:38:02] <footagegg> that's the size of my array
[18:38:07] <derhass> in bytes
[18:38:19] <footagegg> 8192
[18:38:35] <derhass> no
[18:38:45] <derhass> (8192+1)*4
[18:38:50] <footagegg> oh
[18:39:26] <footagegg> but you see
[18:39:33] <footagegg> I just changed it to 8192 which is the real size
[18:39:47] <derhass> but what would I see?
[18:39:53] <aethersis> it's n*sizeof(datatype)
[18:39:55] <footagegg> the problem remains with glDrawArrays
[18:40:00] <footagegg> it doesn't draw anything
[18:40:17] <derhass> well it feeds those vertices to the pipeline
[18:40:29] <footagegg> however
[18:40:33] <derhass> what appears on screen depends on what values you have in that array
[18:40:35] <footagegg> if I change the "stride" of glvertexpointer
[18:40:41] <footagegg> it will appear
[18:40:44] <derhass> lol, yes
[18:40:52] <footagegg> why is that and what is stride
[18:40:54] <derhass> 3 as stride is also totally wrong
[18:40:59] <derhass> the stride is in bytes
[18:41:04] <footagegg> so what should be the stride?
[18:41:11] <derhass> so you should use 3*sizeof(GLfloat)
[18:41:21] <derhass> or just 0, in this case
[18:41:39] <footagegg> alright
[18:41:48] <aethersis> stride is how many vertices are being skipped
[18:42:01] <aethersis> you could for example have few "objects" in the array
[18:42:08] <derhass> aethersis: I wouldn't put it that they
[18:42:20] <aethersis> I've never used it though
[18:42:35] <derhass> aethersis: first of all, it is in bytes, not vertices. second, vertices are never skipped
[18:42:38] <footagegg> so how do I make the program render the array
[18:42:50] <aethersis> I thought it's like this: you have 2 objects in the array: a and b and it goes like this a0,b0,a1,b1,a2,b2 and so on so to display only a, you use stride = 1
[18:43:19] <aethersis> or would that display only b.?
[18:43:25] <aethersis> yeah, what's it for xD
[18:43:32] <derhass> stride=1 would be nonsense
[18:43:34] <aethersis> I always set it to 0
[18:44:20] <footagegg> so
[18:44:23] <footagegg> it feeds to pipeline
[18:44:26] <footagegg> and it doesn't render?
[18:45:03] <derhass> footagegg: you might "draw" outside the viewing volume
[18:45:06] <derhass> nobody knows
[18:45:09] <aethersis> yeah so it's more or less like what I thought
[18:45:11] <Yaniel> more like having positions, normals and texture coordinates interleaved in one buffer
[18:45:20] <Yaniel> stride that is
[18:45:35] <footagegg> derhass: how can nobody know
[18:45:38] <footagegg> someone has to know lol
[18:45:42] <Yaniel> x,y,z,nx,ny,nz,u,v
[18:46:06] <Yaniel> so for position you'd use 3 elements and a stride of 8*sizeof(one element)
[18:46:13] <Yaniel> ie form one x to the next
[18:46:13] <derhass> footagegg: _you_ must know. I, at least, don't have access to your hard drive, so i've no idea what values you have in that file
[18:46:14] <Yaniel> in bytes
[18:46:27] <footagegg> derhass: glViewport(0, 0, width, height);
[18:46:32] <derhass> footagegg: so?
[18:46:37] <footagegg> i don't know
[18:46:52] <footagegg> glDrawArrays last parameter expects the number of vertices
[18:46:55] <footagegg> I don't know the number of vertices.
[18:47:04] <bookmark> footagegg: are you working c++ on windows, if so then i could help
[18:47:05] <derhass> how can you render anything then?
[18:47:16] <footagegg> bookmark: i'm working C on Windows 8.1
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[18:47:47] <bookmark> try this
[18:47:54] <bookmark> it renders a textured triangle
[18:47:58] <derhass> you have some values in your array which you yourself say are wrong, and some magic constant 13 (which doesn't make sense for GL_TRIANGLES), and expect exactly _what_ to appear on the screen?
[18:48:18] <footagegg> A model from a .RAW file
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[18:48:33] <footagegg> What would be a constant for GL_TRIANGLES, then?
[18:48:40] <footagegg> 3?
[18:48:52] <derhass> footagegg: something for which n%3 == 0 holds
[18:49:15] <footagegg> do you literally mean the int n from my project
[18:49:18] <footagegg> or n as in an example
[18:49:42] <derhass> some random unsigned integer n
[18:50:21] <bookmark> footagegg: you should find a working example and start from there, not from something broken hoping to turn it into something that works, imho
[18:50:32] <footagegg> this isn't broken.
[18:50:36] <footagegg> I actually got it to render
[18:50:43] <footagegg> somehow
[18:51:00] <bookmark> if its not in 3d and you want it in 3d its still broken
[18:51:06] <footagegg> it's in 2d
[18:51:11] <footagegg> just shows the top or bottom view
[18:51:18] <bookmark> find one thats in 3d man
[18:51:40] <bookmark> or not, like i said just an opinion
[18:51:52] <bookmark> but there are tons of examples
[18:52:18] <bookmark> the one i posted will yeild glsl support
[18:52:28] <bookmark> and its very concise
[18:52:43] <footagegg> i don't have a c++ compiler
[18:53:00] <bookmark> get visual studio and use the cl.exe to compile my example
[18:53:24] <bookmark> i use command line for everything :)
[18:53:35] <xissburg> >_<
[18:53:37] <bookmark> hehe
[18:54:13] <footagegg> if it was up to me i'd use linux always
[18:55:04] <bookmark> my example is in glut, but you could put it into any api fairly easy
[18:55:33] <bookmark> however it has no asset loader
[18:56:00] <bookmark> but it could teach you how to fix your project maybe if you look at it
[18:56:00] <footagegg> like i said
[18:56:01] <derhass> footagegg: as I said, your code draws this in 2d
[18:56:02] <footagegg> i dont have C++
[18:56:18] <footagegg> derhass: yeah, it does
[18:56:20] <bookmark> so get it
[18:56:22] <footagegg> how do I make it 3d
[18:56:45] <derhass> perspective projection might be the thing you are looking for
[18:56:52] <bookmark> use instead a glFrustum or a gluPerspective
[18:57:20] <aethersis> footagegg if I can advise something, I'd use shaders
[18:57:38] <bookmark> but that will likely make your model off screen and you won't know where it is to adjust
[18:57:40] <footagegg> why do i need shaders lol
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[18:58:03] <aethersis> it's not like you really need them, but it doesn't make much sense to start learning opengl without shaders
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[18:58:14] <bookmark> footagegg, you might not now, but at some point wouldn't it be good?
[18:58:23] <footagegg> it would be but I just don't like using colors everywhere.
[18:58:36] <aethersis> it's not about colours
[18:58:38] <bookmark> shaders involve textures too
[18:58:48] <aethersis> they involve perspective projection too
[18:59:01] <footagegg> then again
[18:59:05] <footagegg> I changed it to glFrustum
[18:59:16] <derhass> footagegg: nut it is really funny. you say that "DrawArrays doesn't draw anything" but it does that in 2d
[18:59:17] <footagegg> I still get a top view.
[18:59:23] <derhass> footagegg: I definitively have to give up
[18:59:40] <bookmark> footagegg, great at least its still in view
[18:59:49] <aethersis> you need to set the "camera" properly
[18:59:59] <bookmark> i just suggest applying minor translates and rotates to your projection matrix
[19:00:14] <footagegg> what is my "camera"
[19:00:18] <footagegg> the viewport?
[19:00:19] <bookmark> 'til you get an understanding of your camera's position
[19:00:37] <bookmark> i imagine that is true yeah
[19:00:37] <aethersis> you most likely have it set improperly, it can point at black space and that's why you don't see the mesh
[19:00:55] <footagegg> how is it black space if I see a white object fullfilling my window
[19:01:03] <aethersis> if it works in 2d then it must work in 3d too, but you must set the projection matrix and glFrustum properly
[19:01:15] <aethersis> so it may be for example inside your mesh
[19:01:19] <aethersis> or just anything
[19:01:24] <footagegg> there is no "mesh"
[19:01:28] <footagegg> i'm loading a .RAW file
[19:01:31] <bookmark> thats a mesh
[19:01:56] <bookmark> i'm pretty sure
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[19:03:51] <footagegg> oh well
[19:04:29] <footagegg> well
[19:04:35] <footagegg> after I mess around with the stride
[19:04:37] <bookmark> you've almost got it just try moving your projection matrix
[19:04:40] <footagegg> it moves it
[19:04:55] <footagegg> can I take a screenshot of what I see when i move the stride
[19:04:57] <derhass> we told you about the stride half an hour ago
[19:05:10] <derhass> you shouldn't "move the stride"
[19:05:15] <derhass> you should set it correctly
[19:05:18] <bookmark> stride is probably correct since your seeing a model
[19:05:35] <derhass> bookmark: I wouldn't bet on anything
[19:05:36] <aethersis> not necessarily
[19:05:47] <aethersis> set it to 0, and see if it looks right in 2d
[19:05:49] <footagegg> bookmark
[19:05:50] <bookmark> well true it could be overshooting
[19:05:54] <footagegg> if I set it to 0
[19:05:58] <footagegg> it shows a white screen
[19:06:01] <footagegg> which is the object's top view
[19:06:07] <bookmark> what is your clear color?
[19:06:14] <footagegg> what
[19:06:14] <derhass> a white screen can be anything
[19:06:17] <footagegg> no
[19:06:19] <footagegg> i tried changing viewport
[19:06:22] <derhass> bookmark: there is no cleat at all
[19:06:23] <footagegg> and it moves
[19:06:39] <bookmark> lol
[19:06:53] <footagegg> i can confirm it's the top view
[19:07:06] <bookmark> you NEED to clear the screen my friend
[19:07:25] <footagegg> how
[19:08:11] <footagegg> glClear(GL_DEPTH_BUFFER_BIT);
[19:08:44] <bookmark> glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
[19:08:54] <footagegg> but i have no colors
[19:09:08] <bookmark> glClearColor ( 0,0,0,1.0 );
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[19:09:26] <footagegg> I did all that
[19:09:31] <footagegg> still a top view of the object
[19:09:49] <derhass> amazing
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[19:11:49] <footagegg> hmm
[19:11:54] <footagegg> yeah I don't know anymore.
[19:12:21] <bookmark> glClearColor ( 0,0,0,1.0 );
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[19:12:51] <footagegg> still white
[19:13:24] <derhass> and how do you know that is the "top view"?
[19:13:33] <footagegg> because viewport
[19:13:40] <derhass> after all, iut could be any single one of the 4 triangles you draw
[19:13:51] <derhass> footagegg: what has the viewport to do with anything?
[19:13:56] <footagegg> I don't know anymore.
[19:14:00] <footagegg> and I didn't draw 4 triangles
[19:14:04] <footagegg> i drew more than that
[19:14:10] <derhass> you draw 4
[19:14:13] <footagegg> no
[19:14:15] <footagegg> i changed code
[19:14:19] <derhass> ok
[19:14:29] <derhass> but what I said still holds
[19:14:31] <footagegg> apparently n supplies me with the number of vertices
[19:14:53] <derhass> no, it doesn't
[19:15:03] <derhass> it supplies you with the number of floats in your buffer
[19:15:16] <footagegg> yes
[19:15:23] <derhass> so you now have a huge change of drawing total nonsense _and_ crashing the app
[19:15:30] <footagegg> "app"
[19:15:35] <bookmark> this program is retarded if you don't clear the screen in the loop
[19:15:38] <footagegg> why do you call programs "app"
[19:15:54] <footagegg> bookmark: holy shit I have cleared it in the loop
[19:16:12] <bookmark> but you didn't set the clear color
[19:16:20] <footagegg> i
[19:16:21] <footagegg> did
[19:16:21] <slime> app is short for application, which is a common term for computer programs
[19:16:22] <derhass> bookmark: who cares?
[19:16:53] <bookmark> lol you guys amaze me
[19:16:58] <footagegg> footagegg> I did all that
[19:16:58] <footagegg> <footagegg> still a top view of the object
[19:17:15] <footagegg> you have trust issues?
[19:17:32] <bookmark> what color is your object what color is the background?
[19:17:54] <footagegg> the object is white and well
[19:17:58] <bookmark> i just think you're seeing all white and thing your seeing an object
[19:18:02] <footagegg> the background is probably black from what it should be
[19:18:02] <bookmark> think
[19:18:26] <footagegg> yeah
[19:18:30] <footagegg> the background is black..
[19:18:48] <bookmark> ok good
[19:19:05] <derhass> instead of mocking about the terms I used, you could fix the bug I pointed out
[19:19:11] <derhass> but whatever
[19:19:16] <footagegg> i fixed the ratio bug
[19:19:45] <derhass> i'm not talking about the "ration bug"
[19:19:52] <bookmark> can you show your clear color and your viewport please?
[19:20:02] <footagegg> glViewport(33,33, width, height);
[19:20:06] <footagegg> I set this to show the background
[19:20:16] <footagegg> glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
[19:20:16] <footagegg> glClearColor(0,0,0,1.0);
[19:20:21] <bookmark> ok good
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[19:20:32] <derhass> footagegg: i'm talking about the vertex count bug
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[19:20:53] <derhass> bookmark: actually, it is the wrong way around
[19:21:03] <footagegg> for (startp = p; fscanf(fp, "%f", &f) == 1; *p++ = f)
[19:21:03] <footagegg> if (p == startp + size)
[19:21:03] <footagegg> return -1;
[19:21:03] <footagegg> return p - startp;
[19:21:17] <footagegg> I use n as a variable from the return value of this function.
[19:21:21] <footagegg> and I draw it then
[19:21:44] <derhass> footagegg: and I already told you not only that it is wrong, but also _why_ it is wrong
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[19:22:02] <derhass> 19:15:09< derhass> it supplies you with the number of floats in your buffer 19:15:29< derhass> so you now have a huge change of drawing total nonsense _and_ crashing the app
[19:22:12] <bookmark> footagegg, since you are now using glFrustum try moving the camera back some
[19:22:44] <footagegg> bookmark: I did
[19:22:53] <footagegg> still black background, white top.
[19:22:59] <bookmark> try moving it back more
[19:23:20] <bookmark> also may we see your frustum settings
[19:23:36] <footagegg> glFrustum(-ratio, ratio, -1.f, 1.f, 1.f, -1.f);
[19:23:48] <derhass> lol
[19:24:14] <bookmark> try this: glFrustum(-1, 1, -1, 1, 1, 1000);
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[19:24:55] <bookmark> he's obviously got something rendering since the viewport is white is what i'm thinking
[19:25:53] <derhass> bookmark: and it can be any part of any triangle. especially of the ones which have totally random vertex data
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[19:26:20] <bookmark> also footagegg, it might be a good idea to backup at this point
[19:26:32] <bookmark> derhass true enough
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[19:26:47] <bookmark> but if he gets the object in view he can see that its screwed up at least
[19:27:01] <footagegg> now i see...
[19:27:02] <footagegg> well..
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[19:27:03] <footagegg> nothing..
[19:27:14] <bookmark> nothing as in black or same?
[19:27:19] <footagegg> black
[19:27:20] <footagegg> pitch black
[19:27:21] <footagegg> nothing
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[19:28:03] <bookmark> then put glFrustum back the way you had it
[19:28:23] <footagegg> done
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[19:28:50] <bookmark> wait
[19:29:03] <bookmark> try this: glFrustum(-1, 1, -1, 1, 1, -1);
[19:29:11] <derhass> the frustum they way he had it did _nothing_ besides producing a GL_INVALID_VALUE error
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[19:29:14] <bookmark> or this: glFrustum(-1, 1, -1, 1, 1, -100);
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[19:29:47] <footagegg> the second one well
[19:29:50] <footagegg> it shows the white screen
[19:30:10] <footagegg> first one as well
[19:30:13] <derhass> but have exactly the same effect
[19:30:15] <footagegg> but it seems larger than the second one
[19:30:17] <derhass> since they do nothing
[19:30:40] <derhass> bookmark: I don't know what you're trying to do here, but that is not how glFrustum works
[19:31:02] <bookmark> i was doing an experiment
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[19:31:10] <bookmark> i was just going to say that he has it set wrong
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[19:31:24] <derhass> he has all the time
[19:31:26] <bookmark> your far clipping plane should not be negative
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[19:31:55] <derhass> as soon as he actually sets up a projection matrix, the image gets black
[19:32:04] <derhass> which should not really surprise anyone
[19:32:15] <bookmark> try setting it positive and try rotating your camera
[19:32:27] <footagegg> I don't know how to rotate my camera
[19:32:32] <footagegg> I don't even know what my camera is
[19:32:36] <bookmark> 180 degrees on one axis
[19:32:45] <bookmark> its the projection matrix stack most likely
[19:32:52] <footagegg> right
[19:32:54] <footagegg> and how do i access it
[19:32:59] <footagegg> GL_PROJECTION?
[19:33:03] <bookmark> one sec let me look at your code again
[19:33:06] <derhass> bookmark: the projection matrix stack should never be used to move the camera
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[19:33:37] <bookmark> derhass you can blow it out your ass
[19:33:52] <slime> what
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[19:35:08] <derhass> questions upon questions upon questions
[19:35:45] <bookmark> footagegg, change your glFrustum call to this: glFrustum(-1, 1, -1, 1, 1, 1000); and right after it put this: glRotatef( 180, 0, 1, 0 );
[19:36:21] <bookmark> oh he's gone
[19:36:44] <derhass> but I'm still here^^
[19:36:48] <bookmark> ;p
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[19:44:09] <delicado> hi i'm trying to use glTexSubImage2D with data format as GL_RED on an texture created with GL_RGBA format. will it work? cause i tried it, and the "blitting" part works cause i get an small area matching with glTexSubImage2D parameters that i used, but the color is black, but the image data source is set with 100 in every pixel.
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[19:47:41] <delicado> never mind guys, its working now. i thought i'm using GL_RED but was actually GL_ALPHA.
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[19:49:52] <delicado> should i set glPixelStorei(GL_UNPACK_ALIGNMENT, 1); on opengl initialization, or should it be called in each texture created?
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[19:52:02] <Yaniel> it is global state IIRC
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[19:52:54] <delicado> okay thanks.
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[20:57:57] <bookmark> im exporting lighting color per component AS vertex normals using Maya but its normalizing them after it turns the colors into normals. argh
[20:58:15] <bookmark> dang
[20:59:05] <bookmark> i wonder what it would do if i pass in black as a light color
[20:59:11] <bookmark> would it normalize to white?
[20:59:29] <bookmark> probably not i'll just do that
[21:00:36] <bookmark> what do you guys all use blender?
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[21:01:19] <roboman2444> blendah
[21:01:24] <bookmark> i couldn't get the hang of their data block system
[21:02:17] <bookmark> is there a way to export lightcolors as normals in blender? :D
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[21:02:57] <Codex_> I don't like to support someone elses file formats, so no blender for me.
[21:03:13] <bookmark> how do you model?
[21:03:21] <Codex_> write c++ code
[21:03:39] <bookmark> and besides you could use a file export python script
[21:03:55] <bookmark> jeez you guys all just code 3d models?
[21:04:01] <bookmark> thats rough
[21:04:17] <Codex_> this approach has some limitations though
[21:04:38] <bookmark> you mean exporting using python?
[21:04:41] <Codex_> the complexity of the model stays within reasonable limits
[21:04:59] <bookmark> hmm sure i guess
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[21:05:08] <bookmark> if you're coding the dang thing
[21:05:17] <derhass> well. I don't see that
[21:05:30] <derhass> it is easy to calculate a gazillion of vertices
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[21:05:44] <bookmark> sure but they'd be completely random
[21:05:49] <derhass> and putting some fractals in one can generate really complex stuff
[21:05:57] <Codex_> but I'm doing things like loading fonts or jpg files
[21:06:12] <derhass> bookmark: complete random is actually very hard to code. if not impossible
[21:06:18] <bookmark> oh
[21:07:25] <roboman2444> IMO best way to do it is use mic input as seeds for srand
[21:07:43] <bookmark> lol
[21:07:44] <bookmark> yeah
[21:08:00] <derhass> but then, you are laoding the model from the outside world
[21:08:03] <derhass> just not a file
[21:08:29] <bookmark> but then you can't have people skype while they run your sh
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[21:09:54] <bookmark> i just realized something, its Mayas obj exporter that is normalizing these vertex normals
[21:10:08] <bookmark> not the other command
[21:10:10] <bookmark> hmm
[21:11:29] <bookmark> i could always store the lights as vertex information
[21:12:14] <bookmark> wait no
[21:12:23] <bookmark> hmm
[21:12:29] <bookmark> what do you guys think that would work?
[21:12:46] <bookmark> probably depends how my wavefront loader is coded
[21:13:28] <bookmark> wait sure it would work, its not changing how the verts are shared
[21:13:41] <bookmark> in the face section
[21:16:23] <bookmark> if you guys want i could post my .OBJ loader
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[21:24:15] <gbenga> Hello, i am wondering if its possible
[21:24:19] <gbenga> to cover a heightmap with 1 texture
[21:25:33] <gbenga> actually i know its possbile but i am trying to figure out how to do it from shaders
[21:25:35] <Stragus> You can look up heights from a texture in the vertex shader to determines heights, yes
[21:25:43] <Stragus> to determine*
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[21:53:43] <head|tail> Anyone know of a table of registers/states for OpenGL? Since it's mostly a state machine it'd be nice to have a formatted list... right now i just 0 everything
[21:54:39] <head|tail> desktop GL is huge but a table for ES2/3 woudl be soo useful
[21:56:13] <derhass> head|tail: the state tables are in the specs
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[22:48:27] <bookmark> you guys see the new star was trailer is up? :)
[22:49:43] <japro> an apparently you are only allowed to have two opinions about it: "this looks awesome" and "DISNEY IS RUINING MY CHILDHOOD"
[22:50:15] <head|tail> dumbest light saber ever
[22:50:24] <bookmark> i thought it was bad ass
[22:50:46] <bookmark> er.. maybe a better term is awesome
[22:51:29] <Codex_> I think there is somehow more than one trailer. (or maybe the other ones are earlier versions)
[22:51:42] <japro> i'm only disappointed by the lack of desert combing in the first shot
[22:51:58] <head|tail> it's a space balls joke
[22:52:04] <head|tail> (the lightsaber)
[22:52:39] <bookmark> is the droid held together with magnets?
[22:52:57] <bookmark> or am i imagining things
[22:54:03] <bookmark> i like the lightsaber sounds
[22:56:37] <bookmark> the yellow shows better now and i made it so you can put one anywhere
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[22:58:33] <bookmark> i was going for a neon sign though and it just doesn't look like one
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[22:59:03] <Codex_> maybe you need bloom for neon sign
[22:59:21] <bookmark> i could try baking one into the lightmap
[22:59:44] <bookmark> codex maybe, i have some code for that somewhere
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[23:01:04] <bookmark> I think the colors are just too transparent
[23:07:07] <bookmark> yeah this looks a lot better, i'll post it again
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[23:17:37] <bookmark> actually it still looks bad, i need to subdivide the geometry :(
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[23:29:56] <jacres> hey guys, for vertex formats - is it more common to declare a few fixed vertex format structs or to use a flexible vertex format system (where you can configure a buffer by adding any number of attributes)?
[23:30:39] <Mallot1> I like glVertex B)
[23:31:01] <jacres> haha, I wish it was still that easy :)
[23:31:10] <Mallot1> jacres: ;) only if
[23:31:23] <Mallot1> I never did learn modern OGL
[23:31:25] <Codex_> I have fixed number of attributes
[23:32:02] <Yaniel> jacres: the one that fits your use case better
[23:32:04] <jacres> Codex_: for geometry that doesn't need normal, tangent, binormal, etc. do you just waste the space?
[23:32:27] <Yaniel> ie what are you doing, what kind of data are you working with
[23:32:32] <Codex_> jacres: sure, but that doesnt matter much
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[23:33:15] <jacres> does it slow things down a little more though due to cache misses?
[23:34:37] <Codex_> precalc time might be a little slower. Doesnt change rendering one bit
[23:35:16] <Stragus> Depends how your vertices are stored, think of 128 bits wide cache lines with aggressive prefetching
[23:35:55] <Codex_> I have separate arrays
[23:36:20] <jacres> Codex_: hmm ok.. maybe I'm misunderstanding, but let's say you have normal, tangent, binormal, tex_coord1 unused and are only using position, color, and tex_coord0 (thats 40 bytes of 64 that are unused)
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[23:36:27] <Stragus> Sorry, I meant 128 bytes wide cache lines
[23:36:30] <Jaus> Hey everyone
[23:36:43] <jacres> are you still buffering all that to the GPU and just specifying the stride to skip over those?
[23:37:18] <Stragus> If you have unused data, then don't interleave!
[23:37:23] <Codex_> naah, I have stride 0
[23:37:32] <Stragus> Use separate buffers in that case, or interleave what can be interleaved (and fully used)
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[23:37:45] <jacres> Stragus: that makes sense
[23:38:27] <jacres> so interleave attributes for base vertex format and then separate buffers for other things..
[23:38:29] <jacres> hmm
[23:38:41] <Stragus> Yes, that sounds very reasonable
[23:38:47] <jacres> no nice clean way to create flexible buffer that allows customization of attributes?
[23:39:01] <Stragus> I'm not following the question
[23:39:14] <Stragus> A buffer is a chunk of memory, you store whatever you want in there, in any format
[23:39:32] <jacres> right, so it's 100% flexible in that sense
[23:39:35] <Yaniel> you can always interleave and use a different VAO
[23:39:49] <jacres> that's true Yaniel
[23:40:23] <jacres> Stragus: I guess I"m wondering if there's a nice way of defining a flexible vertex format that can contain different permutations of predefined attribute types
[23:40:58] <jacres> ie. sometimes I'd only want position + color, sometimes position + color + normal, others position + color + normal + tex_coord0
[23:41:03] <jacres> sometimes multiple texture coords, etc.
[23:41:23] <Codex_> usually its useful to use the same index numbers... makes writing shaders much easier when the data is always is right place.
[23:41:50] <Codex_> for example, some of my shaders use index numbers 0 and 2
[23:41:58] <Codex_> for vertex data and colours
[23:42:08] <jacres> I know solving for most common use case is usually best and trying to create a generalist system is a nightmare/not really possible in every case. But just curious if there's a common solution/approach to this problem
[23:42:15] <Stragus> jacres, and that doesn't sound hard, what is the issue?
[23:42:42] <Stragus> Use a bunch of different struct typedefs and that should look nice enough
[23:42:47] <jacres> Codex_: I work that way, too. Fix my attribute locations in both shader and client side
[23:43:02] <jacres> less flexible, but it's only for me and it's clear what is what
[23:43:40] <Jaus> Is there a way to render a scene which GL_BLEND is disabled yet the correct alpha values are placed into the framebuffer? I am checking ray collision using scene rendering.
[23:43:40] <Codex_> jacres: How I'm doing it is by creating a c++ interface like this: class I { virtual Point vertex_data(int face, int point) const=0; }; etc, and then I have code that turns it into an array by calling the function million times.
[23:43:57] <jacres> Stragus: and I guess having them stored in a vector is out of the question without using inheritance or templates
[23:44:24] <Stragus> For precise and flexible memory management, you better stick to C code
[23:44:41] <derhass> Jaus: what are the "correct" alpha values in this case?
[23:44:49] <jacres> Stragus: definitely.. I meant that I didn't want to have to resort to templates or inheritance
[23:45:13] <jacres> would rather allocate a chunk of memory based on sizeof the vertex format * count
[23:45:16] <jacres> and buffer
[23:45:18] <Stragus> Yup
[23:45:43] <jacres> and maybe have accessor functions to return the proper offset to attributesin the buffer based on vertex format
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[23:45:54] <jacres> Codex_: thanks, that makes sense too
[23:45:54] <Stragus> Then you can have structs holding a mix of floats, int16_t and whatever else, without the code becoming a mess
[23:46:08] <Jaus> derhass, the values passed to the GPU
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[23:46:32] <derhass> Jaus: when you are using an RGBA framebuffer, the values are of course wirtten into the color buffer
[23:46:43] <jacres> for sure, that sounds like the best approach. I've really moved more towards C-like programming and away from C++ the past year. And it was definitely the right decision
[23:46:50] * Stragus nods to that
[23:47:01] <roboman2444> hell ye
[23:47:06] <Stragus> I moved back to coding (almost) everything in C long ago
[23:47:08] <derhass> Jaus: but I don't really see what you are trying to do
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[23:48:35] <Jaus> derhass, when I disable the alpha values are always set to high.
[23:48:52] <Jaus> when I disable GL_BLEND, the alpha values are always set to high
[23:50:26]
<Khlorghaal> in legacy GL, what affects the transformation of vertex position to clipspace? http://hastebin.com/zevakugute.avrasm isnt working as i expect, as drawing with program 0 behaves different than my shader using the ripped matrix
[23:50:27] <derhass> the alpha values are set to what you set them to
[23:50:38] <derhass> you just need an framebuffer with an alpha channel
[23:51:19] <Jaus> derhass, does the default framebuffer have an alpha channel?
[23:51:41] <derhass> depends on how you create it
[23:51:51] <derhass> that's why I'm talking about that
[23:52:05] <Jaus> I create it and can use it for transparency
[23:52:39] <derhass> for normal alpha blending, the destination alpha is not even used
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[23:55:49] <Jaus> when I call glDisable(GL_BLEND) now the alpha values are stuck at 255 no matter what I pass to the GPU. When GL_BLEND is enabled the values change.
[23:56:59] <Yaniel> not exactly
[23:57:25] <Jaus> ?
[23:57:27] <Yaniel> disabling blending has basically an equivalent effet to setting glBlendFunc(GL_ONE, GL_ZERO)
[23:57:36] <Yaniel> effect*
[23:57:47] <Yaniel> ie it just overwrites whatever RGBA values there were before
[23:58:02] <Jaus> that is the effect I want
[23:58:24] <Yaniel> techincally it is a bit different since it actually bypasses some logic in the hw
[23:58:25] <Jaus> on NVIDIA cards the values are stuck at 255, on ATI and Intel graphics it works that way...
[23:58:45] <Khlorghaal> lel im digging through forum threads from 2001
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[23:59:19] <derhass> still. the alpha value the fragment shader outputs is written to the framebuffer
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[23:59:59] <Jaus> this is really annoying