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[01:11:49] <ra4king> How much overhead do geometry shaders have?
[01:12:18] <ra4king> Right now I have each point light upload a GL_POINT containing its position+range, and a geometry shader expands that to a quad
[01:12:31] <ra4king> would it be cheaper to create the quad on the CPU and upload it to the GPU?
[01:13:53] <Stragus> Here's another idea: don't use geometry shaders, don't use vertex attributes at all, send 4 vertices per particle, and fetch/compute gl_Position and whatever else from the gl_VertexID in the vertex shader
[01:14:01] <Stragus> In my experience, that's the fastest approach
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[01:14:11] <Stragus> (And yes, geometry shaders have serious overhead)
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[01:16:10] <antipsychiatry> Hi.
[01:16:24] <antipsychiatry> :
[01:16:28] <antipsychiatry> a
[01:16:31] <antipsychiatry> N
[01:16:32] <antipsychiatry> T
[01:16:34] <antipsychiatry> I
[01:16:35] <antipsychiatry> P
[01:16:36] <antipsychiatry> S
[01:16:37] <antipsychiatry> Y
[01:16:38] <antipsychiatry> C
[01:16:39] <antipsychiatry> H
[01:16:40] <antipsychiatry> I
[01:16:42] <antipsychiatry> A
[01:16:43] <antipsychiatry> T
[01:16:44] <antipsychiatry> R
[01:16:45] <antipsychiatry> Y
[01:16:46] <antipsychiatry> .
[01:16:47] <antipsychiatry> O
[01:16:48] <antipsychiatry> R
[01:16:49] <antipsychiatry> G
[01:17:07] <MrFlibble> antipsychiatry: Scientologists are nutters.
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[01:17:41] <antipsychiatry> Hey
[01:17:57] <antipsychiatry> We are not Scientology people.
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[01:18:58] <antipsychiatry> Must read 1 minute...to see there is not nothing about Scientology.
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[02:36:03] <ra4king> wtf just happened
[02:36:11] <ra4king> Stragus: thanks for the advice
[02:36:14] <ra4king> I will modify my renderer
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[02:36:57] <ra4king> Stragus: so basically use gl_VertexID to index into some uniform buffer?
[02:37:22] <Stragus> *Not* an uniform buffer, access is not coherent
[02:37:32] <Stragus> Use a buffer texture or so
[02:38:04] <ra4king> access is just read?
[02:38:09] <ra4king> what do you mean it is not coherent?
[02:39:06] <Stragus> The shader invocations of the same warp won't hit the same memory address, access is not coherent. Uniforms is loaded through the constant cache, which is optimized for coherent memory access
[02:39:15] <Stragus> Uniforms are* loaded
[02:40:04] <ra4king> ah hm good to know
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[02:45:12] <ra4king> Stragus: I used a special buffer store before declared in my shader as "writeonly uniform image2D"
[02:45:21] <ra4king> also "uniform readonly image2D"
[02:45:40] <ra4king> also "layout(std430, binding = 0) buffer SSBO"
[02:45:43] <ra4king> what is the difference?
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[02:47:31] <Stragus> The difference between what and what? readonly and writeonly?
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[02:57:53] <ra4king> Stragus: ah it's called shader storage
[02:57:56] <ra4king> just forgot the name
[02:58:15] <ra4king> random access read, so this is perfect
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[03:02:33] <Stragus> Ah, the difference between buffer textures and SSBOs
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[03:02:52] <Stragus> For pure read-only stuff, I would stick to buffer textures
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[09:43:43] <elect> if I have an entire matrix pipeline in mm
[09:43:51] <elect> and now my hmd is in meters
[09:45:07] <elect> if I want to change the hmd matrices to mm I should just divide all for the matrices (proj & view) the m[3][0 - 2] by 1_000, right?
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[10:24:20] <afl_ext> whats the best method to transform 2d heightmap to 3d signed distance field texture and doing it offline?
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[10:24:34] <afl_ext> i can only think of spamming rays
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[11:47:06] <Yaniel> you can probably restrict yourself to a ray length of min(max_distance, last_hit_distance) and trace top-down
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[11:51:29] <match_ita> hi all. I have a question. I can start a context on my linux desktop and also create a window by EGL on ES2 but the system doesn't return any valid glCreateProgram()
[11:52:52] <match_ita> In eglContext I can see a valid eglContext eglDisplay eglSurface
[11:53:59] <match_ita> any function assigned to drawFunc,updateFunc,keyFunc
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[12:55:54] <RahulAn> Hi all
[12:56:16] <RahulAn> what if i do glXCreateGLXPixmap () 2 times ?
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[13:29:40] <RahulAn> what if i do glXCreateGLXPixmap () 2 times , should it throw error
[13:29:59] <RahulAn> i am getting can't create drawables
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[13:54:46] <wizardtheo> Hi everyone... I got a really simple question... basically... OK so let's say I want to draw a sphere in my game, but properly lit up using my one light source... and do it using a billboard or GL_POINT (I'm using a billboard right now)
[13:55:10] <wizardtheo> so I need to figuring out like where I'm hitting the surface of the sphere?
[13:56:35] <wizardtheo> I suppose it doesn't have to even use the light-source... as long as it looks 3D... like maybe fog-based or something so further parts of the sphere are darker
[13:57:24] <Codex_> what's the billboard for?
[13:57:36] <wizardtheo> to help me draw a sphere
[13:57:56] <Bloodust> Codex_ its an imposter
[13:58:12] <wizardtheo> right now I got a circle :) "if (length(UV) >= 0.999) {discard;}"
[13:58:22] <wizardtheo> one step towards a sphere
[13:58:27] <Bloodust> http://stackoverflow.com/questions/10488086/drawing-a-sphere-in-opengl-es
[13:58:48] <Bloodust> wizardtheo google for opengl imposter sphere or something
[13:58:59] <wizardtheo> thanks bloodust
[13:59:04] <wizardtheo> i thought you meant I was an imposter
[13:59:07] <wizardtheo> phew i was scared
[13:59:09] <Bloodust> :D
[13:59:11] <wizardtheo> lol
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[14:00:50] <Codex_> oh, that's easy to solve.
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[14:01:22] <wizardtheo> I think you could make some really nice geometry like this... using shaders and billboards... like maybe a huge gas-silo (https://thumbs.dreamstime.com/z/spherical-silos-tanks-industrial-facilities-chemical-industry-35730030.jpg) and not need a billion triangles for the sphere
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[14:02:20] <wizardtheo> codex_ not for me... everything is pretty hard
[14:02:27] <wizardtheo> but im working through it
[14:02:34] <Codex_> it can be solved with f(x,y,z)=c, with substitution z=f(x,y). Then you get f(x,y,f(x,y)) = c equation, and when you declare f(x,y,z) = x^2+y^2+z^2, and c = r^2, then you can calculate f(x,y) from the equation using normal equation solving transformations.
[14:03:08] <wizardtheo> wot
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[14:03:40] <Codex_> this f(x,y) gives you the z of the surface of the sphere.
[14:03:56] <wizardtheo> i spent most of my life writing string processing stuff and compilers... i never had to do even multiplication except maybe N * sizeof(Struct)
[14:04:01] <wizardtheo> math is my weak point
[14:04:46] <wizardtheo> OK let me try this equation
[14:04:55] <Codex_> note that f(x,y,z) and f(x,y) are different functions.
[14:05:04] <wizardtheo> yea
[14:05:08] <wizardtheo> ill try it, hold on
[14:05:44] <Yaniel> Do you know a^2+b^2=c^2? This is essentially an application of that
[14:05:58] <wizardtheo> that's... the edge of a circle
[14:06:05] <wizardtheo> pythagoras theorem
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[14:06:33] <Yaniel> But if you extend it to 3 dimensions
[14:06:45] <Yaniel> It's the edge of a sphere
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[14:07:12] <Yaniel> And then you can use two coordinates and the radius to reconstruct the 3rd coord
[14:07:14] <wizardtheo> well... in 3D... distance = sqrt(x^2 + y^2 + z^2)
[14:07:20] <Yaniel> Yep
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[14:08:48] <exDM69> wizardtheo: if you're having difficulty, try writing a sphere raycaster on the CPU first
[14:09:05] <exDM69> before jumping in trying to do it in a shader
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[14:10:22] <wizardtheo> codex_ i honestly dont understand what you said... sorry
[14:10:42] <wizardtheo> i'd need to be decent at maths
[14:10:48] <wizardtheo> my fault not yours
[14:11:28] <Codex_> wizardtheo: that's ok. Took long time to figure it out, when the information wasn't available...
[14:11:49] <}> hey if I'm rendering to texture, is it enough to do glEnable(GL_MULTISAMPLE) or would I need glTexImage2DMultisample
[14:11:59] <Codex_> basically it calculates a height map...
[14:12:11] <exDM69> }: you need a multisampled render target...
[14:12:20] <exDM69> }: so yes, you need glTexImage2DMultisample
[14:12:24] <}> ok
[14:13:13] <}> so glEnable(GL_MULTISAMPLE) is only useful when rendering to the default framebuffer?
[14:13:28] <Codex_> you should be getting something like x^2 + y^2 + f(x,y)^2 = r^2, and then f(x,y) = sqrt(r^2-x^2-y^2)
[14:13:53] <wizardtheo> I don't get it though, what are we trying to do, get the distance frmo any point to the camera?
[14:13:54] <Codex_> that last one is the final stuff you need in the code..
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[14:15:24] <wizardtheo> There isn't really a radius in my code... either. I guess we can assume r=1
[14:15:35] <wizardtheo> all I have is a billboard, with UV coords from 0 to 1
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[14:15:54] <Codex_> sure, you can choose r to be anything you want
[14:16:04] <Codex_> you just get bigger or smaller sphere.
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[14:21:49] <wizardtheo> codex you are saying I should use the UV coords from my billboard to create x and y... from the sphere, very simply?
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[14:21:59] <wizardtheo> and the z coord of the sphere I figure out from the x and y?
[14:22:08] <Codex_> yes
[14:22:13] <wizardtheo> oh ok
[14:22:18] <wizardtheo> that makes more sense :)
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[14:24:06] <Codex_> this whole process is very nice for rendering implicit functions.
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[14:31:28] <wizardtheo> codex... its working :)
[14:31:38] <wizardtheo> honestly i dont understand it still cos im a maths dummy
[14:31:41] <wizardtheo> but its working
[14:32:07] <Codex_> :)
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[14:32:23] <wizardtheo> i actually got good grades at math in school... i just never enjoyed maths...
[14:32:39] <wizardtheo> and i did like coding at home
[14:32:46] <wizardtheo> somehow thats never changed or been a problem until now
[14:32:57] <wizardtheo> i guess i need to like maths to be good at 3d graphics
[14:33:20] <Codex_> this process took like 3 years to figure out, even though it's extreamly simple :-)
[14:33:44] <Codex_> but if you don't have the necessary information, even simple problems becomes pretty much impossible.
[14:33:58] <wizardtheo> that sounds very true
[14:34:12] <karalaine> you are right about that 3d graphics is almost nothing but math
[14:34:48] <karalaine> some sort of physics is applied, but thats it
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[15:46:13] <Asuran> is it possible to use opengl just to calculate stuff for 2d rendering (to accelerate it)? or would i need to use opencl?
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[15:46:58] <karalaine> what kind of stuff would you calculate it? do you mean compute shaders?
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[15:47:32] <karalaine> *with it
[15:48:13] <Asuran> i mean i want to create own 2d graphics api, for that i imagined doing myself anti aliasing, drawing lines etc. for getting better results
[15:48:47] <Xeek> Good Morning
[15:49:24] <Asuran> hi
[15:49:37] <bzztploink> Asuran, you mean like nanovg?
[15:49:48] <Asuran> idk nanovg
[15:50:03] <bzztploink> to the googles i say!
[15:50:20] <Asuran> intresting stuff, hmm
[15:50:29] <Xeek> nanovg draws primitives like lines, triangles, arcs, circles, rectangles, etc. and with antialias
[15:50:30] <Asuran> maybe this could be a solution but i still prefer doing own one
[15:50:53] <Xeek> Asuran: its a pain in the ass
[15:50:54] <Asuran> hmm now im unsure, the problem will be i need bindings to rust lang
[15:50:57] <bzztploink> well if it's like nanovg, you don't need opencl, makes no sense even it be really bad at it
[15:51:13] <Xeek> Asuran: I tried and ended up spendin gso much time just on lines and decided, wtf am I doing, just use what' salready out there
[15:51:46] <Asuran> i wonder how direct2d uses gpu to accelerate drawing? do they "just" use gl line draw instead of cpu based draw?
[15:52:00] <Xeek> direct2d doesn't use gl
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[15:52:55] <Xeek> Asuran: yeah you can just draw lines or triangles, then your shaders make the shape happen and smooth it
[15:53:33] <Xeek> Asuran: it was more math than I thought it would be though :-)
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[15:54:27] <Asuran> well i would like to use existing algorithms im not willing to do that my own, too much work
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[15:55:31] <Asuran> the only problem i got with opengl are the rendering goes on even if i dont draw and the pixel perfect ambition well i just refer to this which "scared" me kinda: http://www.codeproject.com/Articles/199525/Drawing-nearly-perfect-D-line-segments-in-OpenGL
[15:55:39] <Xeek> not as simple as you think
[15:55:56] <Asuran> never done it before, idk what i would encounter, but i believe you
[15:56:14] <karalaine> that is done with really old version of opengl
[15:56:16] <karalaine> in your link
[15:56:30] <Xeek> on the cpu side you have to calculate where the vertices are going to be, what primitive you're going to draw with, then in teh shader you have to find the edges ifyou want to smooth which isn't straightforward
[15:57:08] <Xeek> I managed to draw nice looking lines, though I did not get to the point of making line caps, joints, etc. becaues I had already spent a week making a perfect single line :-(
[15:57:22] <Asuran> what i fear is when using opengl it could be hard getting real smooth lines, nearly pixel perfect. i read opengl isn't capable/designed for that
[15:57:44] <Xeek> Asuran: its not that gl does it, you do it, because you're writing the gpu code
[15:57:57] <Asuran> so theres no gurantee what comes out, photoshop etc. has their own gpu accelerated engines, so i thought it should be doneable
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[15:59:22] <Xeek> Asuran: you can guarantee up to so much though, because you're writing the shaders
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[15:59:37] <Xeek> Asuran: if you were to just draw lines using gl lines, yeah, that's going to suck and probably look differnt elsewhere
[16:00:20] <Xeek> http://i.imgur.com/QBabCsV.png <-- before I finalized the shader code, but it does look better than even that now :-)
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[16:01:45] <karalaine> yeah the thing is, opengl (and gpu) works with triangles, so thats what you need to give it. Then you need just run anti-alias on rasterized result
[16:02:35] <Xeek> karalaine: you can just smooth it as it's being drawn, no need to antialias it after
[16:03:12] <Xeek> karalaine: the challenge is finding the edge to smooth, but texture coordinates or baycentric coordinates work
[16:03:21] <Asuran> what about if you want sharp looking elements, what i saw looked mostly unsharp
[16:03:36] <Xeek> Asuran: less smoothing
[16:03:53] <Xeek> Asuran: for non rotated rectangles, I don't smooth it at all.
[16:04:04] <karalaine> well, fragment shader is ran after rasterizing so my point stands
[16:04:31] <Xeek> karalaine: ah ok. I thought you were saying render it to a texture then antialias it after. I misunderstood.
[16:05:35] <karalaine> ah, though that is one option as well
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[16:07:23] <Xeek> nanovg does something else, not sure how it does it yet
[16:07:27] <Xeek> I haven't read it's shader code
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[16:10:22] <Asuran> ok thanks so far, i guess i will use opengl
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[16:10:36] <Xeek> Skia is another good library, but you gotta jump through a few hoops to get it checked out
[16:13:24] <Asuran> nice it looks even better then nanovg
[16:13:34] <Asuran> thanks
[16:14:07] <Xeek> i like nanovg's license better
[16:14:13] <Xeek> so I chose that
[16:14:22] <Xeek> and nanovg is just on github
[16:15:00] <Xeek> https://github.com/memononen/nanovg
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[19:33:37] <BusFactor1> Does anyone know the lowest version of GLSL that allows a loop to use a non-constant upper bound, like for(int i = 0; i < n; i++) rather than only for(int i = 0; i < 10; i++) ?
[19:35:02] <BusFactor1> I'm trying to pass a set of data encoded in a texture that represents 'boxes' which consists of 2 vec4s (xywh and color) and then another uniform that says the number of box objects in the texture, since I can't (AFAIK) get the dimensions of the texture from the fragment shader
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[19:35:48] <BusFactor1> But without being able to iterate using a variable upper limit, i can't do a for(int i = 0 ; i < nboxes; i++) loop to decode the buffer...any way I can do this in a shader with WebGL/GLSL 1.0?
[19:36:02] <Stragus> I think it's GL 3.0
[19:36:31] <Stragus> Why not use multiple shaders, compiled for specific loop counts, instead of an uniform?
[19:36:53] <Stragus> (That may also be faster even on hardware that supports variable loop counts)
[19:37:13] <BusFactor1> I'm new at this so that was just the first thing that came to mind
[19:37:30] <BusFactor1> I saw the example of passing the texture dimensions as a uniform somewhere
[19:38:26] <BusFactor1> seems like all loops are for in GLSL 1.0 is for basically writing unrolled loops that get unfrolled by the compiler...which doesn't seem incredibly useful to me at the moment :)
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[19:38:57] <chrisf> BusFactor1: GLSL ES 1.0 had to work on really terrible hardware that could do almost nothing.
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[19:39:28] <ratchetfreak> you could do a if(i>=n) loopoutput = 0;
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[19:39:39] <Stragus> Just replace the uniform with shaders compiled for specific loop counts, it will be faster anyhow
[19:39:56] <ratchetfreak> essentially still taking the full loop but calculating a null value
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[22:35:28] <faffa> does anyone know why my opengl lwjgl game would be blurring all the textures in the game when I move around, the blur is temporary and runs horizontally across the whole screen about 2 cm tall
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[22:43:34] <slime> faffa: screenshot?
[22:44:42] <noizex> yea would help..
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[22:47:05] <sadtaco> Hm.. so I have a velocity vector3 in my vertex shader, and I have "position" for the vertex like say [0.5, 1.5, 3]. I'm having trouble figuring out how I can modify that position to align it so the positions overall line up to point to my vector.
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[22:56:46] <faffa> ok ill try to take a screenshot
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[23:00:22] <faffa> ok that is weird, when i take a screen shot or take a video of it
[23:00:26] <faffa> it doesnt show the error
[23:00:35] <faffa> so it must be something to do with my macbook air?
[23:01:04] <Xeek> maybe you're seeing tearing? turn vsync on :-P
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[23:02:24] <slime> faffa: i'd guess it's just your monitor
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[23:02:54] <slime> you could try recording a high-framerate video of it, if you have an iphone or something with a 120 or 240fps camera
[23:02:56] <faffa> yes it could be tearing? turn vsync on, on opengl, or my computer?
[23:02:57] <noizex> my old monitor had this bleeding
[23:03:12] <noizex> when I moved the camera the colors went weird, wouldn't show on the screenshot
[23:03:33] <faffa> well i know it would show if i videod with iphone
[23:03:45] <Xeek> faffa: usually its just a function call you can make, depending on the api you're using, SDL its SDL_GL_SetSwapInterval
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[23:04:41] <slime> faffa: yeah, i mean you could analyze the behaviour. but it any case it seems like a property of your physical monitor hardware and nothing software related
[23:05:09] <faffa> Display.setVSyncEnabled(true);/// fixed it
[23:05:25] <faffa> but it looks like the game is slower
[23:05:32] <faffa> like fps wise, not lag wise
[23:05:36] <Xeek> faffa: of course
[23:05:44] <noizex> it fixes it at a framerate of 60
[23:05:47] <slime> oh, i see what you meant with "horizontally across the whole screen", yeah that's screen tearing due to lack of vsync
[23:05:50] <faffa> oh i see
[23:06:08] <faffa> thanks ev'r badday
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[23:07:02] <Xeek> faffa: it locsk your framerate to sync with the refresh rate of your monitor
[23:07:16] <faffa> i see
[23:08:03] <Xeek> faffa: if the app starts drawing the next frame on the screen before the screen has finshed showing the last frame you get this tearing effect.
[23:08:10] <faffa> oh lol
[23:08:12] <slime> well, a multiple of its update rate
[23:08:35] <Xeek> https://en.wikipedia.org/wiki/Screen_tearing#/media/File:Tearing_(simulated).jpg
[23:08:35] <slime> e.g. you'll get constant 30fps if you would have got between 30 and 59fps before
[23:08:53] <Xeek> https://en.wikipedia.org/wiki/Screen_tearing
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[23:46:20] <sadtaco> How can I orientate/snap a position vector along a direction vector in glsl? I'm having a heck fo a time figuring this out.
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[23:51:00] <grim002> "in glsl" has no real bearing on the question, it's just vector math.
[23:51:16] <sadtaco> True.
[23:51:32] <grim002> also, positions don't have orientations, so your question doesn't make much sense...
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[23:56:42] <sadtaco> It has a position around 0,0,0 where it's oriented in one direction. To start with, it's snapped to point along the Z axis in my set up.
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[23:57:20] <grim002> it almost sounds like you're referring to an orientation vector, not a position vector
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   September 2, 2016  
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