[00:00:25] <sadtaco> No? I have a vector that is the position of vertices on a mesh. Like [1.5, -0.5, 2.5]. That's where the distance vertex is from [0,0,0] when snapping along [0,0,0] where is pointing + along the z axis or forward/back. If the direction vector is [0,0,-1] then I'd want my position vector to be um.. [-1.5, -0.5, -2.5]
[00:00:49] <sadtaco> I have two vectors. Position and direction.
[00:01:53] *** DrBenway <DrBenway!~DrBenway@190.18.153.73> has quit IRC (Remote host closed the connection)
[00:02:40] *** groton <groton!~groton@unaffiliated/groton> has quit IRC (Quit: groton)
[00:02:40] *** elect <elect!~elect@ip5f5afdd1.dynamic.kabel-deutschland.de> has quit IRC (Ping timeout: 250 seconds)
[00:07:15] *** iaglium <iaglium!~i@45.63.97.181> has joined ##OpenGL
[00:07:33] *** ravior <ravior!~ravior@2a02:2f0e:c35d:3500:224:d7ff:feb5:311c> has quit IRC (Remote host closed the connection)
[00:08:17] *** nine_milli <nine_milli!~nine_mill@32.211.52.104> has joined ##OpenGL
[00:10:54] *** DrBenway <DrBenway!~DrBenway@190.18.153.73> has joined ##OpenGL
[00:16:08] *** robot-beethoven <robot-beethoven!~robot-bee@c-73-65-29-166.hsd1.mn.comcast.net> has joined ##OpenGL
[00:16:59] *** SorcererX <SorcererX!~SorcererX@cm-84.212.210.160.getinternet.no> has quit IRC (Quit: Lost terminal)
[00:19:33] *** bzztploink <bzztploink!~bzztploin@gateway/vpn/privateinternetaccess/bzztploink> has quit IRC (Remote host closed the connection)
[00:21:43] *** avtolstoy <avtolstoy!~avtolstoy@gateway/vpn/privateinternetaccess/avtolstoy> has quit IRC (Ping timeout: 265 seconds)
[00:27:55] *** sandeepkr <sandeepkr!~sandeepkr@182.75.187.110> has quit IRC (Ping timeout: 265 seconds)
[00:28:04] *** kuldeep_ <kuldeep_!~kuldeep@unaffiliated/kuldeepdhaka> has quit IRC (Ping timeout: 264 seconds)
[00:29:41] *** bzztploink <bzztploink!~bzztploin@gateway/vpn/privateinternetaccess/bzztploink> has joined ##OpenGL
[00:35:47] *** moore33 <moore33!~moore@ABordeaux-153-1-29-37.w92-149.abo.wanadoo.fr> has quit IRC (Quit: Leaving)
[00:37:20] *** BusFactor1 <BusFactor1!~textual@adsk-nat-ip7.autodesk.com> has quit IRC (Ping timeout: 250 seconds)
[00:37:55] *** Amryu <Amryu!~faustdonn@vpn-ipv4-0296.triple-a.uni-kl.de> has joined ##OpenGL
[00:39:40] *** kuldeep_ <kuldeep_!~kuldeep@unaffiliated/kuldeepdhaka> has joined ##OpenGL
[00:39:51] *** sandeepkr <sandeepkr!~sandeepkr@182.75.187.110> has joined ##OpenGL
[00:48:14] <derhass> Amryu: looks OK so far
[00:50:09] <redpill> Amryu: looks good to me I would make sure that you are correctly setting your uniforms, maybe hard code values to test if that is what is the problem
[00:50:43] <Amryu> Well the only uniform I'm setting is the ortho_matrix and I'm applying it correctly yes?
[00:50:55] <redpill> and the texture
[00:51:21] <Amryu> Yeah I'll try to check that... I only need to bind the texture right?
[00:51:28] <redpill> in the shader yes, but you have to set it via the cpu as well
[00:52:11] <redpill> no, you have to get the uniform locations and then use that location to set them
[00:52:28] <Amryu> Yes I did that, I can give you the Uniform Class.
[00:52:30] <derhass> Amryu: make sure that your matrix code uses the correct conventions (i.e. row-major vs. column major)
[00:52:47] <redpill> or to test you can just set your fragment shader to say output red, and that makes it much more simple
[00:53:11] <Amryu> Yes that's also a good idea.
[00:53:24] <redpill> likewise you can set your VS to be a passthough, no mul with matrix
[00:54:13] <redpill> just be sure what you draw is in the 2x2x2 area or at least partly
[00:54:48] <Amryu> Yeah should be since the matrix has a width of 1280x720 and I'm drawing like at (10, 100)
[00:55:33] <Amryu> *size
[00:58:20] <redpill> m_mvpUniformLoc = m_program.getUniformLocation("mvp");
[00:58:20] <redpill> m_texUniformLoc = m_program.getUniformLocation("tex");
[00:58:23] <redpill> glUniformMatrix4fv(m_mvpUniformLoc, 1, GL_FALSE, mvp.value_ptr());
[00:58:43] <redpill> and then the same for the tex
[01:00:01] <redpill> the first 2 lines only have to be called once after the program is linked, and the other part is called every time you want to change the uniforms or you change you shader
[01:00:23] *** DrBenway <DrBenway!~DrBenway@190.18.153.73> has quit IRC (Remote host closed the connection)
[01:00:55] <redpill> btw it should be "glGetUniformLocation"
[01:01:11] <Amryu> Yes I am that far.
[01:02:17] <Amryu> What exactly do you use the "tex" uniform for?
[01:02:33] <derhass> you set it to the texture unit to sample from
[01:02:41] <derhass> since it is intialized to 0, you might be fine
[01:02:57] <Amryu> Yeah I didn't change it
[01:03:12] *** DrBenway <DrBenway!~DrBenway@190.18.153.73> has joined ##OpenGL
[01:03:26] <redpill> a shader can access many texture units, like in the old days one would be the color the other a lightmap
[01:04:10] <Amryu> Ah so that way you could bind multiple textures?
[01:04:53] *** DrBenway <DrBenway!~DrBenway@190.18.153.73> has quit IRC (Remote host closed the connection)
[01:05:06] <redpill> yes, there is so many ways to do that these days but ya the multitexturing thing from i think 3dfx was one of the first ones
[01:05:15] *** t0by <t0by!~t0by@host235-30-dynamic.20-79-r.retail.telecomitalia.it> has quit IRC (Ping timeout: 250 seconds)
[01:05:42] <Amryu> I'm just trying to render a 2D UI at the moment and I have trouble with that so that will have to wait :D
[01:06:24] <Amryu> I got a red rectangle now with a weird position after just passing the position and coloring it red
[01:06:52] <redpill> ok well that is good you have something you can see
[01:07:14] <redpill> so now you can see how your changes affect it
[01:07:15] <sadtaco> How can I reorientate a position vector so that it is aligned along a direction vector? On the vertex shader, I'm trying to change where a mesh is pointed/looking.
[01:07:53] *** Vtec234 <Vtec234!~wn@178235041235.dynamic-ww-06.vectranet.pl> has quit IRC (Quit: Bye!)
[01:09:01] <redpill> Amryu: maybe try to see if you can do the texture now instead on the red and if not then you know you have a problem there ofc, etc. worst thing is when you can not see anything and thus you can not tell what is broken
[01:09:38] <Amryu> Texturing it turns it black...
[01:10:05] <Amryu> But I just found an error on texture creation... Give me a second.
[01:10:19] <redpill> Amryu: yep, just remeber a passthough VS will have the origin in the middle of the screen
[01:10:33] *** Birchy <Birchy!~Birchy@178-164-108.52.3p.ntebredband.no> has quit IRC (Ping timeout: 276 seconds)
[01:10:45] <redpill> and goes from -1 tp +1 in all dimensions
[01:10:51] <Amryu> Yeah that explains the position a little bit.
[01:10:57] *** BlackGold <BlackGold!~yaaic@CPE0c473d35fd91-CM0c473d35fd90.cpe.net.cable.rogers.com> has joined ##OpenGL
[01:11:37] <redpill> also by default you are look down the -z axis and +y is up and +x is right
[01:12:37] <Amryu> Yeah I know that too.
[01:12:47] <redpill> sadtaco: if I understand you you want to rotation in your modal matrix maybe? 90 deg or 0.5 radians
[01:13:06] <redpill> 0.5 pi radians
[01:13:55] <sadtaco> Well I need to find how much to rotate. And both left/right and up/down.
[01:14:10] *** pril <pril!~userid@unaffiliated/pril> has quit IRC ()
[01:18:57] <sadtaco> I have forward/back on z, and y as up/down myself. How do I see how much rotation and pitch a vector is from 0,0,0? Then can I like.. mat2(rot, pitch) * position, or what?
[01:20:45] *** DrBenway <DrBenway!~DrBenway@190.18.153.73> has joined ##OpenGL
[01:20:59] *** wolfcub <wolfcub!~henrique_@189.113.71.114> has joined ##OpenGL
[01:21:54] *** BlackGold <BlackGold!~yaaic@CPE0c473d35fd91-CM0c473d35fd90.cpe.net.cable.rogers.com> has quit IRC (Remote host closed the connection)
[01:21:57] *** DrBenway <DrBenway!~DrBenway@190.18.153.73> has quit IRC (Remote host closed the connection)
[01:22:54] *** stelarcf_ <stelarcf_!~stelarcf@92.81.115.213> has quit IRC (Quit: stelarcf_)
[01:24:26] *** DrBenway <DrBenway!~DrBenway@190.18.153.73> has joined ##OpenGL
[01:24:42] *** bzztploink <bzztploink!~bzztploin@gateway/vpn/privateinternetaccess/bzztploink> has quit IRC (Quit: Leaving)
[01:25:01] *** avtolstoy <avtolstoy!~avtolstoy@gateway/vpn/privateinternetaccess/avtolstoy> has joined ##OpenGL
[01:25:18] *** DrBenway <DrBenway!~DrBenway@190.18.153.73> has quit IRC (Remote host closed the connection)
[01:25:58] *** xaxxon <xaxxon!~xaxxon@c-24-18-184-142.hsd1.wa.comcast.net> has joined ##OpenGL
[01:27:08] <Amryu> Ok so it wasn't the texture at all (I just catched the error there), it was the shader. I got my location by glGetUniformLocation which the wrapper gives me. Is this really a problem?
[01:28:48] <derhass> is what a problem?
[01:29:16] <derhass> I have no idea what your wrapper does
[01:29:26] <Amryu> I'm still talking to redpill. I got an InvalidOperation exception.
[01:29:50] <Amryu> I just said that this function is what he actually calls when I use the wrapper function
[01:31:16] <redpill> might be that you can not use that function from GL currently.
[01:31:53] <redpill> do you use something like glew or glee
[01:32:11] *** BlackGold <BlackGold!~yaaic@CPE0c473d35fd91-CM0c473d35fd90.cpe.net.cable.rogers.com> has joined ##OpenGL
[01:32:39] *** bzztploink <bzztploink!~bzztploin@gateway/vpn/privateinternetaccess/bzztploink> has joined ##OpenGL
[01:33:45] <redpill> these allow you to use the newer OpenGL functions, because you only get the old crap (like 1.0-1.2) if you just link to GL
[01:34:20] <Amryu> No I don't use anything like that. The function throwing that Error is glUniformMatrix4fv
[01:34:34] <redpill> imo they are not very good to use, I myself do it manually
[01:35:12] <derhass> Amryu: well, you do not use the matrix now, in our modified shader?
[01:35:18] <redpill> see to use these post OpenGL 1.2 functions you have to make pointers and set them up
[01:36:40] <derhass> redpill: not necessarily. that depends on the platform
[01:37:15] <Amryu> I don't know if it's important but I'm using GLFW with an C# binding
[01:37:38] <derhass> probably the C# GL bindings will already deal with that
[01:37:52] <Amryu> The GLFW library should handle alot initialization stuff.
[01:38:08] <derhass> plus, you wouldn't get an GL error if you didn;t have the function pointer
[01:39:00] <Amryu> My issue at the moment would only be why I get this error so I'll look if I can find out more.
[01:40:10] *** rikitiki <rikitiki!~rikitiki@unaffiliated/rikitiki> has quit IRC (Quit: Bye.)
[01:40:23] *** DrBenway <DrBenway!~DrBenway@190.18.153.73> has joined ##OpenGL
[01:40:53] <derhass> Amryu: what is the location for the uniform in question?
[01:41:16] *** swoorup_ <swoorup_!~swoorup@124-148-197-37.dyn.iinet.net.au> has quit IRC (Ping timeout: 264 seconds)
[01:41:26] <Amryu> ortho_matrix
[01:41:32] <derhass> that is not a location
[01:41:35] <derhass> that is the name
[01:41:39] <redpill> that is what "glGetUniformLocation" is for
[01:41:46] <Amryu> Yes but I am getting the location with this name.
[01:42:07] <Amryu> Don't know let me check. You're meaning it may be -1 right?
[01:42:22] <redpill> well -1 is an error iirc
[01:42:33] <Amryu> Aaaand it is -1
[01:42:38] <derhass> actually
[01:42:50] <derhass> glUnform will _not_ return an error when using location -1
[01:43:09] <redpill> you removed the matrix from the shader before did you put it back in?
[01:43:11] <derhass> the uniform has been optimized out because you don't use it any more
[01:43:20] <redpill> yep
[01:43:21] <derhass> but this is not the error
[01:43:24] <Amryu> I just didn't use it before
[01:43:47] <derhass> are you sure glUniformMatrix is actualy generating the error, not some other GL call?
[01:43:54] *** flavi0 <flavi0!~anon@unaffiliated/flavi0> has quit IRC (Quit: leaving)
[01:44:09] <derhass> Amryu: in the shader you originally pasted, you did use it
[01:44:31] *** Ryp <Ryp!~ryp@laf94-4-88-190-202-176.fbxo.proxad.net> has joined ##OpenGL
[01:44:47] <Amryu> Yes it is.
[01:44:56] <Amryu> Get Uniform Location: NoError
[01:44:56] <Amryu> Uniform Matrix 4: InvalidOperation
[01:45:04] *** DrBenway <DrBenway!~DrBenway@190.18.153.73> has quit IRC (Ping timeout: 244 seconds)
[01:45:21] <Amryu> Those two function are executed right after another
[01:46:16] <derhass> are you sure the program is bound when you call this?
[01:46:57] <Amryu> That could be the problem xD
[01:47:27] *** DrBenway <DrBenway!~DrBenway@190.18.153.73> has joined ##OpenGL
[01:48:43] <redpill> would be a good idea to put checks in that tell you when programs fail to compile or link as well and return the log for you can print it out or whatever, wouldn't want to write shaders without that feedback
[01:48:45] *** Ryp <Ryp!~ryp@laf94-4-88-190-202-176.fbxo.proxad.net> has quit IRC (Client Quit)
[01:49:08] <Amryu> Now it works :D Partly at least since the image is still distorted.
[01:49:18] <Amryu> Yeah I'm printing shader errors.
[01:49:40] <redpill> is it using the matrix?
[01:49:43] <Amryu> Yes
[01:49:57] <Amryu> It looks different so it's doing something
[01:52:16] <redpill> I assume you want a ortho matrix that that has one gl unit as one pixel and has the origin in the top left out bottom left corner? sort of ideal for HUD stuff
[01:52:47] <Amryu> Right. Top left should be the origin.
[01:53:40] *** notadeveloper <notadeveloper!~letsmakej@2602:306:bd2a:a160:d513:259e:5b80:43d7> has quit IRC (Read error: Connection reset by peer)
[01:54:06] *** notadeveloper <notadeveloper!~letsmakej@2602:306:bd2a:a160:d513:259e:5b80:43d7> has joined ##OpenGL
[01:55:19] <Amryu> So next question... In a orthogonal matrix there are values in the diagonal and the last column right? Because my matrix has values in the bottom row instead of the right column
[01:55:28] <Amryu> Do I need to transpose it?
[01:58:05] <redpill> not sure if you need to transpose but ypou might have a -- perspective(PI*0.5,(GLfloat)width/(GLfloat)height
[01:58:39] <redpill> or you are doing your own matrices?
[01:59:06] <Amryu> No I just used a Math utility for the ortho matrix.
[01:59:29] <Amryu> You mean something like this: gluPerspective(45.0f, ((float)Width / (float)Height), 0.1f, 2000.0f) ?
[01:59:42] <Amryu> But I don't have GLU here.
[02:02:00] *** bjz <bjz!~bjz@104.222.140.82> has quit IRC (Max SendQ exceeded)
[02:02:01] <redpill> that is a way you can do it if you use you own Mat4 class or whatever
[02:02:52] *** bjz <bjz!~bjz@104.222.140.82> has joined ##OpenGL
[02:03:14] <Amryu> Yeah the matrices are handled by a library so this should work. Where exactly should I use that? This isn't ortho is it?
[02:03:18] <redpill> if you were using c++ i would say that you can use glm for convince but it will slow down compile times etc, not sure if you can use that with C#
[02:04:08] <redpill> there is Perspective and Ortho
[02:04:11] <Amryu> I do have convenience classes.
[02:04:13] <redpill> or there should be
[02:04:38] <Amryu> I got a function for perspective matrices
[02:04:44] <redpill> opps I see i posted the wrong thing
[02:05:18] *** wolfcub <wolfcub!~henrique_@189.113.71.114> has quit IRC (Ping timeout: 250 seconds)
[02:05:41] <Amryu> So do I need this perspective thing for ortho too? Or is this just for 3D?
[02:06:19] <redpill> no that you do not want at all I meant to paste ortho
[02:07:18] <redpill> should have posted this pMatrix = glm::ortho(0.0f, (float)width_, 0.0f, (float)height_, -1.0f, 1.0f);
[02:07:47] <Amryu> Ah ok. I got this: Matrix.CreateOrthographicOffCenter(0.0f, Main.Elevox.Instance.Width, Main.Elevox.Instance.Height, 0.0f, -1.0f, 1.0f)
[02:08:11] <redpill> I guess that might be it
[02:08:23] <redpill> never even used C# myself
[02:08:39] <Amryu> It's not a C# library. It comes with the GLFW binding
[02:09:01] <Amryu> It got a bit of utility with it
[02:10:30] <Amryu> Ok so I got a black screen now... So it's drawing something, just too big.
[02:10:45] <redpill> or too small
[02:10:55] <Amryu> no my clear color is dark blue
[02:11:04] <Amryu> For that case
[02:11:05] <redpill> oh ok
[02:12:28] *** Nach0z <Nach0z!~nach0z@unaffiliated/nach0z> has quit IRC (Ping timeout: 264 seconds)
[02:12:46] *** BearishMushroom <BearishMushroom!~BearishMu@90-231-174-194-no159.tbcn.telia.com> has quit IRC (Read error: Connection reset by peer)
[02:15:48] *** Ryp <Ryp!~ryp@laf94-4-88-190-202-176.fbxo.proxad.net> has joined ##OpenGL
[02:17:49] *** fkaaaa <fkaaaa!~tundmatu@c83-254-208-131.bredband.comhem.se> has quit IRC (Quit: Textual IRC Client: www.textualapp.com)
[02:18:07] *** Plagman <Plagman!~plagman@gw.valvesoftware.com> has quit IRC (Quit: Leaving)
[02:18:47] *** Plagman <Plagman!~plagman@gw.valvesoftware.com> has joined ##OpenGL
[02:19:19] <redpill> Amryu: seems you are almost there :)
[02:19:54] <Amryu> Yep after turning blending on magic starts to happen slowly :>
[02:20:06] <Amryu> Seems just like I messed up my vertices.
[02:20:14] <derhass> magic!
[02:20:23] *** cam_y <cam_y!~cam_y@209-234-175-138.static.twtelecom.net> has joined ##OpenGL
[02:20:30] <redpill> ccw is facing us by default
[02:20:41] <Amryu> I turned culling off
[02:20:48] *** notadeveloper_ <notadeveloper_!~notadevel@2602:306:bd2a:a160:610a:1c:6fbd:4acd> has joined ##OpenGL
[02:21:10] <redpill> that works as well
[02:21:42] <Amryu> Since Quads seem deprecated or something like that I had to make triangles... Guess I failed on that^^
[02:22:28] <redpill> or you can make your own quads in the geo shader for fun
[02:22:47] <Amryu> Yeah but let's keep it simple for now x)
[02:23:08] <Amryu> I first need to learn writing normal shaders properly.
[02:24:15] <redpill> to tell the truth that is not all that hard, you will be doing it in know time, but just know that sandy bridge on windows does not have geo shaders and no intel gfx before that has them at all
[02:24:52] <redpill> good book is OpenGL SuperBible imo
[02:25:10] <Amryu> Yeah I guess it's not that hard, but finding a good reference for everything you could do in GLSL would be nice...
[02:25:19] <redpill> that and the main books on GL and glsl
[02:25:32] <Amryu> Those predefined constants are just a bit awkward for me.
[02:25:42] <Amryu> not constants
[02:25:46] <Amryu> variables
[02:26:11] <derhass> like what?
[02:26:22] <Amryu> gl_Position
[02:26:37] <Amryu> there are alot more input variables I read about too
[02:26:49] *** ratchetfreak <ratchetfreak!~ratchetfr@ptr-2hj4tbosgukodwskjp6x4qn1s.ip6.access.telenet.be> has quit IRC (Ping timeout: 260 seconds)
[02:26:52] <derhass> well, we need some interface between the fixed-function blocks and the programmable parts
[02:27:44] <Amryu> Yeah sure. But I worked with OpenGL in the past and almost never used shaders^^
[02:27:58] <Amryu> Only used the fixed function pipeline
[02:28:19] <Amryu> Until they told me that that is deprecated x)
[02:28:24] <derhass> that must have been 15 years ago
[02:28:32] <derhass> or you did it just wrong ;P
[02:28:36] <Amryu> Well... Sadly no :D
[02:29:05] *** notadeveloper <notadeveloper!~letsmakej@2602:306:bd2a:a160:d513:259e:5b80:43d7> has quit IRC (Read error: Connection reset by peer)
[02:29:09] <Amryu> But this doesn't seem to hard either. Just need to get into it.
[02:29:11] <redpill> there is one for the fragment output as well but it does not matter what you send out in most cases
[02:31:18] *** Ryp <Ryp!~ryp@laf94-4-88-190-202-176.fbxo.proxad.net> has quit IRC (Quit: Konversation terminated!)
[02:31:51] <redpill> shaders are great, make working with GL 1000 times more fun
[02:33:06] <Amryu> When I understood the basic concept of shaders I thought so too^^
[02:37:09] <redpill> like you can make a full screen quad... well ok i lied but you can make two large triangles that cover the whole screen :p then is the fragment shader you can do anything really, not limited to polygons etc. like render fractals or do a ray caster
[02:37:28]
<Amryu> Can you have a look at this if I made a mistake here? When i comment some vertices out it behaves strangely. http://pastebin.com/GRcveCWq
[02:37:54] *** toor <toor!~toor@eth-east-parth2-46-193-65-52.wb.wifirst.net> has quit IRC (Ping timeout: 260 seconds)
[02:41:08] <redpill> having trouble reading the C# not sure about "new IntPtr()"
[02:42:26] <Amryu> Yeah I don't know why but I guess it's a reference to an int.
[02:43:42] <Amryu> All examples on his github page are leagcy GL so I don't have an example how it should look. Give me a second.
[02:44:51] <redpill> and since you have "data.Length * 5" the length is sort of fixed at 5 is it not? might it be better to use sizeof to find how many elements are in data unless if data has a ::size() function. I know very little of C#
[02:45:42] <Amryu> That's why I use "data.Length"
[02:45:46] *** realz <realz!~realz@unaffiliated/realazthat> has quit IRC (Ping timeout: 255 seconds)
[02:45:54] <redpill> cool you got that
[02:45:55] <Amryu> data is an float array
[02:46:02] <redpill> opps
[02:46:05] <Amryu> ^^
[02:46:09] *** hgoel <hgoel!uid175521@gateway/web/irccloud.com/x-xmwswxvdkrsdgmgk> has quit IRC (Quit: Connection closed for inactivity)
[02:46:22] <redpill> never mind i missed that
[02:46:47] <Amryu> But what i wrote makes no sense then does it?
[02:46:52] <Amryu> Why multiply by 5?
[02:47:18] *** shingshang <shingshang!~shingshan@115-64-27-246.static.tpgi.com.au> has joined ##OpenGL
[02:47:26] <redpill> I would think you wouldn't
[02:47:48] <Amryu> Number of elements times 4 (because of float size)
[02:47:54] <Amryu> Should be correct yes?
[02:47:56] *** Fr0stBit <Fr0stBit!~TheArtist@130.43.46.132.dsl.dyn.forthnet.gr> has joined ##OpenGL
[02:48:05] <Fr0stBit> Hello o/
[02:48:21] <Amryu> Hey
[02:49:03] <Fr0stBit> Sup
[02:49:15] <redpill> well "float[] data" data is an array of float not of quads so you would not have 4 or 5 right??
[02:49:32] <Amryu> Yeah.
[02:50:01] <Amryu> But that just allocated 5 times as much space as needed. Didn't solve the issue
[02:50:08] *** toor <toor!~toor@76.ip-51-254-204.eu> has joined ##OpenGL
[02:50:33] <Amryu> Interleaved VBOs should be ok too yes?
[02:50:46] <redpill> well that means that it tried to read 4 times past the end of data right?
[02:50:53] <redpill> yes
[02:50:59] <Fr0stBit> So i stumbled uppon a thing i have not seen today. I saw a shader using a vec4 attribute used from a VertexAtrribPointer call with GL_UNSIGNED_BYTE param
[02:51:13] <Fr0stBit> How does opengl interprete a char as a float
[02:51:15] <redpill> just set your VertexAttribPointer right
[02:51:32] <Amryu> a char is a byte
[02:51:47] <Fr0stBit> yeah a byte as a float
[02:52:01] <Fr0stBit> most floats i know are 4 bytes long
[02:52:09] <Amryu> All are^^
[02:52:16] <derhass> Fr0stBit: that depends on the context
[02:52:26] <Amryu> I guess that you would need to cast it.
[02:52:41] *** fkaa <fkaa!~tundmatu@c83-254-208-131.bredband.comhem.se> has joined ##OpenGL
[02:52:42] <derhass> usually, you have the choice to treat it as normalized fixed point
[02:52:51] <Fr0stBit> derhass: that means?
[02:52:52] <foobaz> in AMD or GL ES shaders a float might be 24-bit or 16-bit
[02:53:06] *** arescorpio <arescorpio!~arescorpi@113-58-245-190.fibertel.com.ar> has joined ##OpenGL
[02:53:13] <derhass> Fr0stBit: the range is mapped to [0,1] (or [-1,1] for signed)
[02:53:31] <slime> floats are always 32 bit on any non-ancient desktop glsl version
[02:53:39] <slime> (unless you add a precision qualifier)
[02:54:08] <Amryu> Yeah that's what I meant^^ If I write float in a program code I expect a 4 byte float.
[02:54:53] <foobaz> you probably expect a hardware FPU too, kids these days have it so easy
[02:54:54] <redpill> well in anycase you have "sizeof(float)" so your all good
[02:54:57] <Fr0stBit> derhass: so can i do this byte -> float conversion by hand like value / 255.0f i suppose?
[02:55:15] <derhass> Fr0stBit: why would you want to do that?
[02:55:24] <Amryu> Yes. But what about the pointers? I don't see any problem there.
[02:56:10] <Fr0stBit> well, i am trying to make an iqm loader for my asset loading code, and i use 4 floats for bone weights, while the iqm uses 4 uchars for bone weights
[02:57:00] <derhass> Fr0stBit: well, then the interpretation depends solely iqm
[02:57:09] *** TechnoCrunch <TechnoCrunch!~Tech@101.100.137.146> has quit IRC (Ping timeout: 260 seconds)
[02:57:11] <derhass> it has nothing to do with the GL
[02:57:16] <derhass> +on
[02:57:40] <Fr0stBit> yes, i know, but thats how i stumbled uppon the demo uploading code that used this line glVertexAttribPointer_(6, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(vertex), &vert->blendweight);
[02:57:44] *** shingshang <shingshang!~shingshan@115-64-27-246.static.tpgi.com.au> has quit IRC (Ping timeout: 250 seconds)
[02:57:51] <Amryu> My Code just looks different because of the binding library.
[02:58:07] <Fr0stBit> And saw it in the shader being used as a vec4 that got me curious
[02:58:29] <derhass> Fr0stBit: yes, this code sets normalized to true, so the value range is mapped to [0,1]
[03:01:46] *** noidea <noidea!~noidea@unaffiliated/no-idea/x-0944443> has quit IRC (Quit: Oh wait...)
[03:03:06] *** DrBenway <DrBenway!~DrBenway@190.18.153.73> has quit IRC (Remote host closed the connection)
[03:04:11] <redpill> Amryu: both lines of " GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, sizeof(float) * 5, 12);" have problems
[03:05:06] <derhass> redpill: like what?
[03:05:56] *** cam_y <cam_y!~cam_y@209-234-175-138.static.twtelecom.net> has quit IRC (Remote host closed the connection)
[03:05:59] <Amryu> Ok and that would be?
[03:05:59] <redpill> well first of all do you want one buffer for each or both in the same buffer?
[03:06:12] <redpill> the *5 likely
[03:06:19] <Amryu> both in the same. They are interleaved like that: x, y, z, u, v
[03:06:45] *** DrBenway <DrBenway!~DrBenway@190.18.153.73> has joined ##OpenGL
[03:06:46] <derhass> the pointer setup looks perfectly right for that case
[03:07:10] <redpill> oh ok
[03:07:13] *** fkaa <fkaa!~tundmatu@c83-254-208-131.bredband.comhem.se> has quit IRC (Ping timeout: 244 seconds)
[03:07:22] <redpill> ok nevermind
[03:08:35] <Amryu> Ok... The weird thing is that it only draws when I draw thte HP and MP bar at once. If I comment one out it draws nothing.
[03:08:45] <Amryu> Sounded like my VAO was messed up
[03:08:49] *** Joefish <Joefish!~Joefish@p5B1207FD.dip0.t-ipconnect.de> has quit IRC (Ping timeout: 260 seconds)
[03:09:30] <Amryu> At least I only see anything when both are there
[03:10:11] <Amryu> This is what I'm seeing
[03:10:42] *** Joefish <Joefish!~Joefish@p5B120B47.dip0.t-ipconnect.de> has joined ##OpenGL
[03:10:46] <redpill> wow wth
[03:11:03] <Amryu> Yeah...
[03:11:33] <Amryu> And there isn't even white in the texture
[03:12:00] <derhass> .oO( or so you think )
[03:12:02] <redpill> that is what it look like when you draw one or both?
[03:12:26] <Amryu> both
[03:12:33] <Amryu> otherwise I don't see anything
[03:12:42] <Amryu> This are ther vertices with tex coords
[03:14:10] *** hillo <hillo!~hillo@unaffiliated/hillo> has joined ##OpenGL
[03:14:15] <Amryu> wait
[03:14:17] <Amryu> wait
[03:14:21] <Amryu> there are
[03:14:25] <Amryu> ...
[03:14:29] <dindinx> Amryu: 0,625f, 0.0f should be 0.625f, 0.0f
[03:14:44] <Amryu> You know in germany we use "," instead of "." q.q
[03:14:46] <derhass> good catch
[03:15:07] <derhass> why are you still awake if you are in germany?
[03:15:43] <redpill> is it possible that it is your matrix is not set corectly?
[03:15:49] <Amryu> It works now xD
[03:15:53] <redpill> good
[03:15:58] <Amryu> It just added up to be a multiple of 3
[03:16:11] <redpill> post a screen shot?
[03:17:01] <derhass> \o/
[03:17:03] *** DrGonzo <DrGonzo!~DrBenway@190.18.153.73> has joined ##OpenGL
[03:17:17] <Amryu> Well but thanks guys. You really helped me out there :)
[03:17:37] <redpill> looks good
[03:17:46] <Amryu> And don't even ask why I'm awake right now^^
[03:18:17] <Amryu> Yep, finally^^
[03:18:49] <redpill> now you can add all kinda of fancy shader effects
[03:19:20] <redpill> also look at discard for the FS
[03:19:35] <Amryu> Yeah^^
[03:19:42] <Amryu> What? FS? :o
[03:19:50] <redpill> means I do not want to draw this
[03:19:51] <Amryu> Fragment Shader nvm
[03:19:54] *** DrBenway <DrBenway!~DrBenway@190.18.153.73> has quit IRC (Ping timeout: 276 seconds)
[03:19:59] <redpill> FS = fragment shader
[03:20:19] <Amryu> Ah yes, to ignore fragments right?
[03:20:23] <redpill> yep
[03:21:49] <Amryu> Alright then. I guess I'll just chill out here then. But really thanks guys :)
[03:22:25] <sadtaco> Hm. Is there a way I can render a tracer from a single vertex? Like a stretched gl_Point.
[03:24:02] <redpill> sadtaco: you can have a geo shader turn a point in to a line if that is what you want
[03:24:16] <sadtaco> Only using the vertex and frag shaders.
[03:24:21] <grim002> better to simply use two triangles
[03:24:47] <redpill> or a point sprite + discard
[03:25:03] <grim002> that would be much more wasteful
[03:25:16] <sadtaco> Would a large gl_Point with the fragment shader drawing the tracer not be more efficient than a whole quad?
[03:25:48] <sadtaco> I guess there would be lots discarding in the frag shader and more vertices is better. darn
[03:25:55] <grim002> quads are fast, drawing tons of pixels and discarding them is slow.
[03:26:00] <grim002> *triangles are fast
[03:29:45] <sadtaco> Hm.. I need to do like many thousands of little bullets. They will often just be 1 pixel, I think. So I end up having 4 vertices to represent 1 pixel.
[03:30:35] <grim002> if they are that small, maybe point sprites would be a valid choice
[03:30:37] <sadtaco> Another way would be to have tiny gl_Points for the tracer, and to make it actually form a line from something like motion blur in post process
[03:32:26] <sadtaco> ty for the help/advice
[03:33:21] *** NateRiver <NateRiver!~IceChat9@c148005.net61215.cablenet.ne.jp> has joined ##OpenGL
[03:34:04] *** pffffffft <pffffffft!~pffffffft@unaffiliated/pffffffft> has quit IRC (Ping timeout: 240 seconds)
[03:38:48] *** BlackGold <BlackGold!~yaaic@CPE0c473d35fd91-CM0c473d35fd90.cpe.net.cable.rogers.com> has quit IRC (Remote host closed the connection)
[03:42:55] *** notadeveloper_ <notadeveloper_!~notadevel@2602:306:bd2a:a160:610a:1c:6fbd:4acd> has quit IRC (Ping timeout: 255 seconds)
[03:55:03] *** Twipply <Twipply!~Dunno@cpc1-mapp10-2-0-cust641.12-4.cable.virginm.net> has quit IRC (Quit: Leaving)
[04:03:05] *** konom <konom!~tamatias@141.15.138.77.rev.sfr.net> has quit IRC (Quit: Leaving)
[04:04:43] *** dwigton <dwigton!~daniel@216.70.20.66> has joined ##OpenGL
[04:08:01] <dwigton> I am interested in playing around with opengl application on ubuntu. I just want a window and the ability to write pixels to a buffer and swap buffers. What minimum libraries do I need to do this in c++?
[04:10:02] <derhass> are you sure you want GL?
[04:11:12] <derhass> writing pixels to a buffer is not what GL is for
[04:12:33] <dwigton> derhass: I have never found a good way to write pixels to a display buffer without using GL or directx.
[04:12:40] <dwigton> so consider me ignorant.
[04:13:10] <dwigton> All successes in the past have been accidental using prebuilt projects and on windows.
[04:14:38] *** konom <konom!~tamatias@141.15.138.77.rev.sfr.net> has joined ##OpenGL
[04:14:49] *** razieliyo <razieliyo!~razieliyo@unaffiliated/razieliyo> has joined ##OpenGL
[04:16:14] *** hexagoxel <hexagoxel!~hexagoxel@p200300798F1ADC00021E33FFFE2231E9.dip0.t-ipconnect.de> has quit IRC (Ping timeout: 258 seconds)
[04:16:54] <dwigton> Probably not the best place to ask, but can I get a window's pixel buffer in the video memory just using xorg?
[04:17:37] <derhass> probably not
[04:17:50] <derhass> gpus don't really work that way nowadays
[04:19:07] <derhass> maybe SDL's surface abstraction is going to help you
[04:19:10] *** BlackGold <BlackGold!~yaaic@CPE0c473d35fd91-CM0c473d35fd90.cpe.net.cable.rogers.com> has joined ##OpenGL
[04:19:17] *** Ardeshir <Ardeshir!~Ardeshir@2.187.207.239> has joined ##OpenGL
[04:19:43] *** Coldseeker <Coldseeker!~Frosty@as-syd-4-1-55.ozonline.com.au> has joined ##OpenGL
[04:19:56] *** Ardeshir <Ardeshir!~Ardeshir@2.187.207.239> has quit IRC (Remote host closed the connection)
[04:20:38] <dwigton> Hmm so SDL and the base OpenGL are enough?
[04:20:48] *** roia <roia!~a.jensen@c-73-169-211-70.hsd1.wa.comcast.net> has joined ##OpenGL
[04:21:16] *** physixer <physixer!~fhassan@199-7-157-37.eng.wind.ca> has joined ##OpenGL
[04:21:35] *** hexagoxel <hexagoxel!~hexagoxel@p4FCCCFD3.dip0.t-ipconnect.de> has joined ##OpenGL
[04:21:44] <derhass> dwigton: that one is SDL without OpenGL
[04:21:58] <derhass> you can't access pixels directly in OpenGL
[04:22:24] <physixer> Why is hardware-accelerated OpenGL dependent upon availability of X11 on linux? why do video drivers don't support opengl without X?
[04:23:17] <derhass> traditionally, there was no GL binding for anything besides X on unix
[04:23:33] <derhass> and actually, since the X server did all the graphics, this also made sense
[04:23:47] <derhass> nowadays, you do have EGL, and you can get GL contexts without X
[04:24:01] <derhass> at least in theory
[04:24:29] <physixer> derhass: I'm not sure I understanding what it means by 'GL binding for X'
[04:24:45] <physixer> *not sure I understand
[04:24:50] <derhass> you need something to create contexts and so far
[04:24:55] <derhass> traditionally, this is glX
[04:25:07] <derhass> which is an X protocol
[04:25:26] <dwigton> At the risk of seeming more an idiot. What is a context?
[04:25:41] <physixer> derhass: how about one global context, maximized full screen. No need for X anymore?
[04:25:55] <derhass> dwigton: an API concept of OpenGL
[04:26:07] <derhass> physixer: still a need for a context
[04:26:12] <physixer> what dwigton said: I'm not sure what it means to 'need a context'
[04:26:13] *** MrFlibble <MrFlibble!MrFlibble@90.220.166.75> has left ##OpenGL
[04:26:37] <dwigton> context == openGL instance?
[04:26:54] <derhass> dwigton: roughly
[04:27:17] <dwigton> Is it an address space or something?
[04:27:35] * dwigton is saying words that may or may not mean anything.
[04:27:40] <physixer> the display is connected to the GPU. We send OpenGL instructions to the GPU: OpenGL -> GPU -> display. There should be a way to bypass X.
[04:28:14] <derhass> it is a high level abstraction in opengl, the context contains the whole GL state, and can be connected to some drawables (like a window)
[04:28:32] <derhass> physixer: not if X is the display driver
[04:28:46] <derhass> physixer: but as I said, nowadays you have EGL
[04:29:00] <derhass> and X isn't the driver any more
[04:29:25] *** BlackGold <BlackGold!~yaaic@CPE0c473d35fd91-CM0c473d35fd90.cpe.net.cable.rogers.com> has quit IRC (Remote host closed the connection)
[04:29:26] <derhass> but the GPU doesn't understand GL commands at all
[04:29:44] <derhass> your sketch completely lacks the interesting parts
[04:29:46] <physixer> derhass: so I guess EGL is a direct answer to my question. Though it sounds like EGL is some kind of subset of OpenGL API. Is it?
[04:29:51] <dwigton> derhass: Am I right in thinking that the GL state is some mess of stuff both on the graphics card memory and system memory?
[04:30:00] <derhass> physixer: it isn't
[04:30:28] <derhass> dwigton: the implementation of that state might be
[04:30:39] <derhass> dwigton: the GL is agnostic to such kind of things
[04:30:56] <derhass> there is no GPU, and no video memory, in terms of the GL
[04:31:16] *** NateRiver <NateRiver!~IceChat9@c148005.net61215.cablenet.ne.jp> has quit IRC (Ping timeout: 244 seconds)
[04:31:45] *** therue <therue!~therue@1-162-47-146.dynamic.hinet.net> has joined ##OpenGL
[04:32:05] <physixer> derhass: somewhat better picture: OpenGL -> video driver -> GPU -> display. By 'X is the display driver' do you mean 'X is the video driver'?
[04:32:07] <dwigton> derhass: That is what I meant. GL is abstracting away the physical realities of the state depentant on the hardware / current resource utilization.
[04:32:36] *** ArkaZeen <ArkaZeen!~ArkaZeen@CPE00fc8dcba053-CM00fc8dcba050.cpe.net.cable.rogers.com> has quit IRC (Quit: I must go, my parents need me.)
[04:32:48] *** hillo <hillo!~hillo@unaffiliated/hillo> has joined ##OpenGL
[04:32:57] *** vassagus_ <vassagus_!~vassagus@186.4.2.162> has quit IRC (Read error: Connection reset by peer)
[04:33:10] *** therue <therue!~therue@1-162-47-146.dynamic.hinet.net> has left ##OpenGL
[04:33:22] <derhass> physixer: that was X's role in previous times
[04:33:45] <dwigton> Looks to me that EGL is not necessarily bound to a display.
[04:33:54] <derhass> linux used to have the vga text mode console, and the X server would speak to the GPU via an GPU specific, and X specific driver
[04:34:15] <derhass> later, linux invented the graphcial framebuffer and more and more driver functionality was integrated into the kernel
[04:34:42] <derhass> dwigton: depends on the implementation
[04:35:19] <physixer> derhass: yeah I think I'm talking about having "OpenGL over linux's graphical framebuffer"
[04:35:32] *** vassagus <vassagus!~vassagus@186.4.2.162> has joined ##OpenGL
[04:36:09] <derhass> nowadays, you typicalle gave a GL implementation which is independent on X
[04:36:26] <dwigton> physixer: which I think can be hard to get at on most distros. You need to run with X completely off.
[04:36:28] <derhass> and the new stuff like wayland and mir are acutally building upon that
[04:36:49] <derhass> dwigton: why would that be hard?
[04:37:41] <derhass> physixer: mesa based open source drivers should support EGL wihtout X
[04:37:47] <derhass> and nvidia's driver does
[04:37:51] <physixer> Main reason I'm asking "without X" is because then "without Wayland" is also possible. I was a big fan of wayland until I realized, "if you stick to opengl, and don't need X, then you shouldn't need Wayland either".
[04:37:55] <derhass> not sure about AMD's proprietary driver
[04:38:22] <derhass> physixer: correct
[04:38:25] <physixer> So I'm talking about creating a window-manager, and a widget toolkit, all inside one opengl context. Problem solved!
[04:38:38] <derhass> physixer: that's what wayland does
[04:38:49] <derhass> (although it is using GLES)
[04:39:20] <physixer> derhass: but why do we need wayland then? Wayland is not a window-manager, and it's not a widget-toolkit.
[04:39:37] <derhass> its a general infrastructure
[04:39:48] <derhass> a compositor so that multiple apps can get to the display via "windows"
[04:39:57] <derhass> and it manages input events and all that stuff
[04:45:34] <dwigton> physixer: if you figure out how to just use GL fullscreen I would be happy to hear how you did it.
[04:46:27] *** vassagus <vassagus!~vassagus@186.4.2.162> has quit IRC (Read error: Connection reset by peer)
[04:46:52] *** vassagus <vassagus!~vassagus@186.4.2.162> has joined ##OpenGL
[04:46:56] <physixer> I'm willing to go further than that, create/modify video drivers if I have to (though there is no promise of deadline).
[04:47:20] <derhass> good luck with that
[04:48:03] <physixer> Let's say I have to write a video driver from scratch for an nVidia or AMD GPU. I only want to support OpenGL. What would I need to do to make it work on a linux machine, that doesn't have X or Wayland?
[04:48:15] <dwigton> vulkan! vulkan will solve everything!
[04:48:24] * dwigton have no idea what he is talking about.
[04:48:58] <derhass> physixer: that is up to you
[04:49:17] <derhass> if you write everything, you can make up any API you like to create a GL context
[04:50:45] *** Plagman <Plagman!~plagman@gw.valvesoftware.com> has quit IRC (Remote host closed the connection)
[04:56:42] *** INSANU <INSANU!~jhonny@187.113.255.20> has quit IRC (Quit: ..(cyp): BitchX: the IRC client with hair on its balls)
[04:57:34] *** Plagman <Plagman!~plagman@gw.valvesoftware.com> has joined ##OpenGL
[05:02:18] *** Suchorski <Suchorski!regex@unaffiliated/suchorski> has quit IRC ()
[05:09:47] <Stragus> physixer: Use Mesa, or work on it? It's a huge effort
[05:11:38] *** tm604 <tm604!~tom@cpc12-lewi14-2-0-cust47.2-4.cable.virginm.net> has quit IRC (Ping timeout: 250 seconds)
[05:14:41] <physixer> Stragus: but Mesa has to do a lot more than what a video driver does because it does everything in software?
[05:15:34] <physixer> in terms of OpenGL at least, otherwise device drivers are more complicated than userland programs.
[05:15:59] *** KAHR-Alpha <KAHR-Alpha!~Alpha@AReims-652-1-175-76.w90-58.abo.wanadoo.fr> has quit IRC (Ping timeout: 265 seconds)
[05:16:11] <Stragus> Mesa doesn't do much in software when there's a hardware drivers present, besides the GL state management and such
[05:19:29] <physixer> I think I'm getting why there has to be some manager besides the following components: 1) opengl driver, 2) window-manager, 3) widget-toolkit. It's the need for a protocol for interprocess communication for the purpose of screen real-estate management.
[05:19:48] <physixer> probably that's the biggest use of wayland.
[05:20:18] *** Plagman <Plagman!~plagman@gw.valvesoftware.com> has quit IRC (Remote host closed the connection)
[05:20:50] <physixer> because window-manager itself is a process, and other processes need to draw on screen, so they need to communicate with the window-manager using some mechanism.
[05:21:21] <physixer> and that's probably the context derhass is talking about.
[05:21:52] *** d4ryus <d4ryus!~d4ryus@p54988E62.dip0.t-ipconnect.de> has quit IRC (Ping timeout: 252 seconds)
[05:24:48] *** d4ryus <d4ryus!~d4ryus@p549883B6.dip0.t-ipconnect.de> has joined ##OpenGL
[05:26:35] *** TechnoCrunch <TechnoCrunch!~Tech@101.100.137.146> has joined ##OpenGL
[05:26:56] *** physixer <physixer!~fhassan@199-7-157-37.eng.wind.ca> has quit IRC (Quit: leaving)
[05:28:11] *** DrGonzo <DrGonzo!~DrBenway@190.18.153.73> has quit IRC (Remote host closed the connection)
[05:29:01] *** seaworthy <seaworthy!~seaworthy@unaffiliated/seaworthy> has joined ##OpenGL
[05:29:43] *** Plagman <Plagman!~plagman@gw.valvesoftware.com> has joined ##OpenGL
[05:30:00] *** seaworthy <seaworthy!~seaworthy@unaffiliated/seaworthy> has left ##OpenGL
[05:33:51] *** vassagus <vassagus!~vassagus@186.4.2.162> has quit IRC (Read error: Connection reset by peer)
[05:34:13] *** vassagus <vassagus!~vassagus@186.4.2.162> has joined ##OpenGL
[05:36:59] *** Cooler <Cooler!~CoolerExt@61.3.78.210> has joined ##OpenGL
[05:43:37] *** roia <roia!~a.jensen@c-73-169-211-70.hsd1.wa.comcast.net> has quit IRC (Quit: Leaving)
[05:46:12] *** _d3x0r_ <_d3x0r_!~d3x0r@ip72-193-17-27.lv.lv.cox.net> has joined ##OpenGL
[05:47:08] *** _d3x0r_ <_d3x0r_!~d3x0r@ip72-193-17-27.lv.lv.cox.net> has left ##OpenGL
[05:54:20] *** konom <konom!~tamatias@141.15.138.77.rev.sfr.net> has quit IRC (Read error: Connection reset by peer)
[05:58:22] *** d4rkforce <d4rkforce!~darkforce@pdpc/supporter/student/d4rkforce> has joined ##OpenGL
[06:01:28] *** d4rkforc1 <d4rkforc1!~darkforce@pdpc/supporter/student/d4rkforce> has quit IRC (Ping timeout: 250 seconds)
[06:11:39] *** Cooler <Cooler!~CoolerExt@61.3.78.210> has quit IRC (Ping timeout: 265 seconds)
[06:13:36] *** Fr0stBit <Fr0stBit!~TheArtist@130.43.46.132.dsl.dyn.forthnet.gr> has quit IRC (Read error: Connection reset by peer)
[06:15:03] *** Cooler <Cooler!~CoolerExt@61.3.78.210> has joined ##OpenGL
[06:18:47] *** CoolerExtreme <CoolerExtreme!~CoolerExt@61.3.78.210> has joined ##OpenGL
[06:20:50] *** Cooler <Cooler!~CoolerExt@61.3.78.210> has quit IRC (Ping timeout: 265 seconds)
[06:25:11] *** CoolerExtreme <CoolerExtreme!~CoolerExt@61.3.78.210> has quit IRC (Ping timeout: 265 seconds)
[06:26:09] <Amryu> So I got a question regarding the Matrices... Which matrix should I perform transformations on?
[06:26:23] <Amryu> Model, View or Projection?
[06:27:02] <Stragus> Matrices aren't defined, you use them as you see fit
[06:27:10] <Stragus> Unless you use old prehistoric OpenGL, that is
[06:27:34] <Amryu> Yes but what would make most sense?
[06:33:49] *** FrancoGP <FrancoGP!~quassel@58-7-17-190.fibertel.com.ar> has joined ##OpenGL
[06:46:46] *** vassagus_ <vassagus_!~vassagus@186.4.2.162> has joined ##OpenGL
[06:46:56] *** vassagus <vassagus!~vassagus@186.4.2.162> has quit IRC (Read error: Connection reset by peer)
[06:55:19] *** mat^2 <mat^2!~Mathias@87-55-0-192-dynamic.dk.customer.tdc.net> has quit IRC (Ping timeout: 258 seconds)
[06:58:50] *** vassagus_ <vassagus_!~vassagus@186.4.2.162> has quit IRC (Read error: Connection reset by peer)
[06:58:50] *** vassagus <vassagus!~vassagus@186.4.2.162> has joined ##OpenGL
[06:59:11] <shakesoda> Amryu: usually you use the model matrix for local transforms (object -> world space), view for camera transforms (world -> view), then projection gets you into screen space (view -> screen)
[06:59:54] <shakesoda> but this is only convention.
[07:03:35] *** fkaa <fkaa!~tundmatu@c83-254-208-131.bredband.comhem.se> has joined ##OpenGL
[07:06:20] *** Cooler <Cooler!~CoolerExt@59.96.6.103> has joined ##OpenGL
[07:07:59] *** fkaa <fkaa!~tundmatu@c83-254-208-131.bredband.comhem.se> has quit IRC (Ping timeout: 260 seconds)
[07:10:21] *** vassagus <vassagus!~vassagus@186.4.2.162> has quit IRC (Read error: Connection reset by peer)
[07:11:00] *** vassagus <vassagus!~vassagus@186.4.2.162> has joined ##OpenGL
[07:21:40] *** vitimiti <vitimiti!~vitimiti@unaffiliated/vitimiti> has quit IRC (Read error: Connection reset by peer)
[07:23:34] *** vassagus <vassagus!~vassagus@186.4.2.162> has quit IRC (Read error: Connection reset by peer)
[07:24:13] *** vassagus <vassagus!~vassagus@186.4.2.162> has joined ##OpenGL
[07:29:54] <btipling> the order matters as matrix multiplication isn't communative
[07:29:54] *** Gamecubic <Gamecubic!~Gamecubic@modemcable022.28-20-96.mc.videotron.ca> has quit IRC (Read error: Connection reset by peer)
[07:30:10] <btipling> M1 * M2 != M2 * M1
[07:30:27] *** arescorpio <arescorpio!~arescorpi@113-58-245-190.fibertel.com.ar> has quit IRC (Quit: Leaving.)
[07:31:24] <btipling> projection doesn't get you into screen space, it gets you into clip space
[07:31:32] <btipling> those are not the same
[07:32:18] *** tambre <tambre!~tambre@be50-9d04-5d36-7066-a980-8a3e-07d0-2001.dyn.estpak.ee> has joined ##OpenGL
[07:33:07] <btipling> Amryu ^^
[07:34:25] <btipling> convention is to do linear transformation, such as rotation or scaling, in object space
[07:35:37] <btipling> with a 4x4 matrix you can include translation, that's an affine transformation where the bottom row is the translation vector
[07:36:10] *** vassagus <vassagus!~vassagus@186.4.2.162> has quit IRC (Read error: Connection reset by peer)
[07:36:18] <btipling> I'm learning all of this right now myself and haven't gotten it to work yet, I'm getting there though :P
[07:36:33] *** vassagus <vassagus!~vassagus@186.4.2.162> has joined ##OpenGL
[07:37:29] <btipling> the translation vector would include the transformation matrices and the vector for moving from object space to world space iirc so you don't have to worry about it
[07:37:54] <btipling> but again I have just read about all this and haven't gotten working code yet
[07:49:28] *** vassagus <vassagus!~vassagus@186.4.2.162> has quit IRC (Read error: Connection reset by peer)
[07:50:12] *** vassagus <vassagus!~vassagus@186.4.2.162> has joined ##OpenGL
[07:53:48] *** Joefish <Joefish!~Joefish@p5B120B47.dip0.t-ipconnect.de> has quit IRC (Ping timeout: 244 seconds)
[07:59:33] *** ImQ009 <ImQ009!~ImQ009@unaffiliated/imq009> has joined ##OpenGL
[08:00:31] *** vassagus <vassagus!~vassagus@186.4.2.162> has quit IRC (Read error: Connection reset by peer)
[08:02:18] *** vassagus <vassagus!~vassagus@186.4.2.162> has joined ##OpenGL
[08:02:20] *** MoZu4k__ <MoZu4k__!~MoZu4k@c-50-142-183-133.hsd1.tn.comcast.net> has joined ##OpenGL
[08:04:08] *** SwiftMatt <SwiftMatt!~Objective@162.242.94.132> has quit IRC (Quit: My MacBook Pro has gone to sleep. ZZZzzz…)
[08:09:49] *** elect <elect!~elect@ip5f5afdd1.dynamic.kabel-deutschland.de> has joined ##OpenGL
[08:11:53] *** nine_milli <nine_milli!~nine_mill@32.211.52.104> has quit IRC (Quit: nine_milli)
[08:14:33] *** vassagus <vassagus!~vassagus@186.4.2.162> has quit IRC (Read error: Connection reset by peer)
[08:15:47] *** vassagus <vassagus!~vassagus@186.4.2.162> has joined ##OpenGL
[08:17:33] *** shingshang <shingshang!~shingshan@115-64-27-246.static.tpgi.com.au> has joined ##OpenGL
[08:17:48] *** Cooler <Cooler!~CoolerExt@59.96.6.103> has quit IRC (Ping timeout: 265 seconds)
[08:27:16] *** vassagus <vassagus!~vassagus@186.4.2.162> has quit IRC (Read error: Connection reset by peer)
[08:28:04] *** vassagus <vassagus!~vassagus@186.4.2.162> has joined ##OpenGL
[08:31:40] *** Cooler <Cooler!~CoolerExt@59.96.6.103> has joined ##OpenGL
[08:33:45] *** ville <ville!~ville@87-95-62-174.bb.dnainternet.fi> has quit IRC (Ping timeout: 244 seconds)
[08:34:52] *** razieliyo <razieliyo!~razieliyo@unaffiliated/razieliyo> has quit IRC (Ping timeout: 240 seconds)
[08:36:11] *** vitimiti <vitimiti!~vitimiti@unaffiliated/vitimiti> has joined ##OpenGL
[08:37:06] *** elect <elect!~elect@ip5f5afdd1.dynamic.kabel-deutschland.de> has quit IRC (Ping timeout: 276 seconds)
[08:38:10] *** ville <ville!~ville@87-93-150-23.bb.dnainternet.fi> has joined ##OpenGL
[08:38:24] *** cam_y <cam_y!~cam_y@162.222.103.203> has joined ##OpenGL
[08:47:25] *** mat^2 <mat^2!~Mathias@87-55-0-192-dynamic.dk.customer.tdc.net> has joined ##OpenGL
[08:57:01] *** fkaa <fkaa!~tundmatu@c83-254-208-131.bredband.comhem.se> has joined ##OpenGL
[08:58:01] *** Cooler <Cooler!~CoolerExt@59.96.6.103> has quit IRC (Read error: Connection reset by peer)
[09:01:40] *** knnt <knnt!~k@69.63.37.65> has quit IRC (Ping timeout: 264 seconds)
[09:06:19] *** spooooon <spooooon!cw@cpc17-bmly9-2-0-cust115.2-3.cable.virginm.net> has joined ##OpenGL
[09:06:39] *** BilboTheHobbit <BilboTheHobbit!~Emma@112.10.171.146> has joined ##OpenGL
[09:12:24] *** Gama11 <Gama11!~quassel@p57A9AD7D.dip0.t-ipconnect.de> has joined ##OpenGL
[09:14:26] *** redpill <redpill!~redpill@unaffiliated/redpill> has quit IRC (Read error: Connection timed out)
[09:15:12] *** redpill <redpill!~redpill@unaffiliated/redpill> has joined ##OpenGL
[09:17:51] *** redpill <redpill!~redpill@unaffiliated/redpill> has quit IRC (Max SendQ exceeded)
[09:18:14] *** Ad1_RnR <Ad1_RnR!~adrian@dnf190.neoplus.adsl.tpnet.pl> has joined ##OpenGL
[09:18:26] *** redpill <redpill!~redpill@unaffiliated/redpill> has joined ##OpenGL
[09:20:27] *** redpill <redpill!~redpill@unaffiliated/redpill> has quit IRC (Max SendQ exceeded)
[09:20:33] *** MoZu4k__ <MoZu4k__!~MoZu4k@c-50-142-183-133.hsd1.tn.comcast.net> has quit IRC (Quit: MoZu4k__)
[09:20:55] *** redpill <redpill!~redpill@unaffiliated/redpill> has joined ##OpenGL
[09:22:05] *** Ad1_RN <Ad1_RN!~adrian@aaxg128.neoplus.adsl.tpnet.pl> has quit IRC (Ping timeout: 265 seconds)
[09:22:11] *** cam_y <cam_y!~cam_y@162.222.103.203> has quit IRC ()
[09:22:34] *** redpill <redpill!~redpill@unaffiliated/redpill> has quit IRC (Max SendQ exceeded)
[09:23:07] *** redpill <redpill!~redpill@unaffiliated/redpill> has joined ##OpenGL
[09:25:08] *** redpill <redpill!~redpill@unaffiliated/redpill> has quit IRC (Max SendQ exceeded)
[09:25:54] *** redpill <redpill!~redpill@unaffiliated/redpill> has joined ##OpenGL
[09:29:38] *** redpill <redpill!~redpill@unaffiliated/redpill> has quit IRC (Max SendQ exceeded)
[09:35:47] *** t0by <t0by!~t0by@host200-59-dynamic.17-79-r.retail.telecomitalia.it> has joined ##OpenGL
[09:38:42] *** meandrain <meandrain!~meandrain@89.39.95.149> has joined ##OpenGL
[09:42:28] *** langkid1 <langkid1!~langkid1@2604:180:0:ce:5f69:7263::> has quit IRC (Ping timeout: 255 seconds)
[09:43:28] *** ManDay <ManDay!~ManDay@unaffiliated/manday> has joined ##OpenGL
[09:43:40] *** langkid1 <langkid1!~langkid1@2604:180:0:ce:5f69:7263::> has joined ##OpenGL
[09:44:42] *** Coldseeker <Coldseeker!~Frosty@as-syd-4-1-55.ozonline.com.au> has quit IRC (Quit: The one good thing about repeating your mistakes is that you know when to cringe.)
[09:50:07] *** robot-beethoven <robot-beethoven!~robot-bee@c-73-65-29-166.hsd1.mn.comcast.net> has quit IRC (Ping timeout: 255 seconds)
[09:51:28] *** ImQ009 <ImQ009!~ImQ009@unaffiliated/imq009> has quit IRC (Quit: Leaving)
[09:59:01] *** elect <elect!~elect@ip5f5afdd1.dynamic.kabel-deutschland.de> has joined ##OpenGL
[10:05:10] *** FrancoGP <FrancoGP!~quassel@58-7-17-190.fibertel.com.ar> has quit IRC (Remote host closed the connection)
[10:09:34] *** Th30n <Th30n!~Th30n@93-136-78-112.adsl.net.t-com.hr> has joined ##OpenGL
[10:09:36] *** bjz <bjz!~bjz@104.222.140.82> has quit IRC (Quit: Textual IRC Client: www.textualapp.com)
[10:11:52] *** fkaa <fkaa!~tundmatu@c83-254-208-131.bredband.comhem.se> has quit IRC (Ping timeout: 265 seconds)
[10:13:05] *** SHC <SHC!~quassel@160.202.183.186> has joined ##OpenGL
[10:14:24] *** bjz <bjz!~bjz@14-201-215-168.tpgi.com.au> has joined ##OpenGL
[10:16:56] *** Birchy <Birchy!~Birchy@178-164-108.52.3p.ntebredband.no> has joined ##OpenGL
[10:19:35] *** fkaa <fkaa!~tundmatu@c83-254-208-131.bredband.comhem.se> has joined ##OpenGL
[10:26:35] *** Salvakiya <Salvakiya!~Salvakiya@host109-155-136-209.range109-155.btcentralplus.com> has joined ##OpenGL
[10:28:05] *** therue <therue!~therue@1-162-47-146.dynamic.hinet.net> has joined ##OpenGL
[10:32:20] *** therue <therue!~therue@1-162-47-146.dynamic.hinet.net> has left ##OpenGL
[10:40:00] *** zagabar <zagabar!~zagabar@c213-89-112-5.bredband.comhem.se> has joined ##OpenGL
[10:40:01] *** zagabar <zagabar!~zagabar@c213-89-112-5.bredband.comhem.se> has quit IRC (Changing host)
[10:40:01] *** zagabar <zagabar!~zagabar@unaffiliated/zagabar> has joined ##OpenGL
[10:40:04] *** SHC_ <SHC_!~quassel@160.202.183.186> has joined ##OpenGL
[10:43:49] *** SHC <SHC!~quassel@160.202.183.186> has quit IRC (Ping timeout: 260 seconds)
[10:45:27] *** ratchetfreak <ratchetfreak!~ratchetfr@ptr-2hj4tbosgukodwskjp6x4qn1s.ip6.access.telenet.be> has joined ##OpenGL
[10:47:08] *** ImQ009 <ImQ009!~ImQ009@unaffiliated/imq009> has joined ##OpenGL
[10:56:48] *** haasn <haasn!~haasn@haasn.xyz> has quit IRC (Read error: Connection reset by peer)
[10:57:43] *** kasper^ <kasper^!~safaf@82.137.8.60> has joined ##OpenGL
[10:59:16] *** haasn <haasn!~haasn@haasn.xyz> has joined ##OpenGL
[10:59:22] *** Jackneill <Jackneill!~Jackneill@unaffiliated/jackneill> has joined ##OpenGL
[10:59:43] *** SHC_ is now known as SHC
[11:02:55] *** ratchetfreak <ratchetfreak!~ratchetfr@ptr-2hj4tbosgukodwskjp6x4qn1s.ip6.access.telenet.be> has quit IRC (Read error: Connection reset by peer)
[11:03:21] *** ratchetfreak <ratchetfreak!~ratchetfr@ptr-2hj4tbosgukodwskjp6x4qn1s.ip6.access.telenet.be> has joined ##OpenGL
[11:04:12] *** p3rs3us <p3rs3us!~jduro@host86-177-61-75.range86-177.btcentralplus.com> has joined ##OpenGL
[11:05:28] *** gravitation <gravitation!~gravitati@cpe-67-247-58-82.nyc.res.rr.com> has joined ##OpenGL
[11:06:08] <gravitation> How is it that frameBufferTexture2D accepts gl.DEPTH_TEXTURE, and that this is in the core WebGL specification
[11:06:57] <gravitation> but it’s impossible to create a texture with gl.texImage2D() of type gl.DEPTH_COMPONENT unless you have the extension WEBGL_depth_texture
[11:07:30] <gravitation> It feels weird that they put half of the required functionalty for depth textures in CORE, and half in an EXT
[11:07:41] <gravitation> what’s the deal there? Or am I not understanding somthing?
[11:09:34] *** tm604 <tm604!~tom@cpc12-lewi14-2-0-cust47.2-4.cable.virginm.net> has joined ##OpenGL
[11:17:25] *** SwiftMatt <SwiftMatt!~Objective@162.242.94.155> has joined ##OpenGL
[11:25:04] *** gravitation <gravitation!~gravitati@cpe-67-247-58-82.nyc.res.rr.com> has quit IRC (Quit: gravitation)
[11:28:25] *** SwiftMatt <SwiftMatt!~Objective@162.242.94.155> has quit IRC (Quit: My MacBook Pro has gone to sleep. ZZZzzz…)
[11:31:04] *** ManDay <ManDay!~ManDay@unaffiliated/manday> has quit IRC (Ping timeout: 264 seconds)
[11:31:10] *** ManDay_ <ManDay_!~ManDay@unaffiliated/manday> has joined ##OpenGL
[11:38:43] *** kasper^ <kasper^!~safaf@82.137.8.60> has quit IRC ()
[11:45:59] *** air <air!~brand@c-73-228-125-129.hsd1.ut.comcast.net> has quit IRC (Ping timeout: 244 seconds)
[11:47:22] <fkaa> when you do "BufferSubData(); Draw() .." using the same buffer, what does the driver do if the buffer is still in use by a previous draw call?
[11:47:56] <exDM69> wait until it's no longer in use
[11:48:14] <Stragus> Avoid that, some drivers are smarter than others
[11:48:49] <exDM69> yeah, if you overwrite the entire buffer, the driver might be smart enough to create a new buffer and duplicate the data
[11:48:51] <Stragus> Make a cycle of buffers, don't update a buffer until 2 frames after having used it for rendering
[11:49:31] <exDM69> yep, if you want it stall-free, use a triple buffer... for additional performance, do manual synchronization with glSync objects
[11:50:12] <exDM69> and look into persistent/coherent buffer mapping if you really need to get the most out of it
[11:52:44] *** Birchy_ <Birchy_!~Birchy@178-164-108.52.3p.ntebredband.no> has joined ##OpenGL
[11:56:30] *** Vtec234 <Vtec234!~wn@178235041218.dynamic-ww-06.vectranet.pl> has joined ##OpenGL
[11:57:25] *** lucaswang <lucaswang!~lucaswang@183.167.211.74> has joined ##OpenGL
[11:58:54] *** lucaswan_ <lucaswan_!~lucaswang@59.63.170.40> has quit IRC (Ping timeout: 244 seconds)
[11:59:55] *** KAHR-Alpha <KAHR-Alpha!~Alpha@AReims-652-1-175-76.w90-58.abo.wanadoo.fr> has joined ##OpenGL
[12:01:16] *** vitimiti <vitimiti!~vitimiti@unaffiliated/vitimiti> has quit IRC (Remote host closed the connection)
[12:06:10] *** AlphaAtom <AlphaAtom!~textual@cpc17-heme10-2-0-cust806.9-1.cable.virginm.net> has joined ##OpenGL
[12:06:45] *** AlphaAtom <AlphaAtom!~textual@cpc17-heme10-2-0-cust806.9-1.cable.virginm.net> has quit IRC (Max SendQ exceeded)
[12:08:27] *** flavi0 <flavi0!~anon@unaffiliated/flavi0> has joined ##OpenGL
[12:09:01] *** AlphaAtom <AlphaAtom!~textual@cpc17-heme10-2-0-cust806.9-1.cable.virginm.net> has joined ##OpenGL
[12:09:20] *** carado <carado!~carado@2a01:e34:ec1e:2390:8341:b3f5:2d6:41fa> has quit IRC (Quit: Leaving)
[12:11:23] *** AlphaAtom <AlphaAtom!~textual@cpc17-heme10-2-0-cust806.9-1.cable.virginm.net> has quit IRC (Read error: Connection reset by peer)
[12:12:21] *** AlphaAtom <AlphaAtom!~textual@cpc17-heme10-2-0-cust806.9-1.cable.virginm.net> has joined ##OpenGL
[12:14:07] *** Birchy_ <Birchy_!~Birchy@178-164-108.52.3p.ntebredband.no> has quit IRC (Ping timeout: 255 seconds)
[12:15:15] *** AlphaAtom <AlphaAtom!~textual@cpc17-heme10-2-0-cust806.9-1.cable.virginm.net> has quit IRC (Max SendQ exceeded)
[12:16:16] *** AlphaAtom <AlphaAtom!~textual@cpc17-heme10-2-0-cust806.9-1.cable.virginm.net> has joined ##OpenGL
[12:16:51] *** AlphaAtom <AlphaAtom!~textual@cpc17-heme10-2-0-cust806.9-1.cable.virginm.net> has quit IRC (Max SendQ exceeded)
[12:17:29] *** carado <carado!~carado@2a01:e34:ec1e:2390:8341:b3f5:2d6:41fa> has joined ##OpenGL
[12:21:02] *** TechnoCrunch <TechnoCrunch!~Tech@101.100.137.146> has quit IRC (Read error: Connection reset by peer)
[12:23:15] *** BlackGold <BlackGold!~yaaic@CPE0c473d35fd91-CM0c473d35fd90.cpe.net.cable.rogers.com> has joined ##OpenGL
[12:24:18] *** pa <pa!~pa@unaffiliated/pa> has quit IRC (Ping timeout: 265 seconds)
[12:25:44] *** vitimiti <vitimiti!~vitimiti@unaffiliated/vitimiti> has joined ##OpenGL
[12:31:59] *** vitimiti <vitimiti!~vitimiti@unaffiliated/vitimiti> has quit IRC (Remote host closed the connection)
[12:35:07] *** Lucretia <Lucretia!~laguest@pdpc/supporter/active/lucretia> has quit IRC (Remote host closed the connection)
[12:35:56] *** Lucretia <Lucretia!~laguest@pdpc/supporter/active/lucretia> has joined ##OpenGL
[12:36:43] *** pa <pa!~pa@unaffiliated/pa> has joined ##OpenGL
[12:38:22] *** vitimiti <vitimiti!~vitimiti@unaffiliated/vitimiti> has joined ##OpenGL
[12:43:51] *** ImQ009 <ImQ009!~ImQ009@unaffiliated/imq009> has quit IRC (Ping timeout: 244 seconds)
[12:44:55] *** DoITCreative <DoITCreative!~Creative@151.66.236.20> has joined ##OpenGL
[12:44:56] *** saijanai_ <saijanai_!~lawsoneng@ip68-98-121-112.ph.ph.cox.net> has quit IRC (Quit: saijanai_)
[12:45:40] *** DoITCreative <DoITCreative!~Creative@151.66.236.20> has quit IRC (Remote host closed the connection)
[12:45:44] *** irrenhaus3 <irrenhaus3!~xenon@HSI-KBW-046-005-253-038.hsi8.kabel-badenwuerttemberg.de> has joined ##OpenGL
[12:51:29] *** vitimiti <vitimiti!~vitimiti@unaffiliated/vitimiti> has quit IRC (Remote host closed the connection)
[12:55:37] *** tm604 <tm604!~tom@cpc12-lewi14-2-0-cust47.2-4.cable.virginm.net> has quit IRC (Ping timeout: 252 seconds)
[12:56:28] *** BearishMushroom <BearishMushroom!~BearishMu@90-231-174-194-no159.tbcn.telia.com> has joined ##OpenGL
[12:57:18] *** stelarcf_ <stelarcf_!~stelarcf@92.81.115.213> has joined ##OpenGL
[12:57:22] *** stelarcf_ <stelarcf_!~stelarcf@92.81.115.213> has quit IRC (Remote host closed the connection)
[12:57:43] *** stelarcf_ <stelarcf_!~stelarcf@92.81.115.213> has joined ##OpenGL
[13:05:23] *** ImQ009 <ImQ009!~ImQ009@unaffiliated/imq009> has joined ##OpenGL
[13:07:08] *** gravitation <gravitation!~gravitati@cpe-67-247-58-82.nyc.res.rr.com> has joined ##OpenGL
[13:18:05] *** Codex_ <Codex_!~terop@91-157-91-164.elisa-laajakaista.fi> has joined ##OpenGL
[13:18:55] *** ManDay_ <ManDay_!~ManDay@unaffiliated/manday> has quit IRC (Quit: WeeChat 1.4)
[13:26:06] *** Joefish <Joefish!~Joefish@p5B120B47.dip0.t-ipconnect.de> has joined ##OpenGL
[13:26:25] *** stefkos <stefkos!~stefkos@82.177.144.226> has joined ##OpenGL
[13:27:41] *** vitimiti <vitimiti!~vitimiti@unaffiliated/vitimiti> has joined ##OpenGL
[13:43:49] *** elect <elect!~elect@ip5f5afdd1.dynamic.kabel-deutschland.de> has quit IRC (Ping timeout: 250 seconds)
[13:45:32] *** SHC_ <SHC_!~quassel@117.204.37.213> has joined ##OpenGL
[13:48:28] *** SHC <SHC!~quassel@160.202.183.186> has quit IRC (Ping timeout: 264 seconds)
[13:50:16] *** Th30n <Th30n!~Th30n@93-136-78-112.adsl.net.t-com.hr> has quit IRC (Ping timeout: 264 seconds)
[13:50:45] *** AfroThundr <AfroThundr!~AfroThund@50-197-119-217-static.hfc.comcastbusiness.net> has joined ##OpenGL
[13:50:49] *** PlasmaStar <PlasmaStar!Plasma@unaffiliated/plasmastar> has quit IRC (Ping timeout: 265 seconds)
[13:50:52] *** SHC <SHC!~quassel@117.204.37.213> has joined ##OpenGL
[13:51:03] *** AfroThundr <AfroThundr!~AfroThund@50-197-119-217-static.hfc.comcastbusiness.net> has quit IRC (Max SendQ exceeded)
[13:53:23] *** PlasmaStar <PlasmaStar!Plasma@unaffiliated/plasmastar> has joined ##OpenGL
[13:54:34] *** SHC_ <SHC_!~quassel@117.204.37.213> has quit IRC (Ping timeout: 260 seconds)
[13:57:59] *** noexcept_ <noexcept_!~noexcept@HSI-KBW-078-042-092-084.hsi3.kabel-badenwuerttemberg.de> has quit IRC (Ping timeout: 265 seconds)
[13:58:55] *** vitimiti <vitimiti!~vitimiti@unaffiliated/vitimiti> has quit IRC (Remote host closed the connection)
[14:04:18] *** Beetny <Beetny!~Beetny@14-202-48-200.tpgi.com.au> has joined ##OpenGL
[14:04:38] *** noexcept_ <noexcept_!~noexcept@HSI-KBW-078-042-092-084.hsi3.kabel-badenwuerttemberg.de> has joined ##OpenGL
[14:11:49] *** Th30n <Th30n!~Th30n@93-136-78-112.adsl.net.t-com.hr> has joined ##OpenGL
[14:16:12] *** kasper^ <kasper^!~safaf@86.127.26.130> has joined ##OpenGL
[14:16:36] *** Twipply <Twipply!~Dunno@cpc1-mapp10-2-0-cust641.12-4.cable.virginm.net> has joined ##OpenGL
[14:16:58] *** lpapp <lpapp!~lpapp@mail.polatis.com> has joined ##OpenGL
[14:16:58] *** lpapp <lpapp!~lpapp@mail.polatis.com> has quit IRC (Changing host)
[14:16:58] *** lpapp <lpapp!~lpapp@kde/lpapp> has joined ##OpenGL
[14:17:01] *** lpapp <lpapp!~lpapp@kde/lpapp> has left ##OpenGL
[14:17:45] *** razieliyo <razieliyo!~razieliyo@unaffiliated/razieliyo> has joined ##OpenGL
[14:18:56] *** elect <elect!~elect@ip5f5afdd1.dynamic.kabel-deutschland.de> has joined ##OpenGL
[14:23:20] *** CapsAdmin <CapsAdmin!~CapsAdmin@217.70.249.229> has joined ##OpenGL
[14:25:00] *** groton <groton!~groton@unaffiliated/groton> has joined ##OpenGL
[14:28:22] *** kleii <kleii!~kleii@unaffiliated/kleii> has joined ##OpenGL
[14:29:13] *** groton <groton!~groton@unaffiliated/groton> has quit IRC (Ping timeout: 244 seconds)
[14:30:09] *** groton <groton!~groton@unaffiliated/groton> has joined ##OpenGL
[14:34:28] *** dusted <dusted!~dusted@77.68.146.169> has joined ##OpenGL
[14:42:32] *** pffffffft <pffffffft!~pffffffft@unaffiliated/pffffffft> has joined ##OpenGL
[14:47:41] *** vitimiti <vitimiti!~vitimiti@unaffiliated/vitimiti> has joined ##OpenGL
[14:51:33] *** Arch1eN <Arch1eN!~Arch1eN@77.79.228.134> has joined ##OpenGL
[14:53:08] *** ImQ009 <ImQ009!~ImQ009@unaffiliated/imq009> has quit IRC (Quit: Leaving)
[14:58:40] *** elect <elect!~elect@ip5f5afdd1.dynamic.kabel-deutschland.de> has quit IRC (Ping timeout: 264 seconds)
[15:00:33] *** ImQ009 <ImQ009!~ImQ009@unaffiliated/imq009> has joined ##OpenGL
[15:04:03] *** z3r0_ <z3r0_!~z3r0@41.86.240.102> has joined ##OpenGL
[15:04:34] *** z3r0_ <z3r0_!~z3r0@41.86.240.102> has quit IRC (Max SendQ exceeded)
[15:04:43] *** stelarcf_ <stelarcf_!~stelarcf@92.81.115.213> has quit IRC (Quit: stelarcf_)
[15:07:32] *** Stragus <Stragus!~alexis@modemcable090.29-19-135.mc.videotron.ca> has quit IRC (Ping timeout: 240 seconds)
[15:07:48] *** stelarcf_ <stelarcf_!~stelarcf@92.81.115.213> has joined ##OpenGL
[15:10:18] *** z3r0_ <z3r0_!~z3r0@41.86.240.102> has joined ##OpenGL
[15:10:50] *** z3r0_ <z3r0_!~z3r0@41.86.240.102> has quit IRC (Max SendQ exceeded)
[15:26:45] *** elect <elect!~elect@ip5f5afdd1.dynamic.kabel-deutschland.de> has joined ##OpenGL
[15:27:27] *** Ploppz <Ploppz!~ploppz@2001:700:303:b:f3ce:ca7c:3834:8e44> has joined ##OpenGL
[15:39:08] *** z3r0_ <z3r0_!~z3r0@41.86.240.102> has joined ##OpenGL
[15:39:30] *** z3r0_ <z3r0_!~z3r0@41.86.240.102> has quit IRC (Max SendQ exceeded)
[15:44:20] *** notadeveloper_ <notadeveloper_!~notadevel@2602:306:bd2a:a160:610a:1c:6fbd:4acd> has joined ##OpenGL
[15:47:36] *** ImQ009 <ImQ009!~ImQ009@unaffiliated/imq009> has quit IRC (Quit: Leaving)
[15:47:48] *** BlackGold <BlackGold!~yaaic@CPE0c473d35fd91-CM0c473d35fd90.cpe.net.cable.rogers.com> has quit IRC (Remote host closed the connection)
[15:49:45] *** toor_ <toor_!~toor@eth-east-parth2-46-193-65-52.wb.wifirst.net> has joined ##OpenGL
[15:51:53] *** toor <toor!~toor@76.ip-51-254-204.eu> has quit IRC (Ping timeout: 244 seconds)
[15:59:27] *** Beetny <Beetny!~Beetny@14-202-48-200.tpgi.com.au> has quit IRC (Ping timeout: 250 seconds)
[16:01:14] *** Joefish <Joefish!~Joefish@p5B120B47.dip0.t-ipconnect.de> has quit IRC (Ping timeout: 265 seconds)
[16:03:20] *** groton <groton!~groton@unaffiliated/groton> has quit IRC (Quit: groton)
[16:11:32] *** notadeveloper_ <notadeveloper_!~notadevel@2602:306:bd2a:a160:610a:1c:6fbd:4acd> has quit IRC (Quit: Leaving)
[16:13:50] *** Arch1eN <Arch1eN!~Arch1eN@77.79.228.134> has quit IRC (Read error: Connection reset by peer)
[16:15:16] *** ArkaZeen <ArkaZeen!~ArkaZeen@CPE00fc8dcba053-CM00fc8dcba050.cpe.net.cable.rogers.com> has joined ##OpenGL
[16:19:16] *** swnc <swnc!~swnc@port-92-204-33-138.dynamic.qsc.de> has joined ##OpenGL
[16:26:13] *** Plagman <Plagman!~plagman@gw.valvesoftware.com> has quit IRC (Quit: Ex-Chat)
[16:26:35] *** ImQ009 <ImQ009!~ImQ009@unaffiliated/imq009> has joined ##OpenGL
[16:29:49] *** flavi0 <flavi0!~anon@unaffiliated/flavi0> has quit IRC (Quit: leaving)
[16:30:24] *** notadeveloper <notadeveloper!~letsmakej@2602:306:bd2a:a160:40f8:76d5:1756:b833> has joined ##OpenGL
[16:34:20] *** crankslider <crankslider!~slidercra@unaffiliated/slidercrank> has quit IRC (Quit: siht gnidaer er'uoy fi emit eerf hcum oot evah uoy :tiuQ)
[16:35:30] *** gravitation <gravitation!~gravitati@cpe-67-247-58-82.nyc.res.rr.com> has quit IRC (Quit: gravitation)
[16:38:03] *** konom <konom!~tamatias@141.15.138.77.rev.sfr.net> has joined ##OpenGL
[16:42:27] *** toor_ <toor_!~toor@eth-east-parth2-46-193-65-52.wb.wifirst.net> has quit IRC (Remote host closed the connection)
[16:46:10] *** Murloc992 <Murloc992!~Murloc992@213.159.37.162> has joined ##OpenGL
[16:46:57] <Murloc992> how would one make his OpenGL app run on SLI?
[16:48:10] *** nine_milli <nine_milli!~nine_mill@32.211.52.104> has joined ##OpenGL
[16:50:21] <Codex_> it doesn't do that by default?
[16:51:38] <derhass> Murloc992: you are entering a world of pain
[16:52:11] <Murloc992> well I activated AFR 1, turned it on FullScreen and only one GPU is running peaks
[16:52:26] <Murloc992> I am swapping buffers, too
[16:53:18] *** DrBenway <DrBenway!~DrBenway@190.18.153.73> has joined ##OpenGL
[16:57:53] *** knnt <knnt!~k@69.63.37.65> has joined ##OpenGL
[16:59:11] *** rixxxo <rixxxo!~razieliyo@unaffiliated/razieliyo> has joined ##OpenGL
[16:59:32] *** razieliyo <razieliyo!~razieliyo@unaffiliated/razieliyo> has quit IRC (Ping timeout: 240 seconds)
[17:03:26] <Murloc992> well I got it to work with whopping sub 60 fps from 1400-ish
[17:03:32] <Murloc992> how about I skip that
[17:03:34] <Murloc992> ;_;
[17:04:17] <ratchetfreak> just time how much time is not spent in the swapbuffers call
[17:04:28] <ratchetfreak> as long as that remains well below 16 ms you are fine
[17:07:34] *** ratchetfreak <ratchetfreak!~ratchetfr@ptr-2hj4tbosgukodwskjp6x4qn1s.ip6.access.telenet.be> has quit IRC (Read error: Connection reset by peer)
[17:07:57] *** ratchetfreak <ratchetfreak!~ratchetfr@ptr-2hj4tbosgukodwskjp6x4qn1s.ip6.access.telenet.be> has joined ##OpenGL
[17:18:21] *** David3k <David3k!~David3k@130.105.227.162> has joined ##OpenGL
[17:20:05] *** David3k <David3k!~David3k@130.105.227.162> has quit IRC (Client Quit)
[17:22:34] *** BilboTheHobbit <BilboTheHobbit!~Emma@112.10.171.146> has quit IRC (Ping timeout: 240 seconds)
[17:23:49] *** nine_milli <nine_milli!~nine_mill@32.211.52.104> has quit IRC (Quit: nine_milli)
[17:26:37] *** Aster <Aster!~Aster@april-fools/2013/ninth/aster> has quit IRC (Remote host closed the connection)
[17:27:03] *** nine_milli <nine_milli!~nine_mill@32.211.52.104> has joined ##OpenGL
[17:27:05] *** kleii <kleii!~kleii@unaffiliated/kleii> has quit IRC (Read error: Connection reset by peer)
[17:27:34] *** Guest59761 <Guest59761!~Aster@destrock.com> has joined ##OpenGL
[17:28:38] *** Guest59761 <Guest59761!~Aster@destrock.com> has quit IRC (Changing host)
[17:28:38] *** Guest59761 <Guest59761!~Aster@april-fools/2013/ninth/aster> has joined ##OpenGL
[17:28:40] *** Guest59761 is now known as Aster
[17:29:14] *** SHC <SHC!~quassel@117.204.37.213> has quit IRC (Ping timeout: 260 seconds)
[17:29:46] *** SwiftMatt <SwiftMatt!~Objective@162.242.94.215> has joined ##OpenGL
[17:32:57] *** SHC <SHC!~quassel@45.249.248.99> has joined ##OpenGL
[17:35:08] *** swnc <swnc!~swnc@port-92-204-33-138.dynamic.qsc.de> has quit IRC (Quit: Leaving.)
[17:37:32] *** DrBenway <DrBenway!~DrBenway@190.18.153.73> has quit IRC (Read error: Connection reset by peer)
[17:38:02] *** DrBenway <DrBenway!~DrBenway@190.18.153.73> has joined ##OpenGL
[17:57:34] *** ShadowIce <ShadowIce!~pyoro@unaffiliated/shadowice-x841044> has joined ##OpenGL
[18:00:27] *** SwiftMatt <SwiftMatt!~Objective@162.242.94.215> has quit IRC (Quit: My MacBook Pro has gone to sleep. ZZZzzz…)
[18:02:22] <btipling> how do you guys usually write your matrices out in code? like a mat3x3
[18:02:50] <btipling> say I have a type of mat3x3 with the name m m[0] would be the first column right?
[18:03:33] <btipling> so if I did like mat3x3 m = mat3x3(a, b, c) and a and b and c are vec3 a is the first column in m yes?
[18:03:56] <btipling> but then it's really difficult to write out the matrix in the code as it would look on paper
[18:03:58] <btipling> :<
[18:04:07] <btipling> it's transposed
[18:07:42] <exDM69> I always stick to 4x4 (sometimes 3x4) matrices and use SIMD vectors
[18:08:02] <exDM69> and with column major because that gives better perf in SIMD matrix multiply
[18:09:20] <btipling> oh
[18:09:28] <btipling> yeah I meant making it pretty so I could easily see my matrices
[18:09:40] <exDM69> well it's kinda easy to see those
[18:10:00] <exDM69> mat4x4 foo = { {a,b,c,d}, { e,f,g,h } ... }
[18:10:42] <exDM69> the debugger is also smart enough to pretty print them
[18:10:45] <btipling> so a,b,c,d is your first column?
[18:10:51] <exDM69> yes
[18:11:14] <exDM69> actually you need one more set of braces, so it's mat4x4 foo = {{ {a,b,c,d}, ... }
[18:11:41] <exDM69> it's a struct with a array of 4 vec4's
[18:11:52] <btipling> nice
[18:12:06] <exDM69> this is actually to be compatible with NEON intrinsics
[18:12:13] <btipling> I'm just trying to draw a cube at this point, but once I get way better I'll use the SIMD optimizations
[18:12:40] <exDM69> btipling: if you wish to help, threedee-simd would need contributors :)
[18:12:53] <btipling> I bookmarked it
[18:12:55] <btipling> :)
[18:13:03] <btipling> the repo
[18:13:05] <exDM69> of course there's GLM (c++) which is pretty but last I checked, doesn't work great with SIMD
[18:13:13] <exDM69> and linmath.h but that's all scalar
[18:13:45] <btipling> my math was all wrong because I got my matrices wrong
[18:13:53] <btipling> heh
[18:13:59] <exDM69> btipling: you can actually even use all the normal operators (*, -, /, +) with threedee-simd on vectors
[18:14:02] <exDM69> not matrices, though
[18:14:06] <btipling> nice
[18:14:21] <exDM69> this is plain old C (not c++), but it requires language extensions
[18:14:26] <btipling> does simd offer any matrix math optimizations?
[18:14:52] <exDM69> btipling: look at matrix.h in that repo...
[18:15:08] <exDM69> there's multiplication and inverses, which should be pretty darn fast
[18:15:31] <exDM69> NEON also has some intrinsics for matrices, but I haven't gotten around to that yet
[18:16:11] <btipling> what does vshuffle do?
[18:16:28] <exDM69> it's like v.xxyy or v.zxyw
[18:16:30] <btipling> oh it's your macro
[18:16:40] <ratchetfreak> vector swizzling
[18:16:43] <exDM69> it re-arranges elements in a vector
[18:16:49] <exDM69> shuffling is what makes SIMD code tick...
[18:17:18] <btipling> yeah I don't know anything about SIMD yet
[18:17:23] <btipling> I am just getting started with basics
[18:17:40] <exDM69> btipling: yeah, unfortunately GCC and Clang have different name for shuffling function
[18:19:08] <exDM69> that's the classic example of using shuffles to do sum of 4 elements with two additions and two shuffles
[18:19:19] <btipling> that's clever
[18:19:40] <exDM69> look at the cross product below for something slightly more complicated
[18:19:47] <exDM69> compare it with the scalar version just above it
[18:20:35] *** monsterjamp <monsterjamp!uid156866@gateway/web/irccloud.com/x-ptkyrtcmaaqlzrvx> has joined ##OpenGL
[18:21:13] <ratchetfreak> there's no real convention for the simd stuff
[18:21:17] <btipling> that's a really helpful project
[18:21:51] <exDM69> ratchetfreak: well GCC and Clang vector extensions are almost compatible with each other
[18:22:11] <ratchetfreak> but not compatible with the VC intrinsics right?
[18:22:22] <exDM69> not directly, no...
[18:22:37] <exDM69> GCC and Clang both support the same intrinsics
[18:22:45] <ratchetfreak> macro's to the rescue for the compatibility...
[18:22:46] <exDM69> as MSVC
[18:23:03] <exDM69> but the intrinsics are not portable between architectures
[18:23:20] <exDM69> of course, then there's Google's bastard implementation of SSE intrinsics on top of NEON
[18:23:39] <btipling> google has a compiler?
[18:23:43] <exDM69> but I really prefer the vector extensions, they're portable between NEON and SSE
[18:23:56] <btipling> it's all clang on my macbook pro
[18:24:00] <exDM69> btipling: no, just a single header that's a part of android frameworks
[18:24:03] <btipling> oh
[18:24:21] <exDM69> google is contributing to clang a lot
[18:24:37] <exDM69> anyway, I have no sympathy for MSVC... I don't mind not supporting it
[18:24:49] <TheFlash> You sure it's not a generic ARM intrinsic header?
[18:25:08] <exDM69> I can use clang or gcc to cross compile for windows
[18:25:23] <exDM69> TheFlash: yep, it's the xmmintrin.h header from SSE, implemented with NEON
[18:25:34] <TheFlash> Oh
[18:25:37] <exDM69> there's a different header for the native neon intrinsics
[18:25:42] <exDM69> this is just something to assist in porting
[18:25:43] <TheFlash> So intel intrinsic but generates neon instructions?
[18:25:49] <exDM69> yes exactly
[18:26:12] <exDM69> anyway, with vector extensions you can say a+b instead of __mm_add_ps(a, b) or __neon_whatever_add(a, b)
[18:26:41] <exDM69> given that shuffles + arithmetic covers more than 80% of my SIMD needs... I'm pretty happy with that
[18:26:49] <exDM69> it's also compiler optimization friendly...
[18:27:09] <exDM69> GCC and Clang can even convert a+b*c to madd(a,b,c) with -O3 -ffast-math
[18:32:42] *** spooooon <spooooon!cw@cpc17-bmly9-2-0-cust115.2-3.cable.virginm.net> has quit IRC (Read error: Connection reset by peer)
[18:52:44] *** Vtec234 <Vtec234!~wn@178235041218.dynamic-ww-06.vectranet.pl> has quit IRC (Quit: Bye!)
[18:54:52] *** rixxxo <rixxxo!~razieliyo@unaffiliated/razieliyo> has quit IRC (Ping timeout: 240 seconds)
[18:56:39] *** rixxxo <rixxxo!~razieliyo@unaffiliated/razieliyo> has joined ##OpenGL
[18:58:00] *** toor <toor!~toor@eth-east-parth2-46-193-65-52.wb.wifirst.net> has joined ##OpenGL
[19:02:37] *** tm604 <tm604!~tom@cpc12-lewi14-2-0-cust47.2-4.cable.virginm.net> has joined ##OpenGL
[19:02:42] *** tm604 <tm604!~tom@cpc12-lewi14-2-0-cust47.2-4.cable.virginm.net> has quit IRC (Changing host)
[19:02:42] *** tm604 <tm604!~tom@pdpc/supporter/professional/tm604> has joined ##OpenGL
[19:04:04] *** xaxxon <xaxxon!~xaxxon@c-24-18-184-142.hsd1.wa.comcast.net> has quit IRC (Ping timeout: 240 seconds)
[19:04:31] *** toor <toor!~toor@eth-east-parth2-46-193-65-52.wb.wifirst.net> has quit IRC (Ping timeout: 255 seconds)
[19:06:22] *** zagabar <zagabar!~zagabar@unaffiliated/zagabar> has quit IRC (Quit: WeeChat 1.5)
[19:08:11] *** DrBenway <DrBenway!~DrBenway@190.18.153.73> has quit IRC (Remote host closed the connection)
[19:08:46] <btipling> it doesn't look quite right yet
[19:08:51] <btipling> but I'm almost there :D
[19:09:07] <btipling> I implemented all my own vector matrix operations just so I could understand how they worked
[19:09:14] <btipling> so not using any built ins or libraries
[19:13:40] *** ImQ009 <ImQ009!~ImQ009@unaffiliated/imq009> has quit IRC (Quit: Leaving)
[19:14:23] *** Gaulois94 <Gaulois94!~mickael@67.108.72.86.rev.sfr.net> has joined ##OpenGL
[19:14:27] <Gaulois94> Hello
[19:14:33] <btipling> hi
[19:14:48] <Gaulois94> For setting a line thickness in a vertex shader, I have to set gl_PointSize, I am correct ?
[19:15:03] <Gaulois94> (the primitive is GL_LINES)
[19:15:57] <btipling> I would just draw thin quads myself
[19:17:25] *** toor <toor!~toor@76.ip-51-254-204.eu> has joined ##OpenGL
[19:17:50] *** Th30n <Th30n!~Th30n@93-136-78-112.adsl.net.t-com.hr> has quit IRC (Ping timeout: 258 seconds)
[19:18:02] <btipling> internet says you can't control line thickness from inside the shader
[19:19:50] <Gaulois94> glLineWidth isn't called in a shader
[19:20:05] <Gaulois94> btipling: Haven't seen that piece of information, are you sure ?
[19:20:11] <btipling> no I am not sure
[19:20:22] <btipling> but that's what a google search said
[19:20:50] <btipling> yes glLineWidth you'd have to call from your C++
[19:20:55] <btipling> or whatever language you're using
[19:23:36] <Gaulois94> Well, I think I have to use rectangles then...
[19:23:58] <Gaulois94> Can I call glLineWidth in my C++ code even if I'm using after that a shader ?
[19:29:22] *** ImQ009 <ImQ009!~ImQ009@unaffiliated/imq009> has joined ##OpenGL
[19:30:59] *** kasper^ <kasper^!~safaf@86.127.26.130> has quit IRC (Ping timeout: 244 seconds)
[19:36:17] *** ravior <ravior!~ravior@79.115.204.165> has joined ##OpenGL
[19:38:35] *** Joefish <Joefish!~Joefish@p5B120B47.dip0.t-ipconnect.de> has joined ##OpenGL
[19:43:20] *** Th30n <Th30n!~Th30n@93-136-78-112.adsl.net.t-com.hr> has joined ##OpenGL
[19:43:21] *** knnt <knnt!~k@69.63.37.65> has quit IRC (Ping timeout: 276 seconds)
[19:53:25] *** tristans1 <tristans1!~tristanse@nat-165-91-13-159.tamulink.tamu.edu> has quit IRC (Quit: WeeChat 1.0-dev)
[19:55:35] *** DrBenway <DrBenway!~DrBenway@190.18.153.73> has joined ##OpenGL
[20:17:20] *** SHC_ <SHC_!~quassel@117.204.45.32> has joined ##OpenGL
[20:18:40] *** SHC <SHC!~quassel@45.249.248.99> has quit IRC (Disconnected by services)
[20:18:42] *** SHC_ is now known as SHC
[20:19:20] *** stefkos_ <stefkos_!~stefkos@pc11-226.chomiczowka.waw.pl> has joined ##OpenGL
[20:19:33] *** stefkos <stefkos!~stefkos@82.177.144.226> has quit IRC (Ping timeout: 244 seconds)
[20:23:04] *** elect <elect!~elect@ip5f5afdd1.dynamic.kabel-deutschland.de> has quit IRC (Ping timeout: 240 seconds)
[20:24:08] *** eivarv <eivarv!~eivarv@cm-84.215.4.97.getinternet.no> has joined ##OpenGL
[20:26:46] *** foobaz <foobaz!~oofabz@2001:558:6025:4b:183f:744c:8e80:850d> has quit IRC (Ping timeout: 240 seconds)
[20:27:01] <derhass> Gaulois94: glLineWidth is deprecated
[20:27:30] <derhass> if you want lines with a thickness != 1, you'll have to draw some primitives on your own
[20:27:59] *** foobaz <foobaz!~oofabz@2001:558:6025:4b:183f:744c:8e80:850d> has joined ##OpenGL
[20:29:58] *** shingshang <shingshang!~shingshan@115-64-27-246.static.tpgi.com.au> has quit IRC (Ping timeout: 265 seconds)
[20:32:05] *** Nach0z <Nach0z!~nach0z@unaffiliated/nach0z> has joined ##OpenGL
[20:33:36] *** redpill <redpill!~redpill@unaffiliated/redpill> has joined ##OpenGL
[20:46:29] *** Amryu <Amryu!~faustdonn@vpn-ipv4-0296.triple-a.uni-kl.de> has quit IRC (Ping timeout: 265 seconds)
[20:47:35] *** eivarv <eivarv!~eivarv@cm-84.215.4.97.getinternet.no> has quit IRC (Quit: Sleep)
[20:49:05] *** SHC <SHC!~quassel@117.204.45.32> has quit IRC (Remote host closed the connection)
[20:50:04] *** therue <therue!~therue@1-162-47-146.dynamic.hinet.net> has joined ##OpenGL
[20:58:51] <Gaulois94> derhass: I'll use rectangles, that's not a problem
[20:59:12] <Gaulois94> Though I thought that OpenGL handled well lines thickness
[20:59:55] *** ArkaZeen <ArkaZeen!~ArkaZeen@CPE00fc8dcba053-CM00fc8dcba050.cpe.net.cable.rogers.com> has quit IRC (Quit: I must go, my parents need me.)
[21:01:02] *** doomlord <doomlord!~textual@host81-147-72-23.range81-147.btcentralplus.com> has quit IRC (Quit: My MacBook Pro has gone to sleep. ZZZzzz…)
[21:02:25] *** } <}!~none@unaffiliated/bsdbeard> has joined ##OpenGL
[21:02:39] *** eivarv <eivarv!~eivarv@cm-84.215.4.97.getinternet.no> has joined ##OpenGL
[21:04:12] *** elect <elect!~elect@ip5f5afdd1.dynamic.kabel-deutschland.de> has joined ##OpenGL
[21:05:52] <}> Hey, this has been bothering me for a very long time... why do we have to pass the texture unit number to the shader? Doesnt it make more sense for you to be able to reference them in the shader directly? Like uniform sampler2D diffuse (loc=0) for it to always use texture unit 0
[21:05:55] *** DrBenway <DrBenway!~DrBenway@190.18.153.73> has quit IRC (Remote host closed the connection)
[21:06:20] <}> it seems a complete waste of time that I have to call glGetUniformLocation to do this at all
[21:06:59] <}> or is there some tricky reason why the implementation is like this
[21:07:32] *** irrenhaus3 <irrenhaus3!~xenon@HSI-KBW-046-005-253-038.hsi8.kabel-badenwuerttemberg.de> has quit IRC (Quit: Lost terminal)
[21:09:14] <Th30n> }: Newer GLSL versions do support exactly what you want. I'm not sure which version exactly, I know it's only after 4.0.
[21:09:24] <}> Oh
[21:09:32] <}> How do I google that feature Th30n ?
[21:09:39] <}> I mean, do you know what it's called?
[21:11:12] <}> Whoa, thanks a lot!
[21:14:49] *** DrBenway <DrBenway!~DrBenway@190.18.153.73> has joined ##OpenGL
[21:16:04] *** pa <pa!~pa@unaffiliated/pa> has quit IRC (Ping timeout: 240 seconds)
[21:18:56] *** d4rkforce <d4rkforce!~darkforce@pdpc/supporter/student/d4rkforce> has quit IRC (Remote host closed the connection)
[21:20:04] *** Stragus <Stragus!~alexis@modemcable090.29-19-135.mc.videotron.ca> has joined ##OpenGL
[21:20:53] *** elect <elect!~elect@ip5f5afdd1.dynamic.kabel-deutschland.de> has quit IRC (Ping timeout: 252 seconds)
[21:21:00] *** Codex2 <Codex2!~terop@91-157-91-164.elisa-laajakaista.fi> has joined ##OpenGL
[21:23:51] *** ra4king <ra4king!~ra4king@unaffiliated/ra4king> has quit IRC (Ping timeout: 240 seconds)
[21:24:03] *** Codex_ <Codex_!~terop@91-157-91-164.elisa-laajakaista.fi> has quit IRC (Ping timeout: 240 seconds)
[21:24:14] *** ra4king1 <ra4king1!~ra4king@unaffiliated/ra4king> has joined ##OpenGL
[21:24:18] *** ertes <ertes!~never@p5485EE5D.dip0.t-ipconnect.de> has joined ##OpenGL
[21:24:37] *** Nach0z_ <Nach0z_!~nach0z@unaffiliated/nach0z> has joined ##OpenGL
[21:24:53] *** ra4king1 is now known as ra4king
[21:25:09] *** Nach0z_ <Nach0z_!~nach0z@unaffiliated/nach0z> has quit IRC (Read error: Connection reset by peer)
[21:25:20] *** SwiftMatt <SwiftMatt!~Objective@162.242.94.81> has joined ##OpenGL
[21:28:00] *** Nach0z <Nach0z!~nach0z@unaffiliated/nach0z> has quit IRC (Ping timeout: 276 seconds)
[21:28:18] *** pa <pa!~pa@unaffiliated/pa> has joined ##OpenGL
[21:29:32] *** Nach0z <Nach0z!~nach0z@unaffiliated/nach0z> has joined ##OpenGL
[21:30:54] *** doomlord <doomlord!~textual@host81-147-72-23.range81-147.btcentralplus.com> has joined ##OpenGL
[21:35:32] *** nine_milli <nine_milli!~nine_mill@32.211.52.104> has quit IRC (Quit: nine_milli)
[21:38:08] *** tambre <tambre!~tambre@be50-9d04-5d36-7066-a980-8a3e-07d0-2001.dyn.estpak.ee> has quit IRC (Ping timeout: 258 seconds)
[21:41:27] *** slidercrank <slidercrank!~slidercra@unaffiliated/slidercrank> has joined ##OpenGL
[21:41:40] *** afl_ext <afl_ext!~afl_ext3@unaffiliated/afl-ext/x-2796036> has joined ##OpenGL
[21:46:50] *** ravior <ravior!~ravior@79.115.204.165> has quit IRC (Ping timeout: 244 seconds)
[21:48:27] *** elect <elect!~elect@ip5f5afdd1.dynamic.kabel-deutschland.de> has joined ##OpenGL
[21:53:03] *** elect <elect!~elect@ip5f5afdd1.dynamic.kabel-deutschland.de> has quit IRC (Ping timeout: 240 seconds)
[21:55:15] *** Th30n_ <Th30n_!~Th30n@93-142-73-5.adsl.net.t-com.hr> has joined ##OpenGL
[21:56:33] *** Ardeshir <Ardeshir!~Ardeshir@2.187.125.186> has joined ##OpenGL
[21:58:33] *** Th30n <Th30n!~Th30n@93-136-78-112.adsl.net.t-com.hr> has quit IRC (Ping timeout: 276 seconds)
[22:02:14] *** Joefish <Joefish!~Joefish@p5B120B47.dip0.t-ipconnect.de> has quit IRC (Quit: WeeChat 1.5)
[22:02:39] *** tcsc <tcsc!sid721@gateway/web/mozilla/x-wkwokxbsxymznggq> has quit IRC (Remote host closed the connection)
[22:03:24] *** rixxxo <rixxxo!~razieliyo@unaffiliated/razieliyo> has quit IRC (Ping timeout: 244 seconds)
[22:03:27] <Gaulois94> Does someone use glm::rotate ?
[22:03:53] <Gaulois94> I'm saying that because a rotation about 90° appears like 100° rotation...
[22:04:08] *** Joefish <Joefish!~Joefish@p5B120B47.dip0.t-ipconnect.de> has joined ##OpenGL
[22:05:49] <noizex> appears?
[22:05:55] <ratchetfreak> are you sure that you aren't mistaking radians for degrees?
[22:06:40] <Gaulois94> Hum, glm use radian now... thought it was in degree
[22:06:47] <Gaulois94> (the documentation isn't well docummented ^^")
[22:06:50] <Gaulois94> My bad !
[22:07:49] <noizex> yeah, should be stated more clearly
[22:07:58] <noizex> it appeard in release notes at the transition point
[22:08:45] *** eivarv <eivarv!~eivarv@cm-84.215.4.97.getinternet.no> has quit IRC (Quit: Sleep)
[22:09:03] <noizex> but docs just say "angle"
[22:09:18] *** phaazon <phaazon!~bar@ns378376.ip-5-196-95.eu> has quit IRC (Quit: Changing server)
[22:10:01] <Gaulois94> That was the problem ^^" (And my bad for not having testing radians...)
[22:12:54] *** eivarv <eivarv!~eivarv@cm-84.215.4.97.getinternet.no> has joined ##OpenGL
[22:18:21] *** slidercrank <slidercrank!~slidercra@unaffiliated/slidercrank> has quit IRC (Ping timeout: 244 seconds)
[22:19:01] *** slidercrank <slidercrank!~slidercra@unaffiliated/slidercrank> has joined ##OpenGL
[22:20:20] *** phaazon <phaazon!~bar@ns378376.ip-5-196-95.eu> has joined ##OpenGL
[22:20:28] *** Nach0z <Nach0z!~nach0z@unaffiliated/nach0z> has quit IRC (Quit: leaving)
[22:21:02] *** Nach0z <Nach0z!~nach0z@unaffiliated/nach0z> has joined ##OpenGL
[22:23:07] *** vitimiti <vitimiti!~vitimiti@unaffiliated/vitimiti> has quit IRC (Quit: Meows out)
[22:29:05] *** kasper^ <kasper^!~safaf@82.137.10.146> has joined ##OpenGL
[22:31:07] <sadtaco> I'm getting "'reflect': function name expected" when I'm supplying two vectors. ie "vec3 bounce = reflect(vec3(0., 1., 0.), transformedNormal);". I don't see why. This is in WebGL, or Open GL ES 2.0 essentially.
[22:33:45] *** Th30n_ is now known as Th30n
[22:34:36] *** ImQ009 <ImQ009!~ImQ009@unaffiliated/imq009> has quit IRC (Quit: Leaving)
[22:34:58] *** antiMOSSAD <antiMOSSAD!50f68bc8@gateway/web/cgi-irc/kiwiirc.com/ip.80.246.139.200> has joined ##OpenGL
[22:35:31] <antiMOSSAD> Hi
[22:37:30] *** Wutata <Wutata!~Wutata@91-158-232-113.elisa-laajakaista.fi> has joined ##OpenGL
[22:38:42] *** MrFlibble <MrFlibble!MrFlibble@90.220.166.75> has joined ##OpenGL
[22:39:00] *** vitimiti <vitimiti!~vitimiti@unaffiliated/vitimiti> has joined ##OpenGL
[22:39:37] *** tcsc <tcsc!sid721@gateway/web/mozilla/x-kaxzmztrbnjdtibi> has joined ##OpenGL
[22:39:46] <karalaine> sadtaco, are you sure that is compiled as glsl? sounds like javascript error to me
[22:40:19] <sadtaco> It's an error in the Firefox Shader Editor. Which is a live shader editing tool. But yes, I get a compile error as well if I try that at the start.
[22:42:29] *** therue <therue!~therue@1-162-47-146.dynamic.hinet.net> has quit IRC (Quit: therue)
[22:44:18]
*** antiMOSSAD <antiMOSSAD!50f68bc8@gateway/web/cgi-irc/kiwiirc.com/ip.80.246.139.200> has quit IRC (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client)
[22:44:33] <sadtaco> Is there any reason why supplying 2 vec3 to reflect() should give an error?
[22:44:42] *** Jackneill <Jackneill!~Jackneill@unaffiliated/jackneill> has quit IRC (Remote host closed the connection)
[22:44:46] <derhass> no
[22:45:43] <karalaine> yeah, that line should work fine, you have something else messed up
[22:50:55] *** Th30n <Th30n!~Th30n@93-142-73-5.adsl.net.t-com.hr> has quit IRC (Quit: leaving)
[22:55:21] *** } <}!~none@unaffiliated/bsdbeard> has quit IRC ()
[22:59:51] *** doomlord <doomlord!~textual@host81-147-72-23.range81-147.btcentralplus.com> has quit IRC (Quit: My MacBook Pro has gone to sleep. ZZZzzz…)
[23:00:43] <sadtaco> Even "reflect(vec3(0., 1., 0.), vec3(1., 0., 0.));" throws an error". Well that's weird.
[23:01:15] *** doomlord <doomlord!~textual@host81-147-72-23.range81-147.btcentralplus.com> has joined ##OpenGL
[23:01:16] <sadtaco> Uh removing my refract function a few lines ahead made it go away.
[23:01:38] *** xaxxon <xaxxon!~xaxxon@c-24-18-184-142.hsd1.wa.comcast.net> has joined ##OpenGL
[23:07:31] *** kasper^ <kasper^!~safaf@82.137.10.146> has quit IRC (Ping timeout: 255 seconds)
[23:07:42] <sadtaco> What is the term for the normals adjusted to the world or camera? Or rather, what I need to calculate lighting
[23:10:09] *** Joefish <Joefish!~Joefish@p5B120B47.dip0.t-ipconnect.de> has quit IRC (Quit: WeeChat 1.5)
[23:11:41] *** PaulCape_ <PaulCape_!~PaulCapes@204.28.124.82> has quit IRC (Quit: .)
[23:27:10] *** ShadowIce <ShadowIce!~pyoro@unaffiliated/shadowice-x841044> has quit IRC (Quit: Leaving)
[23:29:45] <sadtaco> Welp. Something is really wrong. 'normalMatrix * objectNormal' shouldn't just be 0.,0.,0. under any condition, now should it?
[23:32:22] *** mat^2 <mat^2!~Mathias@87-55-0-192-dynamic.dk.customer.tdc.net> has quit IRC (Ping timeout: 258 seconds)
[23:37:28] *** PaulCapestany <PaulCapestany!~PaulCapes@204.28.124.82> has joined ##OpenGL
[23:47:41] *** DrBenway <DrBenway!~DrBenway@190.18.153.73> has quit IRC (Quit: Leaving...)
[23:49:08] *** DrBenway <DrBenway!~DrBenway@190.18.153.73> has joined ##OpenGL
[23:56:46] *** kasper^ <kasper^!~safaf@82.137.9.229> has joined ##OpenGL
[23:58:41] *** xaxxon <xaxxon!~xaxxon@c-24-18-184-142.hsd1.wa.comcast.net> has quit IRC (Quit: xaxxon)