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[00:03:07] <slime> and https://github.com/KhronosGroup/SPIRV-LLVM
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[00:04:13] <slime> (which is more interesting because hlsl 6 compiles to llvm ir)
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[00:37:56] <sadtaco> Is there any reason why I should use a square texture instead of something that's like 16000x1 texels?
[00:38:23] <sadtaco> GLES 2.0 doesn't support 1D textures but you can still give it a rectangle as far as I can tell
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[00:39:24] <derhass> it will probably waste a huge deal of memory
[00:39:39] <derhass> also, 16000 wide textures aren't that common on ES2
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[00:43:51] <sadtaco> Does later OpenGL does something special to not waste a lot of memory with 1D textures, then?
[00:44:22] <Stragus> High-end desktop hardware still can't use a 1D texture bigger than 16384
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[00:44:36] <Stragus> You can use buffer textures though, practically as large as you want them
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[00:46:03] <sadtaco> Ah
[00:46:04] <chrisf> Stragus: pascal can do 32k
[00:46:19] <sadtaco> It sounds like I'm better off making sure I'm dealing with a number that can be squared, then
[00:47:08] <Stragus> sadtaco: Do you have buffer textures in GLES 3.0?
[00:47:17] <Stragus> If yes, use a huge 1D buffer texture
[00:47:44] <sadtaco> There is uniform buffer objects
[00:48:41] <Stragus> UBOs are not appropriate for that
[00:48:56] <derhass> sadtaco: your typicall GLES GPU will most likely not natively support 1 pixel high textures, athe driver will pad it out to something bigger
[00:50:00] <sadtaco> There is EXT_texture_buffer for 3.1
[00:50:15] <sadtaco> And I think it's in 3.2. But otherwise I think no.
[00:51:14] <sadtaco> O
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[00:53:43] <drith> howdy can someone explain to me model view projection? It is fucking unintuitive especially lookAT
[00:54:40] <derhass> it is rather intuitive
[00:55:10] <sadtaco> Do you just mean that the quaternions themselves are unintuitive or the actual concept is?
[00:55:47] <derhass> the model matrix places the object in the world, the view matrix defines the camera position and orientation, and the projection matrix defines the field of view of the projection (like a zoom factor in an ordinary camera)
[00:57:06] <drith> i read that a 1000 times...
[00:57:56] <drith> let me give an example
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[00:59:17] <drith> http://www.opengl-tutorial.org/beginners-tutorials/tutorial-4-a-colored-cube/
[00:59:47] <sadtaco> I still have that earlier question, if there is some way to supply the attributes for one shader via the compute output of another shader. That problem where I need to collapse some data from 14400 to something 900 can read. I could avoid downloading to the CPU from the GPU that way. I mean, can custom attributes even be modified at all on the gpu?
[01:01:02] <Stragus> sadtaco: Vertex attributes? Like transform feedback?
[01:01:15] <drith> glm::mat4 Projection = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.0f);
[01:01:28] <drith> if i change to 44 everything fucks up
[01:01:38] <sadtaco> No just custom attributes. Like similar to the attributes for vertices, uv, etc. But custom ones can be supplied.
[01:01:39] <drith> there is a source to that tut
[01:01:51] <drith> can someone explain why is that
[01:01:57] <derhass> drith: that's because the tutorial code is outdated
[01:02:18] <derhass> drith: recent versions of glm interpret the first argument as radians
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[01:03:17] <sadtaco> The idea was that I would do the collision detection on those projectiles, which is many thousands, and record to the float texture the index of which one they collided with. Then, I could read over that, an supply that there is a collision to the attribute at that index for the target.
[01:03:55] <sadtaco> And that would need to be done right before re-sorting the targets. If it's even possible.
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[01:05:21] <drith> i compiled with the latest nvidia fucking driver and glfw or whatever was that
[01:06:13] <drith> there are some 4 vector matrix operations i don't understand and it seems that there is no decent explanation
[01:06:18] <drith> at least for me
[01:06:32] <derhass> drith: just use glm::perspective(glm::radians(45.0),...)
[01:06:53] <derhass> drith: well, so far you haven't asked any specific questions
[01:07:04] <drith> yeah but i want to know why 44 changes stuff in drastic manner...
[01:07:24] <derhass> because in radians, 45 and 44 are a huge difference
[01:07:56] <drith> can you point me to where i can read why is that
[01:08:32] <derhass> https://en.wikipedia.org/wiki/Radian
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[01:09:14] <drith> i read that it is just a value and small change why the big difference
[01:11:05] <derhass> you changed the field ov view from 58 degree to 1.0152 degree
[01:11:08] <derhass> *of
[01:11:36] <drith> can you explain how did you get to the new value ?
[01:12:02] <derhass> converting rad to degree
[01:12:12] <derhass> pi radians are 180 degrees
[01:12:28] <sadtaco> Ultimately I need to somehow take the collisions that are detected in the 14400 shader program and transfer that as attributes to the 900 shader program. And was wondering if I could somehow form those attributes on the GPU.
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[01:13:03] <chrisf> uh, derhass... recent glm prefers degrees unless you define GLM_FORCE_RADIANS...
[01:13:23] <chrisf> or has he changed it again?
[01:13:39] <derhass> no, it switched to GLM_FORCE_RADIANS behavior as the default
[01:15:05] <derhass> chrisf: unless I'm not totally confused, I guess
[01:16:02] <chrisf> derhass: bloody trainwreck of a change, either way
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[01:17:24] <derhass> chrisf: http://glm.g-truc.net/0.9.7/api/a00174.html#gac3613dcb6c6916465ad5b7ad5a786175 says radians
[01:17:43] <derhass> chrisf: https://glm.g-truc.net/0.9.4/api/a00151.html#ga283629a5ac7fb9037795435daf22560f said degress unless GLM_FORCE_RADIANS is set
[01:18:09] <chrisf> derhass: alright
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[01:18:44] <derhass> chrisf: but I wasn't sure myself any more... :)
[01:21:58] <drith> all of are arguing and i don't understand it
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[01:22:00] <drith> common
[01:23:00] <derhass> drith: one full circle is 360 degrees, or just 2 pi in radians
[01:23:07] <drith> can someone tell me why 44 gets stuff different as fuck http://pastebin.com/S2vUAvSr
[01:23:39] <derhass> drith: as I told you, the code is actually intented to use glm::radians(45.0)
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[01:23:51] <derhass> and then, changing from 45 to 44 will look as you expect
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[01:23:59] <derhass> (well, dunno what you expect, actually)
[01:24:37] <drith> ok i don't undestand the cammera
[01:24:47] <drith> why 0,0,0 don't show anything?
[01:25:24] <derhass> becaue a camera placed at (0,0,0) and lookint at (0,0,0) doesn't make sense
[01:25:32] <drith> or to be clear i dont understand eye to cammera
[01:25:41] <derhass> it does not define a camera orientation at all
[01:26:17] <drith> ok 1,1,1 dont show anything too
[01:26:19] <drith> why is that
[01:27:02] <derhass> because you are looking into (roughly) opposite direction now
[01:27:21] <drith> i don;t get that
[01:27:27] <drith> can you elaborate
[01:27:46] <derhass> you set up a camera position, and a point it is looking at
[01:28:23] <derhass> if you change the position, but leave the lookat point the same, the direction it is facing will change
[01:28:56] <derhass> if your camera is at x=-1, looiking at x=0, it will see an object at x=4
[01:29:26] <derhass> if your camera is at x=1, looking at x=0, it will not see the obehect at x=4, becuase now it is looking into completely opposite direction
[01:29:26] <drith> how did you derive that?
[01:29:39] <derhass> draw it on paper
[01:29:42] <derhass> really
[01:29:51] <derhass> it is easy to see on paper
[01:30:31] <derhass> and grab a good book on geometry, trigonometry, and linear algebra
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[02:15:26] <FlyingJester_> So if I'm curious about the indices argument of glDrawElements. I noticed the docs (very vaguely) talked about indices relating to bound arrays. So is there some glBindBuffer call I could make to use a buffer to pull indices from?
[02:15:47] <FlyingJester_> Otherwise, can I just use a regular memory address for the indices array?
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[02:32:44] <slime> GL_ELEMENT_ARRAY_BUFFER
[02:33:10] <slime> you can only use client-side (regular) memory if you're using legacy or compatibility profile desktop GL, or GLES
[02:34:36] <FlyingJester_> OK, that's kind of what I figured.
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[03:44:27] <sadtaco> Oh wow. A few thousand points stacked on top of each other makes a lottttt of churn on my gpu. I guess I assumed the GPU did some sort of occuling
[03:45:31] <TheChubu> it might do early Z if sorted front to back
[03:45:50] <TheChubu> but tiled renderers in mobile gpus work differently iirc
[03:46:39] <sadtaco> This is on my desktop.
[03:47:54] <sadtaco> I just have these 14400 vertices. I made them a 150. gl_PointSize and they're all at 0,0,0 and wew really made my GPU work. I guess it was running 324 million fragment programs in that case
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[05:15:47] <TheHackOps> Does anyone know is there is support for the Khronos groups OpenCL C++
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[05:58:43] <btipling> just ask your question
[05:58:47] <btipling> maybe someone has an answer :\
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[06:01:37] <kmnt> I want to draw a skybox after scene geometry do I use like glDepthRange to clamp it behind everything or is there a better way
[06:01:54] <TheChubu> i do that
[06:02:06] <TheChubu> you could clamp it in the shader though
[06:02:35] <TheChubu> but that implies touching the Z value, which migth hamper early z
[06:03:45] <kmnt> cool, was wonder if there was a standard practice
[06:03:59] <btipling> what if you just drew it first
[06:04:10] <btipling> idk
[06:04:15] <kmnt> i want to avoid as much overdraw as possible
[06:04:22] <btipling> ok
[06:04:23] <TheChubu> always render the sky last
[06:04:36] <Stragus> Render last with depth testing, don't touch Z in fragment shader
[06:04:47] <Stragus> glDepthRange() is a good way
[06:04:59] <kmnt> Stragus: you use glDepthRange to clamp it behind the scene?
[06:05:12] <kmnt> ok cool
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[06:05:47] <btipling> kmnt what are you making?
[06:06:59] <kmnt> a video game
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[08:18:57] <upgrdman> would a VAO be used to store like 1 mesh? so one VAO per 3D shape you want to render?
[08:19:37] <noizex> vao does not store mesh
[08:20:13] <Stragus> One VAO for a heavy mesh is reasonable
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[08:20:45] <noizex> I'd go for 1 buffer set per object unless it becomes a problem really
[08:21:27] <noizex> a lot of people may not ever experience that problem ;)
[08:21:44] <noizex> but 1 per object, not mesh, so if object has several meshes pack them all into one vbo/ibo
[08:22:18] <noizex> easier for handling loading and such and one buffer per mesh would be too granular
[08:23:24] <noizex> woah, it seems that I managed to plug shape key exporting into iqm
[08:25:14] <upgrdman> buffer == vao?
[08:25:48] <noizex> vao = "buffer state" so which buffers are bound
[08:26:05] <noizex> together with vertex attrib info and such
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[08:53:39] <mudlord> so yeah, you can have 1 vao for several buffers
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[08:54:07] <mudlord> i really should look into instanced rendering for my 64kb prods thou
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[11:40:05] <noizex> let's say I have a VBO with ~3-4k vertices, indexed, and I'd like to change positions of specific vertices only, no more than 30% at once
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[11:40:29] <noizex> what approach would be best? though it will be just this happening on the screen
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[11:40:34] <noizex> so it probably doesn't matter
[11:40:45] <noizex> uploading 4k vertices every time something changes may hitch though, or no?
[11:41:10] <noizex> or maybe mapped buffer and just change specific vertices?
[11:41:19] <noizex> triple buffering? or just sync'd?
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[12:26:02] <grim002> noizex: standard vertex streaming practices would seem to work here
[12:26:29] <grim002> I use a triple ring buffer with fence syncs
[12:28:24] <noizex> I do the same for UI
[12:28:28] <noizex> will use it here too, then
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[17:45:35] <ssspiff> Is this the right place to ask beginner OpenGL questions?
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[17:47:11] <derhass> yes
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[17:49:03] <ssspiff> I'm starting with OpenGL and want to be able to run my code on WebGL and OpenGL ES as well as desktop platforms. Is it an acceptable compromise to target GLSL ES 1.0 for all targets? Or do some desktop drivers not provide GLSL ES 1.0 compilers?
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[17:50:10] <derhass> sspiff: no
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[17:50:18] <derhass> sspiff: ES 1.0 would be a horrible target
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[17:50:33] <derhass> especially since it is totally incompatible to WebGL
[17:50:42] <derhass> WebGL1.0 is based on GLES 2.0
[17:50:55] <sspiff> derhass: GLSL ES 1.0 is the shader language for GLES 2.0
[17:51:16] <derhass> yes, you are right
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[17:51:26] <derhass> I didn't parse your question correctly
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[17:51:34] <derhass> somehow read it as GLES 2.0
[17:51:39] <derhass> *1.0
[17:51:40] <derhass> whatever
[17:51:49] <derhass> so yes
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[17:52:00] <slime> not every desktop driver has glsl es 1.0 support, but glsles1 is a subset of glsl 1.20, basically
[17:52:01] <slime> so it's fine
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[17:52:10] <derhass> GLES 2.0 / GLSL ES 1.00 is probably a reasonable target
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[17:52:17] <slime> since you can just set the version to 120 on desktop
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[17:52:51] <sspiff> slime: so I would just need to switch the #version line and be on my merry way?
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[17:53:13] <slime> theoretically
[17:53:22] <sspiff> Shame though, GLSL 1.30 and up seem much nicer to use.
[17:53:47] <sspiff> But I really don't want to manage, maintain, test, ... different versions of shaders.
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[17:54:48] <derhass> well
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[17:55:54] <derhass> unfotrunately, GLES 3 availibility is still quite limited, and WebGL 2 isn't really there yet, either
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[19:59:08] <melkor> I am trying to use glad + glfw and my program is segfaulting when I call glGetString. The program used to work with glew, so I am not sure what I need to fix.
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[20:00:08] <dav1d> melkor: you are calling gladLoadGL, right? Also you shoul dshow code
[20:00:20] <derhass> looks like some issue with the context or glad initialization
[20:00:24] <dav1d> If you need an example: https://github.com/Dav1dde/glad/blob/master/example/c%2B%2B/hellowindow2.cpp
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[20:03:21] <melkor> dav1d: I did not call gladLoadGL, it is burried in that example a bit.
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[20:07:11] <melkor> Awesome, thank you. I didn't know if the problem was the config that I d/loaded for glad. It works now though.
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[21:25:53] <Waynes> In my fragment shader I sometimes don't want to write into the stencil buffer (I'm doing something like nvidia path rendering). If I don't write anything at all, it works as intended, but is twice as slow as calling discard explicitly. Is it safe not to write to gl_FragColor? I read that the color will be undefined, but what about the stencil buffer?
[21:27:25] <Waynes> oh, actually it does not work as intended and I just forgot to rebuild, never mind
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[21:55:42] <Eliasvan> Hi everyone, I've been learning OpenGL Timer Queries and came across section "Regarding Performance" of Lighthouse 3D (http://www.lighthouse3d.com/tutorials/opengl-timer-query/#highlighter_847442) where they propose to use double buffering for the query objects in order to fetch the query data in a way that minimally affects performance,
[21:55:44] <Eliasvan> i.e., "glGetQueryObjectui64v(queryID[queryFrontBuffer][0], GL_QUERY_RESULT, &timer2)" should return the result right away without blocking (because the result is already available at that point).
[21:55:51] <Eliasvan> But I'm not completely convinced using these two query buffers is enough to guarantee the result is already available at that point (can anyone here convince me?)...
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[21:58:34] <Eliasvan> The reason I say this is because of this post (https://www.opengl.org/discussion_boards/showthread.php/151790-OpenGL-Swap-Buffers-Blocking?p=1087029&viewfull=1#post1087029), I'll quote it:
[21:58:36] <Eliasvan> "Regarding whether (frame) SwapBuffers blocks or not, it's implementation dependent (I know of implementations that do not block). Nevertheless, drivers try not to queue too many frames, so if all your frames always take less than 1/60 secs, it will eventually block (after n frames have been queued up or when the DMA command buffer fills)."
[21:58:42] <Eliasvan> So what I understand from that post is that (unless you call glFinish() somewhere) it might be possible after 4 swap frame buffer calls the GPU is still busy processing the command buffers of frame 1 (and frame 2, 3 and 4 are still pending to be processed); where this number '4' is limited by the DMA command buffer size.
[21:58:48] <Eliasvan> If that would be true, even 4 query buffers would not be enough, since the "glGetQueryObjectiv(query1, GL_QUERY_RESULT_AVAILABLE, &done)" call on query buffer of frame 1 will cause "done" to be 0, since frame 1 is still being processed by the GPU.
[21:58:55] <Eliasvan> Am I missing something?
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[22:01:32] <Stragus> Eliasvan: Typically GL calls will begin blocking when the GPU has "enough work queued"
[22:01:39] <Stragus> Which generally means two frames
[22:02:23] <Eliasvan> Yes, but suppose you have a very lightweight scene, where "enough work queued" can span e.g. 8 frames, is that possible?
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[22:02:47] <Stragus> No, the drivers will begin blocking GL calls
[22:03:02] <Stragus> Typically SwapBuffers() will block but it could be something else
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[22:03:49] <Eliasvan> Hmm, so do I misunderstand the (https://www.opengl.org/discussion_boards/showthread.php/151790-OpenGL-Swap-Buffers-Blocking?p=1087029&viewfull=1#post1087029) post where they claim the FIFO can contain up to 100 frames?
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[22:04:13] <Stragus> Whoever said that, it's wrong
[22:04:42] <Eliasvan> So I can safely trust the Lighthouse 3D source?
[22:05:18] <Stragus> I'm not familiar with these tutorials, perhaps someone else can vouch for them...
[22:06:21] <Eliasvan> But "dorbie", a OpenGL Guru at opengl.org, says (https://www.opengl.org/discussion_boards/showthread.php/151790-OpenGL-Swap-Buffers-Blocking?p=1087039&viewfull=1#post1087039)
[22:06:36] <Eliasvan> "Infact if you don't block at all and have big FIFOs and don't do anything that might block like a readback you could potentially store hundreds of frames in the FIFO (and I've seen this happen) but those frames don't need buffers. (this is out of spec)."
[22:07:35] <Stragus> That is incorrect
[22:07:52] <Eliasvan> Stragus: oef, thanks :)
[22:08:03] <Eliasvan> That makes my life easier
[22:08:09] <Stragus> Not sure where he saw that, but the post is from 2004, perhaps it was some buggy drivers
[22:08:19] <Eliasvan> I hope so
[22:09:07] <Eliasvan> Stragus: And what if triple frame buffering is used, does the double query buffering still work (without performance loss)?
[22:09:40] <Eliasvan> Stragus: or do I also need to use triple query buffering in such case?
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[22:10:20] <Yaniel> your display being triple buffered shouldn't affect the rest of your application
[22:10:36] <Eliasvan> Yaniel: OK, thanks!
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[22:10:42] <Yaniel> other than the delay between the end of rendering a frame and it actually appearing on your screen being longer
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[22:11:05] <Yaniel> but that shouldn't matter computation-wise
[22:11:10] <Eliasvan> yeah, that sounds logical
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[22:12:50] <Eliasvan> Cool, thanks guys, the reason I was asking this is because I'm looking into fixing libframetime to use proper timestamping with timer queries, instead of the current time-after-swap-frame-buffers approach
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[22:35:25] <bookmark> check this out, it is sort of like rigid body dynamics on four spheres: https://youtu.be/-VZRzz2X4Ls
[22:36:22] <bookmark> invisible of course and only kinda so far
[22:38:18] <bookmark> im going to use sphere packing to aproximate my character
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[22:39:22] <bookmark> but that might have to wait because right now i have only my left hand
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[22:39:45] <bookmark> right one is out of commission
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[22:44:41] <kmnt> bookmark: that your youtube channel? the videos are like an acid trip
[22:44:59] <bookmark> yeah
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[22:46:45] <kmnt> https://www.youtube.com/watch?v=eF-uMe3GKIE
[22:46:53] <kmnt> looks cool
[22:47:47] <bookmark> thanks
[22:48:45] <kmnt> neat volumetric effect with the dragon too
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[22:54:23] <bookmark> not opengl'
[22:54:44] <bookmark> did that one in maya 3d
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[23:16:30] <derhass_> hmm. why is my lighting broken in the render slaves, but not in the master?
[23:16:38] <derhass_> apitrace to the rescue!
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[23:40:01] <fergal> guys is there a way to validate a 2d texture array with opengl? i’ve got a strange issue with one of my render passes where on certain sections of a mesh, the normal map is being rendered as the diffuse map, while on other sections, the diffuse map is rendered as expected
[23:40:46] <Stragus> You messed up your texture units and/or shader uniforms
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[23:58:17] <Fr0stBit> Hello o/
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