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[00:02:59] <dahlia> \o olleH
[00:04:03] <derhass> ailhad!
[00:04:08] <Fr0stBit> ?gniog ti si woH
[00:04:49] <ratchetfreak> wtf
[00:05:28] <Fr0stBit> ftw
[00:06:43] <Fr0stBit> So anybody familiar with Spherical Harmonics?
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[00:51:53] <sadtaco> Is there any particular trick to rendering a super high resolution skybox? Like to get a skybox to render nicely at 2k, you're going to need what.. about 50 million pixels on the 6 sides to come in clearly? That's a lot. 7.2k*7.2k
[00:52:21] <sadtaco> So the best way is to do it procedurally in screen space, isn't it, instead of having 50 million pixels of textures?
[00:52:39] <derhass> well
[00:52:51] <derhass> the number of texels is just a question of memory usage
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[00:53:11] <derhass> you have one sample operation per screen pixel
[00:54:01] <derhass> I don't see what you need 50 megapixels for
[00:54:34] <sadtaco> That's how many pixels you need to have 1 pixel level of detail at 4k resolution from all angles.
[00:55:00] <Fr0stBit> fragment shader is not called that many times
[00:55:31] <sadtaco> I guess that's "only" 50mb of textures, though.
[00:55:32] <Fr0stBit> you render 800x600 pixels, fragment shader is gonna be called only that times, so you have only 800x600 sampling operations
[00:55:55] <Fr0stBit> size of the texture as derhass said is only matter of gpu memory
[00:56:03] <sadtaco> yeah
[00:56:11] <derhass> sadtaco: I don't know how you come up with that numbers
[00:56:31] <derhass> you talk about 2k, 50 mpixels, 7200x7200, 4k
[00:56:39] <sadtaco> Well it assumes the fov can see the whole screen from 6 angles. Forward, left, right, back, up, down.
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[00:57:21] <derhass> no idea what that is supposed to mean
[00:57:32] <sadtaco> Oh I meant 4k
[00:57:34] <sadtaco> resolution
[00:57:50] <Fr0stBit> sadtaco: still you are gonna render only enough pixels for your window resolution
[00:57:56] <sadtaco> Yes I know
[00:58:04] <derhass> "the fov can see the whole screen from 6 angles" doesn't make any sense to me
[00:58:09] <derhass> no idea what you mean by that
[00:58:16] <sadtaco> erm
[00:58:35] <sadtaco> It assumes the fov view see 1/6th of the sky. So it'd take 6 different angles to see it all.
[00:59:03] <derhass> I still have no idea what you mean by that
[00:59:10] <Fr0stBit> yet still, how does this affect the rendering process
[00:59:11] <derhass> 1/6th of the sky?
[00:59:59] <derhass> Fr0stBit: the FOV wil define the resolution you need , if you want to make sure that no texel is bigger than a pixel
[01:00:11] <derhass> or any other similar criteria
[01:00:49] <derhass> but actually, the smaller the FOV, the higher resolution you will need
[01:01:02] <sadtaco> Fr0stBit, I'm talking about having enough detail in the skybox so 1pixel of the skybox is one detailed pixel on the screen, instead of interpolated. At 4k, that's an extremely high resolution skybox.
[01:01:26] <Fr0stBit> sadtaco: now it makes sence
[01:02:02] <Fr0stBit> sense*
[01:07:47] <sadtaco> At normal resolution skyboxes, the background ends up looking rather blurry. so I'm thinking of doing them procedurally. Granted, then that's going to be a big drop in performance from ~1MP to ~8MP. Oh.. but I could render them procedurally to perfectly match their resolution once, then store that in VRAM.
[01:10:30] <sadtaco> blurry at 4k resolution, I mean.
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[03:35:36] <noizex> crazy, took me not more than 4 hours including making blender's exporter, loading them and adjusting my engine so it works with dynamic meshes
[03:47:57] <btipling> hrm
[03:48:02] <btipling> nice
[03:50:20] <noizex> glad I was able to prototype it quick
[03:50:32] <noizex> now I can play with human mesh and actually make a character customization
[03:51:29] <noizex> I have some weird idea that I could possibly have very varied body types, not just thin/extra thin but with bellies and such
[03:51:51] <noizex> but it will require a lot of work per armour later, and not sure the results will be pretty ;P
[03:52:08] <dahlia> morphing in vertex shader?
[03:52:10] <noizex> there is a reason why skyrim just blended between two build types and armour was adjusted to this
[03:52:26] <noizex> no, just streaming vertices, but I change the mesh cpu-side
[03:53:20] <dahlia> ya I was doing both morphs and bones in vertex shader in webgl but I had to move morphs to cpu because some mobile browsers dont have enough uniforms :(
[03:53:44] <noizex> yeah I plan to have a lot of factors so don't even bother with GPU-side
[03:53:53] <noizex> once customized it will be just a static mesh
[03:54:26] <dahlia> ya thats good for shapes that dont change much
[03:54:46] <dahlia> but if you start doing facial expressions with morphs, gpu seems better
[03:54:56] <noizex> yeah these can't be baked
[03:55:23] <noizex> may go for bone solution though
[03:55:39] <dahlia> ya that can work too
[03:55:45] <noizex> with morph targets it's a bit of a problem, if I put these in vertices I'm wasting attributes
[03:56:03] <dahlia> I put them in textures
[03:56:14] <dahlia> and did texture lookups in vertex shader
[03:56:18] <noizex> hm, there is some vertex index right?
[03:56:24] <dahlia> ya
[03:56:31] <dahlia> but thats only one attribute
[03:56:32] <noizex> yeah that would be way better and won't have limitation of attr number
[03:56:59] <noizex> ah, so you need to pass?
[03:57:06] <dahlia> pass?
[03:57:09] <noizex> I hoped there maybe is some built in for thiss
[03:57:13] <noizex> (vert index)
[03:57:20] <dahlia> ya
[03:57:45] <dahlia> can be tricky if you want, like add it in to one of the normal values
[03:57:59] <dahlia> and use integer part for index
[03:58:28] <dahlia> like n.z += index
[03:59:04] <dahlia> just take it out before you transform it ;)
[03:59:14] <noizex> hehe
[03:59:20] <noizex> will try doing this on gpu later
[03:59:29] <chrisf> dahlia: you have spare bits floating around in those attribs in your vertex format? :P
[03:59:43] <dahlia> sure :)
[04:00:11] <dahlia> I'm lazy, everything is 32 bit floats
[04:00:19] <chrisf> wow
[04:01:16] <dahlia> well theres 4000ish vertices in a character
[04:01:54] <dahlia> and I do 96 texture lookups per vertex
[04:02:02] <dahlia> for the morphs
[04:02:07] <chrisf> :o
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[04:02:30] <noizex> time to sleep, 4am
[04:02:31] <dahlia> not all the verts have that many morphs but some do and I dont know how to early exit
[04:02:36] <noizex> 4hours of sleep await..
[04:02:37] <noizex> cya
[04:02:45] <dahlia> cya
[04:02:55] <noizex> I just don't use full vertex array
[04:03:16] <chrisf> dahlia: your morph targets arent embedded in a blend space with a reasonable number of dimensions?
[04:03:18] <noizex> I keep vertex index + position, loop through morph target array and change vertices in base array
[04:03:25] <chrisf> dahlia: (you just sample everything?)
[04:03:41] <dahlia> they are in a texture
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[04:04:34] <dahlia> the texture is such that all the lookupd occur sequentially in memory space (I think)
[04:04:47] <dahlia> so it doesnt jump around
[04:05:05] <dahlia> its actually pretty fast shader
[04:06:07] <btipling> webgl just seems like a toy
[04:06:13] <btipling> :\
[04:09:15] <btipling> people have built pretty cool things with it though
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[05:18:27] <axion> is it permited to store a 64bit int in a vertex buffer? I can't find any information about this, so I'm guessing not
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[05:23:12] <Stragus> There's some extension for it, otherwise no
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[05:26:33] <btipling> metal dosn't support 64bit ints neither
[05:26:38] <btipling> I wonder if vulcan does
[05:26:47] <btipling> it's probably a hardware thing?
[05:26:51] <btipling> vulkan*
[05:27:47] <Stragus> Nvidia hardware can handle 64 bits integers fine, in GLSL, vertex attribs, CUDA, etc.
[05:28:32] <btipling> vulkan spec says 64 bit is fine
[05:28:39] <btipling> I wonder why metal doesn't support 64 bit ints
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[05:29:06] <btipling> 32 bit ints and floats
[05:30:51] <Stragus> Because the Big Apple in the sky said so
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[06:01:34] <btipling> direct3d has doubles but no 64 bit ints
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[06:58:27] <sadtaco> line thickness not working on windows is simply a windows WebGL problem and not an openGL problem itself?
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[06:58:57] <Stragus> Line thickness is deprecated/gone/purged, unless using a compatibility context
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[07:05:29] <wildchickens> does anyone know why my lwjgl opengl cant go fullscreen?
[07:05:44] <wildchickens> im running lwjgl 2.8 or 2.9
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[07:10:55] <sadtaco> Is it? Darn. It sounded useful
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[07:44:27] <sadtaco> Hm okay.. I have 2 textures that are 30x30(900px each), and one that's 120x120(14400px). I need to translate the uv (gl_FragCoord.xy / resolution.xy) of the 120x120 one down into the 30x30 one so I can pluck corrosponding texels from there. And I guess it's really 120x60 for one 30x30 and the other 120x60 half for the other.
[07:45:18] <sadtaco> I'd guess I just "vec2 uv = mod(gl_FragCoord.xy / resolution.xy, 8.0); vec4 tmpPos; if( gl_FragCoord.x > 0.5 ){ tmpPos = texture2D( unitPosTexture1, uv ); } else { tmpPos = texture2D( unitPosTexture2, uv ); }" but that doesn't seem to ever sample from unitPosTexture2
[07:45:56] <sadtaco> Wait.. no.. some other issue nevermind.
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[07:52:44] <axion> What is the range of GLfixed?
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[07:59:04] <sadtaco> Hm okay. Fixed my one issue but I'm still a little lost on how I compute the uv I need. The 14400, 120x120 frag shader comes from the 900 * 2 * 8. Each each set of 900, I need to modulo down 8. My guess was "vec2 uv = mod(gl_FragCoord.xy / resolution.xy * vec2(0.5, 1.0), 8.0);" for "gl_FragCoord.x < 0.5" and else "vec2 uv = mod(vec2(0.5, 0.0) + gl_FragCoord.xy / resolution.xy * vec2(0.5, 1.0), 8.0);". But no, that's not quite it. S
[07:59:04] <sadtaco> orta seems on the right track. derp.
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[08:06:47] <karalaine> or to be exact: "signed 2's complement S15.16 scaled integer"
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[08:08:40] <sadtaco> Or to put it another way.. I'm trying to reduce a uv from 120x120 to TWO 30x30 texels. If I just wanted to reduce to one I know it'd be "mod(gl_FragCoord.xy / resolution.xy, 16.0);", but I can't figure out how to do it for basically two partitioned spaces. I want like one 120x60 space to sample down to one 30x30 and the other 120x60 to another.
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[08:29:05] <karalaine> sadtaco, I would imagine something like vec2 uv = gl_FragCoord.xy / resolution.xy; float x = uv.x / 4; float y = mod(uv.y, 30.0f);
[08:29:22] <karalaine> not tested, just first thought on head
[08:29:48] <sadtaco> doesn't sound quite right. But I can also alternate them instead of partician.
[08:30:42] <sadtaco> Like... "vec2 uv = mod(gl_FragCoord.xy / resolution.xy, 16.0); if( mod(gl_FragCoord.x, 16.0) < 8.0 ){ ..." came to mind, but that's not quite it either.
[08:31:22] <karalaine> I dont get where this 16 comes from?
[08:31:47] <sadtaco> well 120x120 is 16x 30x30 but you're right that wouldn't be right in xy cords
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[08:33:30] <karalaine> yeah its 4x4 of those 30x30 areas
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[08:35:47] <sadtaco> yeah.. so I guess just "vec2 uv = mod(gl_FragCoord.xy / resolution.xy, 4.0); if( mod(gl_FragCoord.y, 2.0) < 1.0 ){" but that doesn't seem to work? Unless I have some other problem here.
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[08:38:11] <karalaine> you cant mod the y coord with 4, as it must map 2:1, so you must seperate them
[08:38:41] <sadtaco> I mean it could be .x but same issue
[08:41:05] <karalaine> did you even try my first solution?
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[08:42:19] <sadtaco> Oh I see what yours is saying and I see the problem. The problem is that it will make a rectangle UV and sample between 2 texels.
[08:42:44] <sadtaco> Or will it..
[08:42:51] <sadtaco> hm I guess that does sound like it'd work
[08:45:01] <sadtaco> And in which way should I decide to sample from texture1 or texture2 using that? I don't follow that part
[08:46:21] <karalaine> if(uv.y > 60)
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[08:48:16] <sadtaco> yeah no bueno. Sec I'll show you
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[08:51:11] <sadtaco> actually think my original thing worked and I have another issue..
[08:51:22] <sadtaco> yours might work too and just doesn't do to the same issue
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[08:56:07] <neurre> remember fragcoord is typically between integers
[08:56:27] <neurre> so (0.5, 0.5) or (42.5, 100.5)
[09:00:36] <sadtaco> I think it's from 0.0 to 1.0. Pretty positive
[09:00:47] <sadtaco> But I found a bug in some middleware I'm using for compute.. working on fixing that bug.
[09:08:22] <neurre> fragcoord is in screen/pixel space
[09:08:27] <neurre> gl_FragCoord
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[09:22:55] <neurre> hmm
[09:23:18] <neurre> so i want to find out screenspace bounding box for a 3d cube
[09:23:37] <neurre> i can project cube corners to screenspace, but should i do clipping in 3d before that?
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[09:26:02] <neurre> i suppose i should do clipping in the clip space, doh :P
[09:26:15] <Bloodust> :D
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[09:29:19] <neurre> but..
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[09:29:39] <neurre> is it going to be correct to, say, simply clamp NDC coordinates to -1 .. 1 ?
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[09:32:05] <neurre> which seems to say i actually have to clip the faces
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[10:58:30] <lssd> Hi all, I am having a small issue with openGL on Linux when using glfw or sdl2 when in fullscreen mode, vSync on. Is anyone else having this issue and know of a workaroung. I have posted info on GLFW's github on a related issue. But no joy yet.
[10:58:46] <noizex> what issue?
[10:59:08] <Adrinael> This issue.
[11:00:50] <lssd> Oh, my refreash rate is 120hz and I only get 60fps, but in windowed mode I get 120fps with both libs.
[11:01:16] <exDM69> lssd: this is unlikely to be an issue in glfw or sdl
[11:01:22] <exDM69> it's probably your driver
[11:01:35] <lssd> SFML does not have this problem, any ideas?
[11:01:50] <exDM69> but if you want to double check, add a breakpoint to glfw/sdl where it calls glXSwapIntervalEXT
[11:02:02] <exDM69> if SFML doesn't have this issue, see what they do differently
[11:02:18] <exDM69> does SFML have a different way of setting full screen than glfw/sdl?
[11:02:45] <lssd> Thanks, just wanted to check before diving into there code.
[11:03:16] <exDM69> you should always dive into the code before opening issues on open source projects :)
[11:03:47] <lssd> One can only hope someone else has seen this issue too. Thank you.
[11:04:04] <exDM69> poor maintainers' time gets wasted :(
[11:04:37] <exDM69> anyway, this shouldn't be difficult to debug if sfml works and glfw does not... they're pretty simple libs
[11:04:55] <lssd> Oh no I did do many tests and looked into GLFW and also found another person with the issue, but still no fix yet.
[11:05:31] <lssd> yes, true.. Thanks again.
[11:05:43] <karalaine> not too many people have 120hz monitors still so it may just gone unnotices
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[11:05:54] <karalaine> bye then..
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[11:11:33] <lee_> Yeah thats true
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[11:41:21] <sadtaco> karalaine, nope that suggestion you gave doesn't work. Simply using "if( mod(gl_FragCoord.x, 2.0) < 1.0 ){" to altenate between the textures does seem to, though.
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[11:42:09] <karalaine> okay
[11:44:01] <sadtaco> my solution is only 1/4th working though
[11:44:12] <sadtaco> lemme show a vis that'll make things easier
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[11:46:41] <sadtaco> So.. I've gotten 2 mapped to each fine. Not all 8.
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[11:47:32] <sadtaco> and uh even them I'm not too sure. Maybe they're mapped fine and overlap there. Not sure how else I can visualize to see that it's correct
[11:49:16] <sadtaco> gl_fragCoord is going to be the texture resolution, right? so 0.0 to 120.0
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[11:50:10] <sadtaco> i mean it must be or this code wouldn't work
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[11:50:43] <sadtaco> Hm.. If simply change it to if( mod(gl_FragCoord.y, 2.0) < 1.0 ){ I can see 4 pips instead of 2. But I'm wanting to see 8.
[11:51:01] <sadtaco> 120x120 reduced to 2 30x30 is 8 per.
[11:53:45] <sadtaco> To reduce the uv from a 120x120 texture to two 30x30 textures does this seem right? "vec2 uv = mod(gl_FragCoord.xy / resolution.xy, 4.0); if( mod(gl_FragCoord.y, 2.0) < 1.0 ){ //sample tex1 } else { //sample tex2 }"? Wait no, that's not right. That's reducing 120x120 down to 30x30 and only sampling half. Dur..
[11:55:11] <sadtaco> wait.. reducing down to 30x30 to start with is what I want since I want to sample the 30x30 tex inside the 120x120 program. But yeah I need half the samples on one texture, half on another
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[11:58:27] <sadtaco> I dunno I think this is right.. I just can't get it to visualize. I've gotten 5 of them showing. I think the other 2 are just overlapping.
[11:58:55] <sadtaco> yesss. Yes it's right I got it to vis. Woo!
[11:59:05] <sadtaco> And elegant solution I think, too? Just two modulo
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[18:23:48] <Curious> Hey :) does anyone know why rasterization doesn't work with an FBO without color and depth attachments? I just need to set the FBO with an appropriate viewport and then use imageStore
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[18:29:45] <Curious> Thanks derhass, I will check this out :)
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[18:40:18] <Curious> derhass: Works as expected, thanks!
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[19:06:02] <Ultra_DuckZ> hi, it's a bit off-topic but I'm writing a c library that will return a context upon initialization and it will use it to store all of its internal state - now I find that every function I write will take the context as a parameter, and I'm thinking that opengl doesn't have that requirement
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[19:06:22] <Ultra_DuckZ> for example glEnable takes just a GLenum, and not a gl context
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[19:07:06] <Xeek> Ultra_DuckZ: of course you make a context the current context and it uses that
[19:07:09] <Ultra_DuckZ> I'd like to achieve the same in my library, anybody knows how opengl manages to do that?
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[19:07:53] <Xeek> Ultra_DuckZ: I feel the answer would be so simple that I think I failed to understand the question :-( Use a global, mylib_context
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[19:09:46] <Ultra_DuckZ> Xeek: you got the question right, it probably is a really trivial question... so if I store the context in a global, wouldn't two programs using the same library overwrite each other's context? or do libraries have a per-process set of globals?
[19:10:18] <Xeek> Ultra_DuckZ: gl doesn't have some third party library context integration magic, you have to make the magic yourself
[19:10:42] <Xeek> Ultra_DuckZ: no, two programs are two programs, differnet memory, different processes
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[19:11:55] <Ultra_DuckZ> Xeek: ok, so void mySetContext(void* c) { g_global_context = c; }
[19:12:03] <Ultra_DuckZ> is the way to go?
[19:12:19] <Xeek> Ultra_DuckZ: you tell me :-) it's your choice to make
[19:12:43] <Xeek> Ultra_DuckZ: that is what you were describing though and that is how it's achieved
[19:12:58] <Xeek> Ultra_DuckZ: many other libs just prefer to take a context per call
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[19:13:54] <Xeek> Ultra_DuckZ: keep in mind either you make that the current contextd for every one of your calls that uses gl or you risk the developer switching the context on you without yoru lib knowing
[19:14:05] <Stragus> Ultra_DuckZ: Don't make a thin OO wrapper around GL, way too much overhead
[19:14:30] <Xeek> he's using C so I doubt that's what he's doing, considering the lack of any real OO
[19:15:18] <Xeek> Ultra_DuckZ: why not leave the context selection to the developer and your lib just makes the gl calls it needs tomake to do what ever it does
[19:15:44] <Ultra_DuckZ> no it's a completely unrelated library for some custom hardware, but I was thinking of how opengl works from a user's perspective and I wanted to achieve the same
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[19:16:29] <Xeek> Ultra_DuckZ: by doing so you'll endup calling the gl make current function for every thing you do :-\
[19:16:45] <Xeek> Ultra_DuckZ: and that call isn't the same for every implementation
[19:18:34] <Ultra_DuckZ> ok, I'll work out something nice
[19:18:43] <Ultra_DuckZ> thanks for the suggestions!
[19:18:48] <Xeek> Ultra_DuckZ: based on what I just said it sounds like a bad idea
[19:19:24] <Xeek> Ultra_DuckZ: glfw, sdl, winapi, etc... all of these have a differnet function to call to make the gl context current. Are you prepared to handle that?
[19:20:27] <Ultra_DuckZ> Xeek: that's not what I meant, I'm not using any opengl at all in this library
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[19:20:46] <Xeek> Ultra_DuckZ: then your problem was fiction? Now I'm really lost :-(
[19:20:56] <Xeek> Ultra_DuckZ: then you dont need to take a context at all
[19:21:09] <Ultra_DuckZ> I'm implementing an api and I wanted to model it a bit like opengl, with functions not taking any context parameters
[19:21:11] <Xeek> Ultra_DuckZ: oh nevermind. you wanted to implement the contecept of a global state
[19:21:14] <Xeek> I get it
[19:21:25] <Ultra_DuckZ> yes :) and I thought of opengl
[19:21:32] <Xeek> Ultra_DuckZ: yeah... the answer was as incredibly trivial as that
[19:21:34] <Ultra_DuckZ> that's why I said it's a bit OT
[19:22:40] <Xeek> Ultra_DuckZ: i guess you just misunderstood how libraries work :-P
[19:23:01] <Stragus> Ultra_DuckZ: It can be cheaper to "bind" a context once than having to check if the same context is current/valid/active at every GL call
[19:23:11] <Xeek> Stragus: hes' not using gl
[19:23:22] <Stragus> Right, but it's an example of such a design
[19:24:16] <Xeek> Ultra_DuckZ: I dont see anything false about that
[19:24:44] <Xeek> Ultra_DuckZ: the qustion asker most definitely had the wrong idea
[19:24:46] <Ultra_DuckZ> Xeek: in his question he said that globals are per-process on linux and global to the system on windows
[19:25:08] <Xeek> Ultra_DuckZ: questions aren't where you look for answers though
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[19:25:23] * Ultra_DuckZ nods
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[19:25:28] <Ultra_DuckZ> still, that confused me
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[19:26:10] <Xeek> Ultra_DuckZ: it shouldn't. YOu should read the answers. This is not jeapordy hehehe
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[19:26:43] <Curious> Did anyone here implement voxelization with an msaa render target? NVIDIA mentioned it in their article but didn't provide details
[19:26:59] <Ultra_DuckZ> Stragus: that's a valid point btw, I'll consider that
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[20:48:06] <Curious> Does anyone know how to get the coverage value alpha in [0, 1] when using multisamples?
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[21:07:48] <btipling_> noizex that's is really neat, is that code open source?
[21:07:58] <noizex> what's neat?
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[21:09:02] <noizex> no, though I may write some blog about it
[21:09:43] <btipling_> noizex what is your blog url?
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[21:12:33] <Curious> Can't find much info about "gl_SampleMaskIn​". According to opengl.org it "contains a bitfield for the sample mask of the fragment being generated", what exactly is the "sample mask"?
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[21:15:14] <noizex> btipling_: there is none yet, but sounds like a good reason to make one, no?
[21:15:15] <noizex> ;)
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[21:16:37] <foobaz> Curious: check section "15.2.2 Shader Inputs" of the opengl spec
[21:17:44] <Stragus> Curious: one bit per multiplesample, as many bits as samples
[21:18:02] <btipling_> noizex please do, I keep thinking I should blog stuff, but I know so little :<
[21:18:20] <Curious> Thanks foobaz and Stragus
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[21:19:23] <Stragus> Sounds like you would have to do a popcount() on the mask to get a [0,1] value
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[21:19:53] <Stragus> Well, bitCount() (no idea why GLSL broke the traditional instruction name)
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[21:22:35] <Curious> Stragus: So the only value I care about is gl_SampleMaskIn[0] for 8 samples and the number of set bits in this integer + 1 should be my coverage mask in [0, 9]?
[21:23:22] <Stragus> Why the +1?
[21:23:55] <Curious> 8 samples and the current fragment
[21:24:02] <Stragus> bitCount( gl_SampleMask[0] ) * (1.0/8.0)
[21:24:10] <Stragus> The fragment shader is for all samples
[21:25:29] <Curious> Thanks Stragus, I'll test that again
[21:26:27] <Stragus> I have never personally used gl_SampleMaskIn[]
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[21:32:37] <Curious> Hmm, the result isn't quite what I expected but then again, I am surprised that multisampling works for voxelization without doing anything special in the first place. I'll have to think about it a bit more. Thanks again Stragus :)
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[21:37:47] <Curious> Stragus: Oh I just noticed that link... This clears things up
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[22:29:09] <wizardtheo> Hi guys... I got a question about doing ray-tracing in glsl... basically I want to do somthing using "signed-distance fields" and billboards...
[22:29:26] <wizardtheo> "signed-distance functions" sorry
[22:29:56] <wizardtheo> I can do ray-tracing with "signed-distance functions" full-screen... and I can do billboards just to draw a 2D texture
[22:30:04] <wizardtheo> somehow I can't figure out how to combine them
[22:30:27] <wizardtheo> I tried and it looks wrong
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[22:36:10] <wizardtheo> I guess my real question is... "If we are doing ray-tracing in GLSL... are our rays in Eye-space or in world-space or in clip-space"?
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[22:36:54] <madsy_> If you render distance fields, you're not doing raytracing, but ray marching
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[22:39:35] <wizardtheo> hi madsy_... OK sorry ray-marching then
[22:39:47] <wizardtheo> sorry Im really new to all this.
[22:39:56] <wizardtheo> i read a lot and experimented a lot, though
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[22:40:11] <wizardtheo> getting it working is another thing
[22:41:30] <madsy_> And if you use OpenGL for raytracing or raymarching, you're really only using OpenGL for plotting pixels/fragments. So what kind of coordinate system you use is entirely up to you
[22:42:14] <wizardtheo> well Madsy_ I'm just using the standard coordinate system... I got a player in a game... so I got 3 matrixes, model, view and projection
[22:42:15] <madsy_> Assuming you do it the obvious way, the quad/tristrip/two triangles method
[22:44:10] <wizardtheo> Yeah that's what I'm doing... a billboard with triangle_Strip
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[22:44:48] <wizardtheo> it's billboarding correctly... always appears square, I can pass nice UV coords. The fragment shader is where im lost
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[22:45:46] <wizardtheo> I might give that a go
[22:45:47] <xaxxon> is it common to make a non-rendering version of a game for doing unit/system/integration testing?
[22:46:17] <Curious> wizardtheo: Assuming you multiple your positions with the 3 matrices you just mentioned in the fragment shader you would end up being in clip space
[22:46:58] <wizardtheo> hmmm... yeah i think that's correct
[22:47:26] <wizardtheo> according to "jamie wong" from that blog I need to convert the clip-space back to world-space or something
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[22:48:16] <Curious> xaxxon: Can you give examples for unit/system/integration testing? A game consists of many sub systems
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[22:49:45] <xaxxon> yeah, I dunno. I was just thinking it would be nice to be able to say "load this save game, give the following inputs, and then expect this eventual state" as a test. And while you could plug the required individual systems together, the most comprehensive way would be to just "run the game"
[22:49:52] <wizardtheo> just finding the right names to search for can take a long time. took me about 7 days to find this link from jamie-wong... seems just what i need though!
[22:50:05] <xaxxon> less for "unit" tests and more for cross-"subsystem" tests
[22:50:21] <Curious> A physics engine is a "non-rendering" part of the game, so are your math functions, asset streaming ...
[22:50:49] <kmnt> xaxxon: on linux xvfb can run some opengl without gpu
[22:51:28] <xaxxon> maybe I was unclear. I mean "the whole game runs, it just doesn't render anything or grab keyboard/mouse inputs"
[22:51:31] <Curious> xaxxon: For pure game logic you usually don't do many unit tests
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[22:52:22] <Curious> once again, for certain aspects of the game logic you certainly would
[22:52:29]
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[22:53:04] <Curious> But what you just described above: No, that's not how it's done :)
[22:54:16] <Curious> If have an input for your game and you know the output then you can do that, but it is usually too complex to know what your output is supposed to be
[22:54:23] <Curious> If you have
[22:54:25] <Curious> *
[22:56:00] <xaxxon> maybe I just have my stuff too tightly tied together and that's why I think I want a solution like this when the real answer is to have them more segregated
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[22:58:37] <Curious> Separation is definitely important - if possible
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[23:05:05] <Curious> xaxxon: For game logic the best practice I know of (and the current state of the art) is to use an entity component system where your systems iterate over a list of entities (game objects) with a defined set of components and perform game logic related operations on their components. Then you can write a unit test for a system by providing input and comparing the output to the expected...
[23:05:07] <Curious> ...result. It sounds easier than it actually is though
[23:05:37] <xaxxon> > It sounds easier than it actually is though <== the story of my life
[23:05:44] <Curious> :D
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[23:11:15] <Curious> In my opinion the best way to test if something works is to see in the game if it works by running the game and playing the specific part. A really helpful feature of an engine is to allow the user to hot load your game code (scripts or shared libs). An even better addition to this is to allow to rewind time in the game
[23:12:05] <xaxxon> Curious, so I have that - at elast eh first part, but what to automate that
[23:12:17] <xaxxon> *want to automate that
[23:12:24] <xaxxon> and requiring graphics makes that hard
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[23:13:19] <xaxxon> my game is very easy to query about game state at a high level. I have a full javascript api into pretty much everything
[23:13:20] <Curious> What kind of games are we talking about?
[23:14:11] <xaxxon> prison architect/rimworld style
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[23:14:26] <xaxxon> very GOAPy
[23:15:00] <Curious> So it's a real time action game
[23:15:19] <xaxxon> yes
[23:15:25] <xaxxon> "action"
[23:16:05] <xaxxon> but the kidn of thing where I shuld be able to create a set of preconditions and have an expected outcome after a period of time -- regardless of the specifics of exactly how it happens
[23:16:34] <xaxxon> thing X needs to happen and its requirements are fulfilled, but does the game recognize that and make thing X happen
[23:16:50] <Curious> In this case you can and should run your tests
[23:16:56] <Curious> Without graphics
[23:17:24] <xaxxon> right. but the question remains of "just test the subsystems mostly independently" or "run the whole game without graphics"
[23:17:50] <xaxxon> also taking into consideration limited development time
[23:18:15] <danhedron> you can do both
[23:18:28] <Curious> If they don't work independently then the game won't work as a whole so that's definitely a first step. The second step is to test the game as a whole as you described
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[23:21:33] <fodil> hi
[23:21:38] <fodil> can someone help me ?
[23:21:46] <derhass> fodil: no
[23:21:56] <fodil> i really want to code opengl in linux
[23:22:07] <fodil> i find it clunky to do it in windows :(
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[23:22:11] <fodil> hi derhass ! :)
[23:22:20] <Xeek> hi fodil
[23:22:26] <derhass> use whatever OS you want
[23:22:30] <fodil> hi Xeek too
[23:22:35] <xaxxon> fodil, what's the problem?
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[23:22:39] <Xeek> *points at fodil* You are awesome, dont stop being awesome!
[23:22:50] <fodil> lol !
[23:22:56] <Curious> Rendering just might make it simpler to test because you'll be able to see that it's wrong. It shouldn't be a problem to implement a simple renderer for that either
[23:22:56] <fodil> i want to use modern opengl
[23:23:04] <xaxxon> are we done wanking each other off or can I get in on this?
[23:23:08] <fodil> (>= 3.3)
[23:23:21] <xaxxon> the ##opengl dutch rudder is real
[23:23:26] <fodil> but i got driver issues
[23:23:34] <xaxxon> fodil, i'm doing exactly that and it works fine -- even on VM
[23:23:48] <xaxxon> as long as "fine" can mean "slow as balls"
[23:23:51] <Curious> fodil: How is it "clunky" in windows? OpenGL is cross platform - it doesn't matter what platform you are on
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[23:24:03] <fodil> I don't have emacs in Windows
[23:24:09] <fodil> it's hard to link libraries
[23:24:09] <xaxxon> Curious, all the other stuff is clunky
[23:24:21] <derhass> fodil: glxinfo | grep ^Open
[23:24:21] <xaxxon> anyhow, fodil, what's your question/problem?
[23:24:40] <Xeek> there are a number of windows emacs projects
[23:24:43] <Curious> Oh, ok
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[23:25:02] <derhass> yeah. and you could also use cygwin
[23:25:08] <derhass> or even ubuntu for windows *eg*
[23:25:15] <fodil> it tells me that I can just use glsl 1.3
[23:25:29] <fodil> on linux
[23:25:37] <derhass> fodil: what tells you that?
[23:25:50] <xaxxon> well, why don't we find out his question before we try to come up with answers :)
[23:25:52] <derhass> it probably tells you that you can use 3.0 / GLSL 1.30 in a legacy context
[23:25:56] <fodil> glxinfo | grep OpenGL
[23:26:00] <xaxxon> oops, my buffer was laggin
[23:26:19] <derhass> fodil: show us the full output
[23:26:44] <fodil> ok 2s
[23:26:54] <Curious> Cool it works shirt :)
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[23:27:29] <shirt> Curious: haha yeah, this is awesome
[23:27:41] <Curious> Reminds me a game I once played
[23:27:45] <Curious> of a game*
[23:27:46] <xaxxon> shirt, cute game :)
[23:27:49] <derhass> fodil: looks exactly as it is intented to look
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[23:28:07] <derhass> OpenGL core profile version string: 3.3 (Core Profile) Mesa 10.3.2
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[23:28:26] <fodil> then that means that I can you opengl 3.3 ?
[23:28:32] <derhass> yes
[23:28:46] <spich> trying to wrap my head around matrices and how to move around a 3d world with them, anyone has any interesting link?
[23:28:55] <fodil> I tried to compile 3.3 opengl programs, but it's not working
[23:28:58] <shirt> xaxxon: thanks!
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[23:29:11] <Curious> I do have spikes in the game though shirt
[23:29:22] <Curious> Might be network related
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[23:29:34] <derhass> sorry
[23:29:45] <fodil> because glsl is only 130 and 3.3 should be glsl 150
[23:29:56] <xaxxon> 3.3 is glsl 330
[23:29:58] <Shockk> fodil: no,should be 330
[23:30:04] <derhass> is 3.30
[23:30:08] <Shockk> GLSL 150 corresponds with OpenGL 3.2
[23:30:10] <derhass> according to his output
[23:30:17] <shirt> Curious: yeah, i had to disable my "smoothing" code for now, because it was a bit buggy. server is also in europe
[23:30:23] <spich> derhass: thanks! ill take a look at it
[23:30:32] <Curious> I am in europe
[23:30:53] <fodil> ok i think I understand why it doesn't work, I am using legacy opengl, instead of core, thanks !
[23:31:02] <Shockk> fodil: oh, that would do it
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[23:32:18] <Curious> shirt: Are you taking a game as a reference for this?
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[23:33:20] <shirt> Curious: no real reference. a bit inspired by an old game called "liero"
[23:34:26] <Curious> shirt: Ah, now I remember what game it reminded me of: Teeworlds
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[23:37:49] <Curious> shirt: Look at how the rope works there, it's simpler but makes it easier to move around in the world
[23:38:03] <fodil> shirt: your game is awesome dude !
[23:38:40] <shirt> fodil: thanks!
[23:38:46] <shirt> Curious: cool, i'll check it out
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[23:40:36] <Curious> I'm Alice btw :P
[23:40:38] <foobaz> yea that's a sweet game
[23:40:55] <fodil> i am alice too !
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[23:42:09] <shirt> i am Bob :D
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[23:44:53] <madsy_> My head hurts :/
[23:45:12] <madsy_> Reading about modern embedded system buses and bus controllers
[23:45:35] <Curious> Sounds like fun
[23:46:33] <madsy_> Implementing drivers for flash memory and such is fun. Bus control and DMA is.. less fun.
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