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[00:09:45] <DarkUranium> Codex_, heh, could've been solved so easily!
[00:09:53] <DarkUranium> just a void* data to each callback
[00:10:20] <DarkUranium> but meh, not much point in callbacks if they don't do anything useful (callbacks for specific events, OTOH, can be quite nice)
[00:11:02] <Codex_> dark: I think they later added versions of the callbacks with void* data
[00:11:22] <Codex_> dark: but many people still have bad experiences with the callback design :-)
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[00:13:34] <Codex_> some libs that do callbacks are hiding the data passing mechanism inside Window class with user_data or something :-)
[00:14:31] <Codex_> but basically it's all just trying to sidestep the fundamental problem that passing data between different kinds of callbacks is kinda difficult...
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[00:25:16] <DarkUranium> Codex_, yeah, it gets messy fast.
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[00:25:50] <DarkUranium> Codex_, in my own engine, I provide two options: custom event loop, or a callback-based thing (which does a few other time-management conveniencies)
[00:26:11] <DarkUranium> though supporting the custom loop is a bit problematic for the future direction, so I'll probably drop that (but provide some alternate ways of getting shit done)
[00:26:18] <DarkUranium> globals aren't THAT much of a problem for this use case anyways, though.
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[00:28:57] <spich> so,imet this person, what do i do next?
[00:29:22] <spich> i met this person i like*
[00:30:34] <nine_milli> make her a gl demo
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[00:30:52] <chrisf> getting banned from ##OpenGL isnt likely to help your case
[00:30:58] <chrisf> oh, he's gone.
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[00:43:01] <DarkUranium> chrisf, off to make that demo, no doubt
[00:43:59] <chrisf> DarkUranium: tbf, i met my wife because of some graphics programming i was doing...
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[00:56:57] <sbimike> i'm working with the google angle library and opengl es 2 api https://chromium.googlesource.com/angle/angle/+/master/README.md
[00:57:36] <sbimike> i can compile it on windows. i'm a senior programmer. i know many languages. but i'm a c++ newb. i'm doing this for fun to try to achieve mastery of c++11
[00:57:44] <sbimike> i'm taking apart one of my favorite games Dont Starve Together
[00:58:06] <sbimike> i see they use this lib with SDL for their engine and i want to try to build a very basic demo using the same libs
[00:58:24] <xaxxon> where are you stuck?
[00:58:29] <sbimike> something like a triangle that can move around the screen in response to WASD keyboard input would be good for a day's work
[00:58:48] <sbimike> i started a new vs2015 project and i am stuck on linking and spawning the window
[00:58:59] <sbimike> i can run the provided example .exe files they make a triangle in a new window just fine
[00:59:53] <sbimike> but i don't know visual studio very well so the linker complains of missing exports and i know i'm not referencing the source .cpp from the examples correctly
[01:00:27] <xaxxon> yeah, ok, I'll help offline
[01:00:28] <sbimike> when i try to start a project from scratch
[01:00:31] <sbimike> cool
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[03:40:50] <sadtaco> Erm.. how do see if I'm working with every 8th uv? I thought i'd just be mod(uv.x, 9.0) == 0.0. But that is false every time.
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[03:49:58] <xaxxon> dav1d, hey, you around? how do we load a opengles2 .. loader?
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[03:50:18] <xaxxon> I noticed it doesn't have gladLoadGL but it has gladLoadGLES2Loader
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[03:52:25] <sadtaco> oh wait. oops
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[04:03:05] <sadtaco> It was from trying it on the uv instead of FragCoord, but I'm still missing something.
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[04:16:33] <sadtaco> gl_FragCoord xy length should be 0...width and 0...height in pixels as a float, right?
[04:17:50] <slime> yeah. fragment shaders are typically executed at the centers of pixels though (unless MSAA is used), which is at x+0.5, y+0.5
[04:18:14] <sadtaco> or is it 0...1? Docs seem to say 0...1 unless something I have set changed that
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[04:19:43] <sadtaco> Well I'm doing something wrong.. I'm trying to do an operation only for every 8th texel. "if( mod(floor(gl_FragCoord.x), 8.0) == 0.0 )" but it doesn't seem to do as expected so dunno.
[04:20:18] <slime> well, it'll do it for every 8th pixel onscreen, rather than every 8th texel
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[04:22:15] <sadtaco> It's a compute shader.
[04:22:29] <sadtaco> Well it's a frag shader. But operating as a compute one on a plane.
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[04:27:48] <sadtaco> The way I get the uv is "vec2 uv = gl_FragCoord.xy / resolution.xy;" where resolution is say vec2(120., 120.); So yeah, FragCoord must be 0...textureSize. So I'm messing something up..
[04:33:12] <chrisf> what are you actually trying to do, btw?
[04:33:18] <sadtaco> Sec I'll explain
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[04:36:22] <sadtaco> http://pastebin.com/AYTPH576 hopefully this is fairly legible. This is 120x120 compute shader that's supposed to basically "spawn" a bullet. There's 8 bullets per ship, and two sets of 30x30 textures for the ships own compute. So you can see up top where I look up the ship for each bullet, and alternate, so 8 bullet texels are associated to each ship.
[04:37:35] <slime> have you profiled to check if that actually runs better than equivalent cpu code?
[04:37:36] <sadtaco> Then, on the later half, I see if there is a flag for the ship to be firing. That's where I need to "spawn" a bullet by setting its texel from being 0., 0., 0., 0. to the ship's position, and a lifetime value in the 4th cord. That's where I'm having problems.
[04:38:04] <sadtaco> Yes I have. AVX would probably be equivalent but that's only for certain hardware. And I'm doing this for fun anyway
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[04:42:32] <sadtaco> but anyway, the problem lies at 23-29. I have to see if the first bullet in the set of 8 has no .w or .a, and if not that's the one it should spawn. Otherwise, it should see if its .w is 0.0, as well as the previous in the set of 8 is older than some life time, then it should spawn.
[04:42:46] <sadtaco> But.. I don't see where I'm tripping up, here.
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[04:43:48] <sadtaco> the bullet texture should basically look like 8 texels on the x axis per ship, then the line above that for the other set of ships. So modulo of 8 should be giving me the first bullet, as far as I can see.
[04:44:10] <slime> well, gl_FragColor needs to be written to if discard isn't called
[04:44:46] <slime> also http://hacksoflife.blogspot.ca/2011/01/derivatives-ii-conditional-texture.html
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[04:48:18] <sadtaco> What's the best way to check if vec4(0., 0., 0., 0.); is actually 0., 0., 0., 0.? Is there soemthing faster than comparing it to another vec4 that's 0., 0., 0., 0.?
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[04:49:44] <sadtaco> hm nevermind. I know what I should do.
[04:55:32] <sadtaco> https://jsfiddle.net/nrb43tfr/37/show well there's a visualization of how it ends up looking. And if I "if( newBullet.w == 0.0) discard;" it puts them all in this expanding circle in the middle, which doesn't make sense to me either. newBullet.w should mean it's not spawned or has reached the end of its lifetime.
[04:55:40] <sadtaco> brb a min
[04:57:38] <sadtaco> The big blocks are what would be bullets. I just have them offset and appearing around the ship that shoots them to better understand that things are working correctly. I did get 8 around each ship fine, but deciding how to "spawn" them has been problematic. It should be that if the bullet is 0., 0., 0., 0. it's not active, and setting a position+delta spawns and gives me the information when to despawn. But you can see instead of h
[04:57:38] <sadtaco> aving 8 around one that's firing, I suddenly get a clump of either 8 or 2 all at once.
[04:59:19] <dahlia> I get nervous comparing floats
[04:59:54] <dahlia> hmmm does glsl have an epsilon?
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[05:08:12] <Stragus> dahlia: GLSL won't insert epsilons in your calculations for you
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[05:11:03] <dahlia> Stragus: so something to keep in mind when using == ?
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[05:11:52] <dahlia> hmmm I dont know if I've ever used == in a shader
[05:12:15] <dahlia> dont think I have
[05:13:23] <chrisf> are we pretending we dont have integers?
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[05:14:17] <dahlia> chrisf: no I was just making random comments about sadtaco's dilemma
[05:15:15] <chrisf> well, that seems to be the crux of sadtaco's dilemma...
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[05:17:59] <Stragus> I would never compare GLSL floats with ==, not even known zeroes. I wouldn't trust the shortcuts taken by mobile hardware
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[05:20:23] <sadtaco> well one problem I think I see
[05:20:40] <sadtaco> is that this must be 2 rows of 4 for the bullets per ship instead of 1 row of 8.
[05:21:51] <sadtaco> Which makes looking up the "previous" bullet texel more of a pain and might be a large part of my problem. Not sure how I'd map them to a row of 8, though..
[05:22:43] <sadtaco> maybe vec2 shipUv = mod(gl_FragCoord.xy / resolution.xy, 8.0); instead of 4.0, then multiplying the UV by 2?
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[05:26:32] <sadtaco> Stragus, what would you compare them with? And even when comparing 0.0? I figuered 0.0 is safe.
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[05:29:19] <sadtaco> Mh nope mod(gl_FragCoord.xy / resolution.xy, 8.0) * 2.0; is not a way to do it.
[05:29:23] <dahlia> if I were comparing vec3s, I'd probably use a length or a lengthSquared
[05:29:38] <dahlia> as in distance between 2 vec3s
[05:29:41] <sadtaco> No just one number
[05:29:46] <sadtaco> Seeing if vec4.w == 0.0
[05:30:35] <dahlia> something like abs(a - b) < tolerance
[05:30:43] <dahlia> dunno what tolerance would be tho
[05:31:41] <sadtaco> I'm just comparing a number and not a sum, though.
[05:31:52] <sadtaco> I don't think it not matching 0.0 is the problem here, though
[05:32:12] <dahlia> ya but the problem is neither a or b are guaranteed to be exactly 0
[05:32:24] <dahlia> probably more like 0.00000001
[05:32:34] <dahlia> or something like that
[05:33:31] <dahlia> so something like: abs(vec3.w - 0.0) < 0.00001
[05:33:46] <dahlia> maybe someone else here knows a better answer
[05:34:08] <sadtaco> But I'm not setting it to 0.0 by subtraction.
[05:34:29] <sadtaco> I'm setting it by vec4.w = 0.0;
[05:34:47] <dahlia> well if it works :)
[05:34:55] <chrisf> sadtaco: whole shader in a paste?
[05:37:36] <sadtaco> https://jsfiddle.net/nrb43tfr/30/ might be better, eh? "computeBulletPosition". This is a vis showing how I have 8 bullets "matched" with each ship. I think a big problem I have here is on line 44 of the html part. That offset I'm adding on the y axis to not having 2 sets of 4 overlapping. That's because instead of a row of 8 on the texture, there's really 2 rows of 4
[05:37:47] <sadtaco> which make it harder to look up the previous bullet and see if it's time the "spawn" the next.
[05:39:08] <chrisf> oh dear, i hadnt picked up that it was webgl.
[05:39:47] <sadtaco> GLES 2.0, basically.
[05:39:56] <sadtaco> I don't think it really matters for this particular problem, though
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[05:45:46] <xaxxon> anyone know what the process is for using glad with opengl es2? it doesn't have gladLoadGL that I can see and I dno't quite understand what appears to be the alternative -- requires some sort of callback
[05:46:40] <xaxxon> trying to get it working with SDL / Angle
[05:46:55] <xaxxon> but I get weird crashes -- presuambly some missing compatibility layer
[05:46:59] <xaxxon> but not sure where
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[06:16:40] <sadtaco> https://jsfiddle.net/nrb43tfr/38/show slightly better vis that illustrates how it makes 2 rows of 4, with a gap between. Though I had some ideas on how to associate with rows of 8, but nope.
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[06:47:38] <sadtaco> Or another way to say it is that I have a 120x120 fragment loop and I'm trying to sample from 2 30x30 textures, 1 texels 8 times each in the 120x120. The first 30x30 should be sampled up to say y=0,x=0...7 120x120 then say y=1,x=0...7 from the other, and so on, or something like that.
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[07:33:07] <kenzierocks> how many VBOs can be bound to one VAO at a time?
[07:34:20] <SAVAK> hella
[07:34:36] <kenzierocks> more than 16?
[07:36:34] <Stragus> As many as you can have vertex attributes
[07:37:02] <Stragus> (Also, if you have 16 vertex attributes, that's probably way too many)
[07:37:31] <kenzierocks> let me explain what i'm seeing
[07:37:45] <kenzierocks> i used to make a VAO for every VBO due to however i learned it 3 years ago
[07:38:11] <kenzierocks> however the Apple OGL impl was complaining that no VAO was bound when i compiled my shaders
[07:38:28] <kenzierocks> so i tried using one VAO for my entire program, so it could encapsulate the shaders
[07:38:46] <kenzierocks> but now I get a crash after about 10 glGenBuffer calls
[07:38:50] <chrisf> there is no requirement to have a VAO bound while compiling shaders...
[07:39:33] <kenzierocks> should i just skip calling glValidateProgram then?
[07:39:39] <kenzierocks> oops sorry
[07:39:43] <kenzierocks> wasn't when compiling shaders
[07:39:47] <kenzierocks> when linking programs
[07:39:53] <kenzierocks> and then validate
[07:40:37] <kenzierocks> with my mac, if i don't have a VAO bound this pops up: "Validation Failed: No vertex array object bound."
[07:40:52] <chrisf> there may be some value to it if you actually arrange the state you're likely to render with.
[07:41:05] <chrisf> if you're setting up some /other/ random state then it tells you nothing
[07:41:32] <kenzierocks> hmm?
[07:41:33] <kenzierocks> what do you mean
[07:42:20] <chrisf> ValidateProgram validates the combination of the program and the current GL state.
[07:42:52] <chrisf> it only tells you something meaningful if the state you set is more or less what you'll actually use the program with
[07:43:06] <kenzierocks> ah, i see
[07:43:26] <chrisf> as for your VAO usage, you've swung to the opposite extreme.
[07:43:58] <chrisf> and by the looks of it, fouled something else up if you're getting a crash.
[07:44:15] <kenzierocks> yea it's a pretty weird crash tbh
[07:44:21] <chrisf> if you can pastebin the code around the crash, we can take a look
[07:45:02] <kenzierocks> warning: it's using LWJGL so it's in java; https://github.com/TechShroom/EmergencyLanding/blob/feature/sound/src/main/java/com/techshroom/emergencylanding/library/lwjgl/render/VBAO.java#L337
[07:45:07] <kenzierocks> that line is the crashing line
[07:45:08] <chrisf> Stragus: not completely unreasonable if you're doing instancing and cant pull the instance data in the shader.
[07:45:42] <kenzierocks> vertexDraw is called from draw, which is right above
[07:45:57] <kenzierocks> i'm pretty sure this is really bad OpenGL code b/c it was written a while ago
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[07:58:19] <sadtaco> I still can't figure out how I can sample 1x8 lines of texels to a 120x120 from two alternating/partitioned 30x30 textures. Just sizing down 1/4th from the 120x120 and doing a mod(FragCoord.y, 2.0) > 1.0 gives me 2 separated lines of 1x4 instead of 1 1x8.
[07:58:51] <Stragus> Does anyone have experience with turning off GLSL associativity optimizations? In other words, I want to compute ( a - b ) + b and the compiler is not allowed to simplify
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[07:59:31] <chrisf> Stragus: `precise` does what you want.
[07:59:55] <Stragus> Really? Even for ( a - b ) + b ?
[08:00:25] <chrisf> of course, this is a shader compiler you're talking about, so it may drop it on the floor and do its own thing.
[08:01:02] <Stragus> Okay, that's what I would like to avoid ;)
[08:01:20] <Stragus> Trying to do double-float and/or double-double arithmetics
[08:03:55] <chrisf> inspect the output and make sure it heard you
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[08:05:59] <Stragus> Haven't tried on GLSL yet, tested the double-float / double-double in C first, I was curious what to expect
[08:06:29] <Stragus> And I'm tempted to assume #pragma optimize(off) makes GLSL compilers emit crappy code
[08:06:49] <chrisf> if they care at all
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[08:25:59] <kenzierocks> so, glDrawElements only crashes after i call it 4 times
[08:26:02] <kenzierocks> which is really weird
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[08:27:33] <chrisf> is the contents of your index buffer wrong?
[08:27:55] <kenzierocks> i'm checking that now
[08:28:03] <chrisf> does it work on other GL implementations?
[08:28:15] <chrisf> (and on those, if you enable debug output, does it tell you anything?)
[08:28:47] <chrisf> (SOL on apple's GL there)
[08:29:39] <kenzierocks> nope
[08:29:42] <kenzierocks> it actual does worse
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[08:29:54] <kenzierocks> on Apple's, it only emits an INVALID_OPERATION
[08:30:07] <kenzierocks> on linux (unsure if driver or mesa GL) it segfaults
[08:30:26] <kenzierocks> and debug output on linux said nothing
[08:30:32] <kenzierocks> index buffer is [0, 1, 2, 2, 3, 0] every time
[08:30:38] <Stragus> Well, your code is definitely buggy
[08:30:52] <kenzierocks> yea
[08:35:32] <kenzierocks> i know for sure now i'm not allocating too many buffers, i just tried allocating 6k and got them
[08:36:23] <kenzierocks> could there be such a thing as deleting a VBO too early?
[08:37:31] <kenzierocks> i've boiled the problem down to a piece of code that allocates a new vertex VBO and index VBO, then draws with them, then destroys them, all in one line -- no other code in between
[08:37:35] <kenzierocks> if i get rid of that code it stops crashing
[08:38:15] <kenzierocks> hmm. interesting. if i don't make any draw calls with it, it still dies
[08:38:36] <kenzierocks> more interesting: if i don't destroy it, nothing breaks
[08:41:42] <grim002> better question is why you would do that
[08:43:02] <Stragus> Sounds terrible indeed
[08:43:33] <Stragus> If it draws in a Draw() call and you aren't using VAOs, I assume you messed up your vertex attribute state
[08:43:42] <Stragus> If it crashes* in a Draw() call
[08:44:09] <kenzierocks> it's a debug box thing
[08:44:30] <kenzierocks> i guess i'll just create one and update it's data
[08:44:53] <kenzierocks> seems like deleting a VBO too early is actually a bug in multiple places
[08:44:56] <kenzierocks> which is really fun
[08:46:05] <Stragus> You really aren't being careful when writing code...
[08:47:10] <kenzierocks> i don't know what you mean by careful
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[08:47:31] <kenzierocks> i'm cleaning up everything
[08:47:32] <kenzierocks> i'm trying to learn how opengl really handles stuff
[08:47:36] <kenzierocks> because my entire experience with it has been voodoo shit like this
[08:48:04] <kenzierocks> where it works if you do things in a particular way but totally breaks in weird inexplicable ways that can't be debugged if you do something wrong
[08:49:06] <Stragus> Well, that's how things work with most real programming languages and APIs. You should start by learning OpenGL, not just trying to make things work
[08:49:23] <Stragus> You can write C code that "appears to work" and still be totally wrong, undefined behavior
[08:49:32] <kenzierocks> i did try to learn opengl
[08:49:33] <kenzierocks> then they made a new one
[08:49:38] <Stragus> Oh, eheh
[08:49:44] <kenzierocks> and like in other places, it's full of tons of conflicting information
[08:49:58] <kenzierocks> because how VAOs worked in 2.0 is diffferent from 3.0+
[08:49:58] <Stragus> Ask here if you have any doubt
[08:50:03] <kenzierocks> and a bunch of other things
[08:50:16] <Stragus> VAOs different between 2.0 and 3.0?
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[08:50:27] <kenzierocks> that's what I think I read?
[08:50:37] <kenzierocks> there's some things that require VAOs bound in 3
[08:50:38] <Stragus> It's the same thing, except VAO usage is mandatory, there's no default global VAO state
[08:51:14] <kenzierocks> anyways most of this was written either for legacy OGL or for when I was just learning Core
[08:51:32] <kenzierocks> so it probably needs a do-over
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[09:13:22] <grim002> you shouldn't be mixing legacy code with newer code
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[10:51:31] <xaxxon> anyone know about how to use glad with es2? it doesn't have gladLoadGL like "normal"
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[11:01:15] <Curious> How does one calculate the pixel size for an orthographic projection and a given viewport size in clip space (with an orthographic projection the same as ndc space)?
[11:03:25] <dawik> width = 2.0 / viewportWitdth
[11:03:49] <dawik> height = 2.0 / viewportHeight
[11:03:53] <dawik> unless im missing something :)
[11:04:40] <dawik> not sure why you would need to but
[11:04:46] <dawik> there you go ^^
[11:05:05] <Curious> Thanks dawik, that's exactly what I was/am doing, but the result I'm getting isn't quite what I would expect but maybe my expectations are wrong
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[11:05:16] <Curious> I need it for conservative voxelization
[11:05:41] <dawik> alright
[11:05:54] <dawik> it would inherently have some rounding errors
[11:05:58] <dawik> probably
[11:06:28] <dawik> could be that I guess?
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[11:09:29] <Curious> I think it is the conservative rasterization that overestimates too much in general
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[12:57:19] <Waynes> is there a list of which functions are slow in display lists? I only get a speedup of around 50% for a lot of stencil buffer-related functions
[12:58:01] <Yaniel> display lists are deprecated
[12:58:13] <Waynes> yes, but both amd and nvidia will keep supporting them
[12:58:33] <Yaniel> you can safely expect everything to be slow there, except for the things that you can do with VBOs :>
[12:59:30] <Waynes> well, it is faster, just not by much
[12:59:42] <Waynes> and VBOs won't help me for changing opengl state between draw calls
[13:00:07] <Yaniel> display lists won't help much either
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[13:09:23] <Codex_> waynes: what's your current problems with changing opengl state?
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[13:09:48] <Codex_> waynes: there might be easy solutions to those problems which would allow you to use VBO's...
[13:11:38] <Waynes> Codex_: I'm drawing several thousand bezier path objects (possibly with holes and self-intersection), similar to https://developer.nvidia.com/nv-path-rendering, I've got an alternative method, but I wanted to test it against display lists to make sure it's actually faster
[13:11:49] <xaxxon> anyone know about how to use glad with es2? it doesn't have gladLoadGL like "normal"
[13:12:05] <xaxxon> or more specifically how to get angle working?
[13:12:25] <xaxxon> if I'm asking too often, let me know..
[13:12:43] <Waynes> freenode will tell you when you write too fast :)
[13:12:55] <Waynes> dav1d: poke
[13:13:06] <karalaine> xaxxon, I dont use glad with my es/angle project
[13:13:11] <karalaine> only with windows port
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[13:14:27] <Waynes> Codex_: also nvidia is using display lists in their examples, so they can't be that bad for this use case
[13:14:39] <Codex_> waynes: my current best idea replacing nv_path_rendering is representing the same data with gl_polygon like data structure, and then converting it to triangles using triangle strips. But it only works for convex shapes without holes...
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[13:15:01] <xaxxon> karalaine, do you use any particular toolkit like sdl or glfw?
[13:15:26] <karalaine> xaxxon, no, I just copied everything from angle example project
[13:15:35] <karalaine> that EGL stuff
[13:15:38] <xaxxon> karalaine, so you use OSWindow and what not?
[13:15:42] <karalaine> yeah
[13:15:46] <Waynes> Codex_: it's also possible to triangulate them with something like GLUtesselator which works for all kinds of shapes, but triangulation takes some time
[13:16:58] <karalaine> xaxxon, or I copied only bits I need, but basically I am using their implementatio, and it works perfectly with both windows+angle and android
[13:17:17] <exDM69> Waynes: do *not* use display lists
[13:17:41] <exDM69> they're not fast and they do not play nice with modern opengl
[13:18:07] <exDM69> if you get speedup from display lists, there's something horribly wrong with your code
[13:18:36] <Waynes> as I said, nvidia is doing it in their (recent) examples and they probably know what they are doing
[13:18:57] <exDM69> I don't think that's a recent example you're looking at
[13:19:05] <exDM69> it might be some old crap ported over from the 1990s
[13:19:19] <danhedron> there's plenty of "samples" full of old stuff
[13:19:36] <Waynes> hmm, maybe
[13:19:36] <danhedron> they're not designed to be perfect implementations
[13:20:03] <exDM69> Waynes: https://github.com/memononen/nanovg <<--- here's another alternative if you're looking into path rendering
[13:20:30] <Codex_> waynes: the algorithm for triangulating convex polygon is just simply following both edges of the polygon at the same time....
[13:20:51] <Waynes> Codex_: yes
[13:21:04] <exDM69> that's also an algorithm that pays no attention to quality
[13:21:14] <exDM69> might have near-zero-area triangles, etc
[13:22:43] <Waynes> what happens with zero area triangles?
[13:23:03] <exDM69> they're inefficient and might have issues when combined with other graphics methods
[13:23:16] <exDM69> it may or may not matter in your case
[13:23:45] <exDM69> if the area is really zero (ie. all vertices are on a point or a line), no fragments get emitted
[13:24:21] <Codex_> exdm69: you're not going to manipulate it much after it's been converted to triangles. All the normal operations for meshes are working with polygons.
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[13:25:42] <exDM69> you might e.g. extrude shadow volumes or apply other geometry shader and tesselation tricks... and that's when near-zero area polygons will bite you in the ass
[13:26:33] <exDM69> so it all depends on the case...
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[13:31:48] <Waynes> exDM69: nanovg also changes the state every time a path is filled: https://github.com/memononen/nanovg/blob/b83cf926525e7cea8d2483da2a75852b8c7b6d28/src/nanovg_gl.h
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[13:34:00] <Waynes> forgot to link the line number https://github.com/memononen/nanovg/blob/b83cf926525e7cea8d2483da2a75852b8c7b6d28/src/nanovg_gl.h#L951
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[13:35:16] <exDM69> Waynes: is that an issue?
[13:35:30] <exDM69> Waynes: that function draws *many* paths at one go
[13:35:41] <exDM69> it's not like it pokes the state every time you draw something
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[13:36:20] <Waynes> do all paths have to have the same fill?
[13:36:23] <exDM69> and even if it does, it's probably unavoidable
[13:36:46] <exDM69> I'm not super familiar with that lib... but I know that it's popular and has been used in shipping products
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[13:51:10] <wizardtheo> Hi people I got a question... its kinda tricky to describe but I think it would be simple once you understand what Im TRYING to say...
[13:51:44] <wizardtheo> Basically it's about ray-marching... im just trying to figure out how to figure out the "Ray direction"... assuming I have an Model, View and Projection matrix
[13:51:47] <xaxxon> thanks for lowering our expectations
[13:51:55] <wizardtheo> :)
[13:52:08] <xaxxon> do you want to do mouse picking? or... ?
[13:52:21] <wizardtheo> I've been trying for about a week to get this thing down... lookign at all sorts of tutorials or demos but i still cant get it
[13:52:38] <wizardtheo> xaxxon no... im trying to draw raymarched objects in-game
[13:52:40] <wizardtheo> in a billboard
[13:52:49] <xaxxon> ok. what's your question?
[13:53:04] <wizardtheo> how to figure out the "RayDirection"...
[13:53:12] <xaxxon> sorry it's 05:00
[13:53:31] <wizardtheo> basically it goes from the eye, to the object, which is at 0,0,0
[13:53:44] <Codex_> you need (point, vector) to do ray marching... and you'll just make a plane and take rectangular area. Then the ray direction is just (0,0,1) or something
[13:53:45] <wizardtheo> but... that's not what rays really do, right?
[13:53:55] <exDM69> wizardtheo: you convert your window position to -1..1, then multiply by the inverse of (projection * view * model) and divide by .w
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[13:54:07] <xaxxon> sounds like mouse picking
[13:54:09] <exDM69> wizardtheo: do that with z value -1 and 1, and you have your ray
[13:54:26] <wizardtheo> I can show you my existing code... Ill just get a pastebucket... hold on
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[13:56:55] <Waynes> wizardtheo: some ray marchers skip the projection matrix and calculate the ray direction directly https://www.shadertoy.com/view/XllGW4 starting at line 1248 with obfuscated variable names
[13:56:57] <xaxxon> wizardtheo, you read this: http://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/
[13:57:00] <xaxxon> ?
[13:59:07] <wizardtheo> xaxxon I read that... its good but it didnt help me, sorry
[13:59:20] <wizardtheo> Waynes... thanks a lot hold on though I got a lot of answers from 5 people :)
[13:59:26] <wizardtheo> this is my existing code... http://pastebin.com/raw/61Vcp6Np
[13:59:48] <exDM69> wizardtheo: I can't access pastebin.com use pasteall.org or gist.github.com
[13:59:51] <wizardtheo> basically im just creating a sphere on a billboard
[13:59:53] <wizardtheo> ok
[14:00:15] <xaxxon> wizardtheo, I don't see any inerted matricies
[14:00:34] <wizardtheo> http://pasteall.org/78581
[14:00:36] <xaxxon> *inversed
[14:00:44] <wizardtheo> that's the thing... I don't know what I'm doing
[14:00:54] <wizardtheo> I tried putting in matrixes and my "pacman" disappeared
[14:01:13] <xaxxon> wizardtheo, have you done any mouse picking before?
[14:01:16] <exDM69> wizardtheo: "flat in vec3 LookFrom" <<--- this is definitely wrong
[14:01:37] <wizardtheo> I don't Know what has to be multipled by what... is it the start point or the end point? And is it multiplied by the View matrix or the MVP matrix or Projection matrix?
[14:01:48] <exDM69> the inverse of MVP
[14:01:54] <wizardtheo> ok
[14:02:01] <wizardtheo> xaxxon: no
[14:02:23] <wizardtheo> I will need to later
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[14:02:34] <xaxxon> mvp puts stuff in screen space, so inverse of mvp takes screen space and puts it in world space
[14:02:40] <wizardtheo> OK
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[14:02:51] <wizardtheo> wait... model-space, right?
[14:03:08] <xaxxon> whatever it was before you multiplied it by MVP
[14:03:09] <Curious> All you want are the ray directions right? Define 4 directions each in the corner of your camera frustum and then interpolate between them with [0, 1] uv coordinates
[14:03:11] <b7> Hi everyone!
[14:03:22] <xaxxon> hrmm
[14:03:34] <wizardtheo> Curious that's an optimisation I think... right now I just want this working, at all
[14:04:10] <wizardtheo> also... I'm pretty sure once I'm done... I won't need that silly thing with "float z = sqrt(1 - dot(XY,XY));"
[14:04:21] <wizardtheo> or that "vec3 XYZ = vec3(XY, z) + MiddleSphere;"
[14:04:29] <wizardtheo> I'm pretty sure a signed distance function won't need that
[14:04:40] <wizardtheo> ive just done it the wrong way
[14:04:56] <xaxxon> wizardtheo, just do what exDM69 said: wizardtheo: you convert your window position to -1..1, then multiply by the inverse of (projection * view * model) and divide by .w
[14:05:02] <wizardtheo> So I'm just multiplying "lookfrom" by the inverse of MVP?
[14:05:06] <wizardtheo> ok
[14:05:20] <wizardtheo> im sure glsl has inverse multiplication built in?
[14:05:38] <wizardtheo> like V * M = inv(M) * V?
[14:05:48] <xaxxon> https://www.opengl.org/sdk/docs/man/html/inverse.xhtml
[14:06:00] <xaxxon> google is your friend
[14:06:23] <Curious> From the link xaxxon posted, look at this shadertoy implementation. Isn't that what you want? https://www.shadertoy.com/view/llt3R4
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[14:06:48] <wizardtheo> Curious it probably is but Im trying as fast as I can to answer 2 other peopel already :)
[14:07:06] <b7> What is the best approach to build Solar system model in true scale?
[14:07:10] <b7> 1) Build models inside 2x2 cube then transform and put in place on scene using GLM.
[14:07:14] <b7> 2) Build models in astronomic size, Sun for example would be a sphere radius of ~700000. Scene would be an astronomic size too, like 6.0e+16 or so.
[14:07:58] <xaxxon> b7, floats don't really care much about scale
[14:08:19] <spich> scale doesnt matter, as long as your models use the same one
[14:08:45] <Codex_> b7: if you do that, you'll have problems finding the objects from the space... it took scientists hundreds of years to find all the planets of the solar system, even though they had advanced telescopes..
[14:09:10] <xaxxon> Codex_, but they didn't have the source
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[14:09:59] <b7> I'm kinda afraid that there will be an issues with precision, like model's polygons go nuts at camera close look or something...
[14:10:13] <xaxxon> b7, probably what you want to do,though is not ever really build the whole thing.. just figure out what is close and make it as needed
[14:10:50] <xaxxon> since you'd need a lot of levels of detail, anyhow.. you're not going to render flora and fauna when you're 2AU from a plant
[14:10:52] <xaxxon> planet
[14:12:34] <b7> Well, you are right about levels of detail, but still? Do you think I should go with astro sizes instead of scaling?
[14:12:41] <mudlord> so...someone wants to mix raymarch with polygons for a something like no mans sky?
[14:13:27] <mudlord> i thought quilez did a article on reusing things like depth from the raymarcher when doing depth sorts with polys
[14:13:43] <mudlord> so you can mix/match polys with rm
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[14:14:02] <Codex_> i have nice way to convert distance field to a mesh... allows instancing for blobs etc...
[14:14:20] <wizardtheo> hi mudlord... yeah me
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[14:14:31] <mudlord> for a "procedural" game?
[14:14:39] <wizardtheo> well just games in general :)
[14:14:43] <mudlord> inigo did some docs on mixing geometry with raymarch
[14:14:43] <wizardtheo> everything is proceedural
[14:14:57] <wizardtheo> I tried reading his stuff but I'm still stuck
[14:15:07] <wizardtheo> this is my current code http://pasteall.org/78586
[14:15:23] <wizardtheo> if I define "DoItTheProperWay" my "pacman" disappears
[14:15:28] <mudlord> well from your ray distance, you output it as a extra col component, like something unused like alphA
[14:15:32] <wizardtheo> otherwise I see a one-eyed pacman
[14:15:46] <wizardtheo> (I will make him two-eyed once I gte this thing working properly)
[14:16:03] <xaxxon> there's never going to be a data type that will let you have both massive values and increment something at the fine grain of 60fps moving over a planet's surface
[14:16:06] <xaxxon> b7,
[14:16:16] <xaxxon> so you'll have to come up with something more interesting
[14:16:41] <wizardtheo> mudlord I just want to draw this normally... it should be possible... its just I dontunderstand the maths very well
[14:17:18] <b7> xaxxon, like what?
[14:17:31] <wizardtheo> it's something to do with turning the eye-coord into the... model coord
[14:17:57] <mudlord> forgive me, but why isnt your distance incremented?
[14:18:30] <wizardtheo> it is?
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[14:18:43] <wizardtheo> " RayLength += max(dist, kStepMin);"
[14:18:47] <mudlord> oh
[14:18:50] <mudlord> my mistake
[14:18:54] <wizardtheo> i'll look at curious 's link for now
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[14:19:41] <b7> It's just my first experience with OpenGL, I wouldn't want to go wrong way and then rewrite my whole program, that's why I wondering what people do in such case.
[14:19:46] <xaxxon> b7, Maybe some sort of hybrid.. or 2-tier coordinate system? like a grid of local coordinate systems?
[14:20:26] <mudlord> yes, read curious's link
[14:20:50] <xaxxon> I'm confused between the two convo's going on
[14:20:58] <mudlord> im talking to wizard
[14:21:01] <xaxxon> kk
[14:21:10] <mudlord> and his attempt to mix rm with normal geometry
[14:22:08] <mudlord> id advise to read shanes shadertoys if you want to know more advanced techniques tho
[14:22:13] <wizardtheo> the problem with jlfwong's code is that... even simple things like the coordinate system being different... has caused the code to not work in the last 3 times I tried putting in extenral code into my system
[14:22:18] <mudlord> but the tuts look fine to me
[14:22:19] <xaxxon> b7, where the size of each sub-element is based on the precision needed for moving around relative to "close" things
[14:22:24] <wizardtheo> I tried fixing it to be compatible with my system... but it just didn twork
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[14:22:30] <wizardtheo> I can try again
[14:22:59] <b7> xaxxon, hmm, but that means scaling, doesn't it?
[14:23:12] <mudlord> http://www.iquilezles.org/www/articles/raypolys/raypolys.htm
[14:23:14] <xaxxon> b7, not sure exactly what you mean
[14:23:34] <wizardtheo> it's a pretty simple question... just want to send a ray from the eye to whereever they are supposed to go... assuming the eye is looking at our model
[14:23:49] <b7> xaxxon, I mean I should build models of different size depending on the coordinate system in use, right?
[14:23:52] <wizardtheo> thanks mudlord
[14:24:34] <xaxxon> b7, well you'll need to be procedurally building your models
[14:24:44] <b7> xaxxon, indeed.
[14:25:02] <mudlord> wizard: inigos stuff sounds like what you need
[14:25:10] <mudlord> just need the proj matrix
[14:25:17] <mudlord> and a means to output fragment depth
[14:25:21] <Curious> wizardtheo why don't you define your ray direction like I suggested? You said it's an "optimization" but this will get you the directions you want
[14:25:31] <xaxxon> like... you know that mars is in grid 45,241,423 centered at local position 443.292, 23242322.119929, 22392.292923
[14:26:03] <wizardtheo> "Define 4 directions each in the corner of your camera frustum and then interpolate between them with [0, 1] uv coordinates"
[14:26:06] <Curious> wizardtheo, what is "LookFrom" in your code exactly
[14:26:06] <xaxxon> and once the player is "close" then you start generating interesting geometry based on how close
[14:26:21] <wizardtheo> hmmm... OK but that doesn't change the problem. I need to find the direction first
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[14:26:35] <xaxxon> so it goes from a scaled sprite to very low density semi-sphere... and increases in detail from there
[14:26:41] <Curious> Your camera frustum defines the directions
[14:26:44] <Curious> Naturally
[14:26:45] <wizardtheo> LookFrom is the eye-position
[14:27:36] <wizardtheo> OK
[14:27:46] <wizardtheo> honestly my understanding of this stuff is kinda shaky
[14:28:00] <wizardtheo> i can just about understand how an MVP matrix turns a vertex to a position on-screen
[14:28:02] <Curious> The position of the camera which could have been a uniform?
[14:28:19] <b7> xaxxon, actually, that's what I do now. Except for the interesting geometry, all my models are simply low-poly spheres for the moment.
[14:28:35] <wizardtheo> Curious, that's "LookFrom"
[14:28:49] <wizardtheo> well... actually it is "eye"
[14:28:50] <wizardtheo> sorry
[14:28:57] <wizardtheo> "Eye"
[14:29:00] <wizardtheo> it's not used in my code
[14:29:21] <xaxxon> b7, you won't be able to place the models at their actual distances, though. You'll have to do some geometry work and then place them at fake positions and scaled appropriately
[14:29:28] <wizardtheo> my code was done in a way that "works" but doesn't allow for viewing frmo different angles...
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[14:29:47] <Curious_> Hmm, got disconnected from the chat...
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[14:29:57] <wizardtheo> OK
[14:29:59] <b7> xaxxon, yep, that's what I do. Scaled models, scaled distances.
[14:30:28] <wizardtheo> I think my code couldn't have worked before anyhow... I wasn't passing the eye value from "lookfrom"
[14:30:31] <wizardtheo> i guess i'll try again
[14:31:14] <xaxxon> b7, ok.. it wasn't clear exaclty what you meant originally by "scaled". but just scaling *everything* won't work.. you ahve to do it selectively
[14:31:55] <xaxxon> only if stuff is a long ways away do you make "fake" distances
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[14:32:44] <Curious> Ok wizardtheo, I didn't quite understand what your "LookFrom" is
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[14:33:42] <b7> xaxxon, what do you mean? What I do is simply use astro sizes at objects creation, orbit calculation and so on, and then simply divide all the distances in 1e+9 when it comes to rendering.
[14:33:50] <wizardtheo> i'll make my code more understandable
[14:34:17] <xaxxon> b7, then you will quickly run out of precision to move slowly, won't you?
[14:34:56] <Curious> b7 why do you even need such huge values?
[14:35:16] <b7> xaxxon, well, probably... you mean, move camera slowly?
[14:35:31] <b7> Curious, because our Solar system is a big thing.
[14:36:20] <xaxxon> b7, you can't represent 15 billion KM (diameter of pluto) and also moving .1m
[14:36:42] <xaxxon> which is how much the player might move in a frame while on the surface of a planet
[14:37:11] <xaxxon> b7, https://en.wikipedia.org/wiki/IEEE_floating_point
[14:37:24] <Curious> b7 your scale doesn't matter as long as the relative distance is approximately correct
[14:37:25] <xaxxon> you only have 7.22 digits of precision on a 32 bit float
[14:37:43] <xaxxon> it doesn't matter if it's 1234567000000000000 or 0.00000000000001234567
[14:37:59] <wizardtheo> I modified my code: http://pasteall.org/78589 I'm correctly using the "Eye" coordinate now.
[14:38:05] <xaxxon> (is that right? that may not be right - but the concept is right)
[14:38:09] <wizardtheo> but the pacman disappears
[14:38:17] <wizardtheo> if I do it "the pproper way"
[14:38:37] <xaxxon> b7 but you can't have 12345670000000000123.45
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[14:38:54] <xaxxon> b7 or 0.123456700000001234
[14:39:20] <xaxxon> b7 https://en.wikipedia.org/wiki/Single-precision_floating-point_format
[14:39:22] <b7> xaxxon, you are right. So what would be the best way to solve this problem?
[14:39:33] <xaxxon> b7, what I've been saying the last 15m
[14:39:47] <Curious> b7 if you want a mathematically correct representation then you will need number representation systems with "infinite" precision
[14:40:01] <xaxxon> you have to have high-resolution LOCAL coordinate system along with a grid system of local coordinate systems
[14:40:07] <xaxxon> or at least.. that's what I can come up with
[14:40:41] <Curious> The mathematical representation of your solar system does not have to be the same as the rendered system where you can't have infinite precision
[14:40:48] <Curious> You will need to approximate it
[14:41:28] <xaxxon> b7, to render a speck of light of venus from the surface of the earth, you don't have to have a fully properly rendered circle earth-to-venus distnace away in the high-res coordinate system
[14:41:50] <xaxxon> b7, you can do math to figure out where it would be in teh sky and how big it would be and just scale a sprite
[14:42:14] <xaxxon> so everything that isn't "close" is faked
[14:43:31] <b7> So, just using astro size all the time is obviously not an option. Thus I think the best way would be: 1) Build models inside 2x2 cube then transform, scale and put in place on scene using GLM.
[14:43:52] <xaxxon> b7, you can't "scale and put in place" -- there's no precision for that
[14:43:57] <xaxxon> glm isn't magic
[14:44:16] <xaxxon> there is no precision available in data types you can work with in real time
[14:44:30] <xaxxon> you have to fake the far stuff
[14:44:39] <xaxxon> by making it close but small
[14:44:45] <exDM69> b7: doing stuff in solar system scale?
[14:44:49] <exDM69> b7: or even bigger?
[14:45:20] <Curious> wizardtheo the "Eye coordinate" is undefined in your pasted code, I don't see the declaration anywhere and I still would like to hear a proper definition what your "Eye" is
[14:45:21] <exDM69> b7: you're going to have to pre-transform your stuff to play nice with opengl single precision
[14:45:34] <exDM69> b7: it's only accurate (+/- 1mm) to about 30 kilometers or so
[14:45:37] <wizardtheo> Curious it's where the player is looking from
[14:45:52] <Curious> = camera position?
[14:45:55] <wizardtheo> yes
[14:45:59] <xaxxon> b7: I don't know how to say what I've said 3 times already any different ways, so if you keep asking the same question or making the same suggestions, I'm not going to respond
[14:46:21] <wizardtheo> im trying to adapt the code from that tutorial yo posted curious
[14:46:37] <xaxxon> I'm not trying to be mean, I just don't want to waste both our time
[14:46:45] <exDM69> b7: depending on your requirements, you should probably do most of the math in double precision (accurate to the orbit of neptune), calculate the position of planets, etc on screen by doing the transforms on the cpu
[14:47:45] <exDM69> b7: and then drawing an unit sphere to your pretransformed coordinates (possibly by changing the viewport)
[14:47:48] <Curious> b7, why do you even think about the visual representation of your solar system right now when you seem to care about the physically/mathematically correct representation?
[14:48:25] <xaxxon> exDM69, remember, it's diameter, not radius
[14:48:36] <exDM69> xaxxon: ?
[14:48:56] <xaxxon> > (accurate to the orbit of neptune)
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[14:50:14] <exDM69> that's just a ballpark figure, doesn't really matter if you multiply or divide by two :P
[14:51:03] <wizardtheo> sorry curious im so bad at glsl... its taking me like 30 mins just to figure out how to replicate the fragcoord thing
[14:51:13] <wizardtheo> obviously my code doesn't have fragcoord so I have to put it in myself
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[14:51:30] <exDM69> wizardtheo: gl_FragCoord is a GLSL built-in variable
[14:51:48] <xaxxon> exDM69, yes, it looks like double precision would work for that : http://www.wolframalpha.com/input/?i=(distance+from+sol+to+neptune+in+meters+*+2)+%2F+2%5E54
[14:52:04] <xaxxon> it gives you steppings of .0005m
[14:52:29] <xaxxon> but now you have doubles that you can't send to the GPU in any reasonabl fashion
[14:52:43] <exDM69> you can't render a solar system with a gpu without some trickery
[14:52:44] <xaxxon> but I think you alreaedy said you had to do work after
[14:53:06] <xaxxon> you get a free bit of precision with floats, right?
[14:53:25] <xaxxon> or is it on the exponent? it's been a long time
[14:53:34] <xaxxon> yeah, it's on the precision. that's right
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[15:01:10] <wizardtheo> sorry guys im still trying to fix my code using the code at https://www.shadertoy.com/view/llt3R4...
[15:01:18] <wizardtheo> i guess i was just too slow
[15:01:25] <wizardtheo> probably need a break now
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[15:02:44] <Curious> Note that in shadertoy an image is rendered and fragCoord is in ([0, iResolution.x], [0, iResolution.y]) where iResolution is the resolution of the image.
[15:03:16] <xaxxon> wizardtheo, why not just mess around outside of glsl and run some simpler calculations unti you seem to be getting reasonable numbers with glm or whatever
[15:03:34] <xaxxon> start with some simple on-axis cases until you get sane answers
[15:04:05] <xaxxon> then rotate 90? on one axis and see if the answers still make sense.. then 90? on another... etc
[15:04:25] <xaxxon> and doing it on CPU gives you better access to intermediate results
[15:04:40] <wizardtheo> xaxxon it's a good idae
[15:04:41] <xaxxon> and make sure your matrices are invertable
[15:04:47] <wizardtheo> at least i can debug it this way
[15:04:50] <Curious> What he needs to understand is how his directions should look like (in his case he needs all directions within the frustum of the camera) and in which space he is working
[15:05:03] <xaxxon> "this way"?
[15:05:21] <wizardtheo> doing it in C++ you can debug things
[15:05:25] <wizardtheo> see variable values
[15:05:30] <xaxxon> right.
[15:05:56] <xaxxon> and glm api mirrors glsl
[15:06:04] <xaxxon> so moving it is pretty straightforward
[15:06:17] <xaxxon> and with that.. at 6am, I'm going to sleep
[15:06:21] <xaxxon> good night everyone, best of luck
[15:06:22] <wizardtheo> OK
[15:06:23] <wizardtheo> thanks so much
[15:06:28] <wizardtheo> good niht
[15:06:29] <wizardtheo> night
[15:06:30] <Curious> Good night
[15:06:34] <xaxxon> b7, good luck with yoru solar system -- but it's a hard problem
[15:06:45] <xaxxon> and maybe not the best intro project
[15:07:06] <xaxxon> espeially if your math isn't up to speed
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[15:07:39] <wizardtheo> gonna take a break
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[15:25:03] <btipling> I finally figured out my weird perspective matrix problem yay
[15:25:06] <btipling> https://www.youtube.com/watch?v=VVfPU5xyluQ
[15:25:15] <btipling> aspect ratio proof too now
[15:26:00] <btipling> doing my matrix math with vector first didn't help
[15:26:12] <btipling> all my matrices are inverted to accommodate that
[15:26:18] <btipling> it's because the 3d math primer book does it that way
[15:26:37] <btipling> and I ended up with a different perspective matrix then what they had in the book :/
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[15:27:37] <derhass> btipling: inverted? I don't think so
[15:29:13] <btipling> well rows are columns I mean
[15:29:58] <btipling> like I put z into w in the 4th column instead of 3rd with the 1 there
[15:30:09] <btipling> in the 3rd row instead of the 4th
[15:30:38] <btipling> in the perspective matrix
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[15:31:26] <btipling> when I precalculate the matrix I will have to change it, right now I'm doing this math in the shader just so I could follow the book
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[15:32:51] <btipling> like my vector is horizontal and in front of the matrix during the multiplication instead of after and vertical
[15:33:20] <btipling> isn't that what inverted means I have to look that up again
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[15:41:32] <derhass> btipling: first of all, you mean transposed
[15:41:37] <btipling> yes sorry
[15:41:44] <derhass> btipling: but actually, you are confusing different layers
[15:41:52] <btipling> how do you mean
[15:42:03] <noizex> dat time when I wanted to write my own math lib too..
[15:42:07] * noizex stares into empty space
[15:42:24] <btipling> I bought a linear algebra textbook I'm going to read
[15:42:36] <btipling> in addition to all the 3d math books I have now :P
[15:42:41] <derhass> btipling: I mean the storage layout for the matrix is not really defining if things are transposed or not
[15:43:00] <noizex> it's nice exercise I guess, but making it really robust and usable in bigger project is whole different thing
[15:43:32] <Curious> Writing your own math lib ^^ lots of fun
[15:43:38] <noizex> I retreated somewhere after realizing how much work it still needs and I'll have to write test to ensure it's stable and so on
[15:43:41] <btipling> If I multiply vector first instead of matrix first things the matrix being transposed matters I'd think
[15:44:10] <btipling> because matrix multiplication isn't commutative
[15:44:20] <derhass> btipling: well. sort of. but there are a lots of misconceptions
[15:44:58] <derhass> people often claim using column major matrix and doing multiplication in one order is the same as row-major storage and doing the multiplication in reverse order
[15:45:07] <derhass> and that is just bullshit
[15:45:17] <btipling> that's what my 3d math book says actually
[15:45:24] <derhass> it doesn't
[15:45:33] <derhass> math books don't care about data layouts
[15:45:46] <btipling> https://www.amazon.com/Math-Primer-Graphics-Game-Development/dp/1568817231/
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[15:46:03] <Curious> math books on graphics do
[15:46:07] <btipling> this one does
[15:46:14] <Curious> Math Primer is a really good book too
[15:46:22] <derhass> well, I don't know it, so I can't be sure
[15:46:29] <btipling> yes but what I don't like about it is it doing row major
[15:46:35] <btipling> when nobody else seems to do it that way
[15:46:47] <btipling> making it harder to grok when really they were trying to make it easier
[15:47:08] <derhass> the key point to understand that changing the matrix storage layout from column major to row major is *NOT* similar to transposing the matrix
[15:47:36] <derhass> the matrix stays the same, no matter if stored column major, row major, z-order curve or as a spiral
[15:48:20] <derhass> there is just the unfortunate effect that when you interpret a row-major matrix as column-major, you get the same effect as with a transpose operation
[15:48:27] <btipling> oh
[15:48:36] <Curious> The way you said it, yes I agree.
[15:49:03] <btipling> https://i.imgur.com/SxICRFW.png
[15:49:04] <derhass> this is confusing the layer of operations with the matrix, and the storage layer
[15:49:09] <btipling> is where it talks about it
[15:49:38] <btipling> and then in chapter 10 it provides different perspective projections for direct3d and opengl and explains them
[15:49:40] <derhass> btipling: that is perfeclty correct math
[15:50:35] <btipling> right but if I do it the vector column way the values produced are wrong, I'm curious to why the matrix stays the same I have more reading to do
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[15:50:51] <btipling> I have a second 3d math book that's more about the 3d than the math
[15:50:53] <derhass> btipling: the math is totally independent of the storage oder. M * v is always v * M^T, no matter how you store M
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[15:51:17] <btipling> I guess I'm confused by what you mean by store
[15:51:24] <wizardtheo> hi im back
[15:51:33] <derhass> btipling: data layout in memory
[15:51:34] <Curious> wb
[15:51:37] <wizardtheo> thanks
[15:51:54] <wizardtheo> i guess I got one question for now... how to get the "edge" rays from a MVP matrix
[15:52:09] <btipling> oh
[15:52:09] <derhass> btipling: memory is 1D, matrices are 2D, so you need a mapping between those 1d addresses and the 2d colum/row pair
[15:52:22] <btipling> oh right
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[15:52:35] <wizardtheo> I can see how to extract frustum planes... but not the actual 4 "poles" for each corner
[15:53:09] <Curious> wizardtheo, you can't from the MVP matrix
[15:53:15] <btipling> thank you derhass
[15:53:50] <wizardtheo> curious... oh
[15:54:01] <derhass> btipling: and I have my personal fight against wind mills in trying to get the idea that matrix storage layout is somehow related to matrix multiplication order out of people's heads
[15:54:43] <Curious> You do have your camera frustum corner points though, the directions are just a subtraction then
[15:54:44] <wizardtheo> curious: btw the rayDirection function from https://www.shadertoy.com/view/llt3R4 assumes a fixed position and viewing angle so i can't actually use it
[15:54:51] <derhass> wizardtheo: what do you mean by "poles"?
[15:55:02] <wizardtheo> i spent like 30 mins trying to adapt it for use, only to realise i can't use it
[15:55:28] <wizardtheo> derhass... the top-right, bottom-left, top-left and bottom-right corners of a screen in OpenGL
[15:55:36] <wizardtheo> they have a direction...
[15:55:41] <wizardtheo> the frustum
[15:55:47] <derhass> yes
[15:55:57] <wizardtheo> i want to extract that direction as a vec3
[15:56:18] <Curious> Like I said, just subtract the 2 points of an edge
[15:56:22] <derhass> yeah, so do what Curious said
[15:56:23] <Curious> and normalize
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[15:56:35] <wizardtheo> aaah
[15:56:44] <wizardtheo> subtract 2 points of an edge
[15:57:01] <wizardtheo> which two points and how do I get an edge and what do you mean by "edge"?
[15:57:09] <wizardtheo> i just have an MVP
[15:57:17] <wizardtheo> and a player position and something he is looking at
[15:57:35] <derhass> if you know the camera position, you can also unproject just 4 corners instead of 8
[15:57:45] <Curious> direction = normalize(farPlane.bottomLeft - nearPlane.bottomLeft)
[15:57:54] <derhass> but since you use MVP, you would have to transform the camera to object space first
[15:58:26] <wizardtheo> well I have all 3 matrixes separate too
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[15:59:02] <derhass> well, in which space do you want your frustum in?
[15:59:03] <wizardtheo> Curious... let me try to understand that
[15:59:03] <wizardtheo> sorry
[15:59:13] <wizardtheo> farplane and nearplane
[15:59:17] <wizardtheo> hmmm
[15:59:28] <wizardtheo> i guess glm::lookat generates those?
[15:59:33] <wizardtheo> my code doesn't actually touch those
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[16:00:30] <wizardtheo> yeah I don't have any farplane or nearplane in my code
[16:01:00] <wizardtheo> derhas.... I'm trying to do raymarching with billboards
[16:01:01] <derhass> wizardtheo: lookat has nothing to do with near and far planes
[16:01:32] <wizardtheo> every on-screen pixel has a specific ray
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[16:01:57] <derhass> sure
[16:01:57] <wizardtheo> Curious said I can get those rays by interpolating from the rays at the corner pixels
[16:02:59] <wizardtheo> I guess to answr your question i just don't know what space I want them to be in
[16:03:17] <wizardtheo> hows about I get them in their most natural form first and then convert them
[16:03:22] <wizardtheo> i still dont know how to get them at all
[16:03:30] <wizardtheo> or how to get a farplane or a nearplane
[16:04:17] <derhass> I think you should step back again
[16:04:28] <derhass> you must define the frustum in some way
[16:04:32] <wizardtheo> oh wait... is just just (1,1,1) and (-1,-1,-1)?
[16:04:33] <derhass> that includes those planes
[16:04:40] <wizardtheo> so I need to multiply those by the MVP?
[16:04:53] <wizardtheo> inverse of the MVP
[16:05:41] <derhass> usually, the projection matrix is defining the frustum in eye space (together with the viewing volume convention of the render API in use)
[16:07:13] <wizardtheo> far plane in clip space is (-1,-1,-1) to (1,1,-1)... right?
[16:07:33] <Curious> Ya you can actually take the corners in NDC coordinates, multiply them with inverse(viewProj) and divide by w if I am not mistaken
[16:07:57] <btipling> derhass yes I meant transposed in terms of multiplication, not storage, I supposed I confused the issue by talking about doing it in the shader
[16:08:29] <wizardtheo> honestly this stuff confuses the hell out of me
[16:08:47] <wizardtheo> and yet here I am still trying to do it :)
[16:08:54] <Curious> But not your MVP matrix, the "model" has nothing to do with it
[16:09:00] <wizardtheo> ok
[16:09:13] <wizardtheo> So inverse(View*Proj) in my case
[16:09:34] <Curious> Yes
[16:09:51] <Curious> I'll try real quick if this works, but should be correct
[16:10:22] <btipling> wizardtheo I use this image as a reference then remember left handed coordinate means increasing z goes forward away from me, not towards me when I'm facing the screen
[16:10:23] <btipling> https://i.imgur.com/KpqZE0n.png
[16:10:34] <btipling> texture coordinates are the T
[16:11:16] <btipling> oh maybe you knew that and were talking about something else
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[16:11:27] <btipling> sorry :P
[16:23:45] <Curious> wizardtheo: It works as expected.
[16:23:59] <wizardtheo> awesome :)
[16:24:08] <Curious> Don't forget to divide by w :)
[16:24:41] <wizardtheo> i'll show you my code
[16:24:52] <wizardtheo> http://pasteall.org/78603
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[16:26:35] <wizardtheo> i guess I can just debug it myself... i have a good idea of what the numbers SHOULD look like
[16:26:46] <Curious> That's not quite right, your signs seem to be wrong
[16:26:52] <wizardtheo> I mean if Im facing in the z direction the numbers should mostly move in the z direction
[16:26:53] <Curious> near plane as at -1
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[16:27:00] <wizardtheo> oh
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[16:27:13] <wizardtheo> oh man
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[16:27:54] <wizardtheo> but opengl wants near vertex coords to have +z and far vertex coords to have -z?
[16:28:00] <wizardtheo> but when it comes to planes it's reversed?
[16:28:27] <Curious> http://pasteall.org/78604
[16:28:54] <wizardtheo> thanks a lot!
[16:29:51] <Curious> No NDC coordinates in openGL were always -1 for near and 1 for far plane, same for left and right, bottom top
[16:30:57] <wizardtheo> yeah I get that part
[16:31:03] <Curious> These coordinates are now in world space so are the directions after computing them by subtraction and normalization
[16:31:21] <wizardtheo> but I mean vertex coords... for our models and world coords
[16:31:26] <wizardtheo> they seem to have z reversed
[16:32:14] <Curious> You mean the right coordinate system. Yes it points away from the screen in glm by default.
[16:32:20] <Curious> You can change that if you want too
[16:32:24] <wizardtheo> ok
[16:32:34] <wizardtheo> i need to
[16:32:35] <wizardtheo> :)
[16:32:55] <wizardtheo> i think that's it for now
[16:32:56] <Curious> OpenGL doesn't really have a concept of being in this or that coordinate system if you write your own shaders and don't use the fixed pipeline
[16:33:06] <wizardtheo> thanks a lot for the help
[16:33:33] <wizardtheo> gonna eat
[16:33:42] <Curious> Ok, no problem :)
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[16:44:51] <Curious> wizardtheo, just noticed that you wrote "inverse(View*Proj)" - it should be: inverse(Proj * View)
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[17:12:58] <torarne> Q: Is there a canonical way to produce GPU heavy work with minimal CPU work? I'm writing code for a testcase and I want to simulate the GPU spending say 20ms rendering, with the CPU stalled.
[17:13:34] <torarne> I suppose there's no gpu_sleep(ms) function ;)
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[17:20:05] <derhass> torarne: just draw a full screen quad and put a lot of work in the fragment shader
[17:20:47] <torarne> ah, right
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[17:21:31] <Waynes> copy anything from shadertoy.com
[17:21:38] <derhass> yeah
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[17:21:51] <derhass> https://www.shadertoy.com/view/XtsSWs this one can eat much power in full screen resolution
[17:23:08] <Waynes> my combination of firefox with some nvidia gpu/intel gpu hybrid can't even render it because there's a bug that makes the screen stay black if it renders longer than a few milliseconds
[17:23:29] <torarne> thanks guys :)
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[17:54:35] <JamEngulfer> For drawing a bunch of 2D sprites, is it ok to have a VBO that maps to the 4 screen corners, then transform it to the size of the sprite for each render?
[17:56:26] <Xeek> I dont see the benefit
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[17:56:38] <JamEngulfer> I don’t see the downside
[17:57:16] <Xeek> personal preference :-P, but you'll have to send transform info to the gpu so more data or more draw calls depending on how you do that
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[18:00:04] <Xeek> so I suppose, that's your downside :-)
[18:00:17] <JamEngulfer> I just didn’t see how useful it would be if I’m having sprites constantly moving
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[18:01:02] <Xeek> JamEngulfer: "it" ?
[18:02:12] <JamEngulfer> ‘it’ being having one VBO and transforming it for each sprite.
[18:02:31] <JamEngulfer> Also, I swear to god your name changed since I last looked at this window
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[18:02:43] <Xeek> JamEngulfer: i don tsee how useful it would be either :-) I just see more data or more calls
[18:03:07] <Xeek> i've been logged in as this name since 8:45 CST
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[18:05:35] <JamEngulfer> Fair enough, I’ll take the call hit instead. I must be going slightly crazy then. Ah well
[18:06:54] <Xeek> i imagine either way you're gong to be uploading a vbo with new data every time something changes, I wouldn't bother using transforms and just try my best to batch all the sprites into a small number of draw calls
[18:07:14] <Xeek> but if you're not going ot have more than a few hundred sprites, you might not notice any difference
[18:08:21] <JamEngulfer> Would you even be able to avoid a draw call per sprite anyway?
[18:08:36] <Xeek> sure
[18:08:55] <Xeek> just put all the vertices for all the sprites in one vbo
[18:10:09] <JamEngulfer> How would that distinguish between the different sprites though?
[18:10:25] <Xeek> the type of primitive you draw
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[18:10:44] <Xeek> each sprite is a rectnagle right? so 2 triangles each right? draw triangles.
[18:10:56] <Xeek> if you use indices each sprite is just 4 vertices
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[18:11:26] <JamEngulfer> Fair enough
[18:11:36] <Xeek> the gpu doesn't hav eto know what a sprite is
[18:11:44] <Xeek> all it has to know is that you want to draw triangles
[18:12:07] <JamEngulfer> I kinda figured it would try and draw all of the bits in-between as well
[18:12:20] <Xeek> some translation might be useful though, rotation, scale
[18:12:33] <Xeek> JamEngulfer: not with triangales, maybe you'r ethinking of triangle strips?
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[18:12:52] <Xeek> when you draw triangles only every 3 vertices are actually connected
[18:12:53] <kmnt> Are distortion effects that only cover a portion of the screen usually done using multiple color attachments, so i sample from one and draw to the other? or is there some other trick?
[18:13:06] <JamEngulfer> I don’t really know. I don’t think I know enough about OpenGL to be honest
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[18:14:16] <Xeek> JamEngulfer: GL_TRIANGLES is just invidiaul triangles, if you did GL_TRIANGLE_STRIP yeah you would have that problem becuase it would try to connect them all
[18:14:27] <Xeek> *individual
[18:14:48] <JamEngulfer> Oh right. I see, so it only draws every three vertices as a triangle. Neat
[18:15:10] <Xeek> yeah, but if you use indices you can keep each sprite down to 4 vertices
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[18:25:19] <JamEngulfer> Wow, running with opimisations on made my FPS go from 22 to 720. I’m actually amazed
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[18:27:53] <noizex> well, current gpus are quite capable, you didn't think whatever it is you're doing could choke them, if done properly? :)
[18:28:17] <JamEngulfer> Yeah, my method can handle about 10,000 draw calls per second, I think I’ll be fine
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[18:28:40] <Xeek> might have to break up your draw calls when you acdtually do need transforms
[18:28:59] <JamEngulfer> Sorry, 10,000 draw calls per frame
[18:29:30] <Stragus> JamEngulfer: That's still rather inefficient...
[18:29:43] <Stragus> And some drivers are more forgiving to that kind of abuse than othters
[18:29:47] <Stragus> others* too
[18:29:49] <Xeek> i wonder why so gosh darn many draw calls are necessary
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[18:30:20] <JamEngulfer> I mean, probably because I made it do as many draw calls as possible until it dropped to 60 FPS
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[18:31:51] <noizex> unless you're just playing with it nothing of this matters, it's the balance that allows to achieve a good framerate under heavy load
[18:34:01] <JamEngulfer> I’m testing out what I’ve done so far and seting if I drastically need to make optimisations
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[18:42:38] <Stragus> JamEngulfer: Try to aim for 200-1000 Draw calls
[18:44:15] <JamEngulfer> Well, I’ve got 1 draw call per ‘object’ on screen
[18:44:24] <JamEngulfer> And I rendered 10,000 objects
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[18:47:18] <Stragus> JamEngulfer: Consider batching, instancing, etc.
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[18:47:56] <JamEngulfer> I’m also not drawing anything that’s not on the screen (idk if that’s normal or not)
[18:48:58] <Stragus> Sure, that's a very good idea. But you can afford a little off-screen rendering to significantly reduce that count of GL calls
[18:50:01] <JamEngulfer> Yeah, I’ll look into optimising the rendering process. To be honest, I don’t know if I’m doing a lot of it right anyway
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[18:58:49] <Xeek> I dont trust people that use S instead of Z in certain words
[19:00:19] <JamEngulfer> Oh, so you don’t like the Brits, eh?
[19:01:05] <Xeek> they get the r and es misplaced sometimes
[19:01:08] <Xeek> Theatre, wtf?
[19:01:23] <Xeek> we changed the langauge to make more sense :-)
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[19:06:27] <JamEngulfer> shhhh :P
[19:08:25] <rleigh> It loses some subtlety in the process though. And in some cases, the meaning and the pronunciation. e.g. Pæd → Ped (Child -> Foot). WTF.
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[19:09:43] <Yaniel> hmm so we can arrest people for having a foot fetish now?
[19:10:52] <rleigh> That is the actual meaning of a "pedophile" in English…
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[19:24:37] <fodil> hiiiiiiiiiiiiiiiiiiiiiiiiiiiioa !
[19:24:42] <kmnt> seems its not possible to have multiple color attachments on FBO 0, how are distortion effects like heat or a lens done? i need two copies of the screen somehow
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[19:26:31] <fodil> i made a Cmake for opengl, can you give me feedback ? :) : http://pastebin.com/kYizLpd3
[19:26:35] <Yaniel> use a different FBO
[19:26:44] <Yaniel> and blit that to the screen when you are done
[19:27:08] <Blibno> Heyo! Just had a quick question: If I run a shader but use glColorMask to disable the color channels, thus only writing to the depth buffer, will the driver generally skip over any code that doesn't directly affect the depth? Or is it worth writing "depth only" versions of all of my shaders? (This is for shadow mapping)
[19:27:15] <Yaniel> fodil: according to the name you are targeting modern gl but you link GLU which is deprecated
[19:28:04] <Yaniel> also glfw provides a list of libs it needs and you should use that instead of guessing
[19:28:21] <fodil> oh ok
[19:28:23] <fodil> i'll do this
[19:28:25] <fodil> thanks
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[19:29:38] <Yaniel> see http://www.glfw.org/docs/latest/build_guide.html
[19:30:13] <Yaniel> IMHO the easiest way is to put GLFW into your project dir as a submodule and use cmake to build it as part of your project
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[19:30:39] <Yaniel> as a bonus your cmakelists will be cross-platform
[19:30:45] <kmnt> i thought drawing into FBO other than 0 removes anti aliasing
[19:32:12] <fodil> i got a question too : did someone use the proprietary intel graphics driver on linux ? (is it stable ?)
[19:32:16] <derhass> kmnt: why would it?
[19:32:33] <derhass> fodil: there is no prorpietary intel graphics driver on linux
[19:32:43] <Yaniel> fodil: tell your cmakelists to link against GLFW_LIBRARY and GLFW_LIBRARIES (former is glfw, the latter is its deps) and it'll Just Work(tm)
[19:32:48] <derhass> at least not for common intel GPUs
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[19:32:57] <Yaniel> the official intel driver for linux is opensource
[19:33:05] <derhass> part of mesa
[19:33:28] <kmnt> derhass: never mind i see i need to setup the FBO as multisample
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[19:34:21] <derhass> kmnt: you could as well set up the default framebuffer as multisample
[19:34:28] <derhass> kmnt: it doesn't have anything to do with FBOs
[19:34:56] <kmnt> derhass: glfw has a window hit that sets fbo 0 to multisample
[19:35:04] <kmnt> *hint
[19:35:13] <fodil> I'll do what you say, thank you for the advice, Yaniel !
[19:35:23] <kmnt> derhass: i assumed that was the only way
[19:35:44] <fodil> true, the intel driver is opensource, it isn't mesa ?
[19:35:53] <Yaniel> mesa is part of it
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[19:36:43] <derhass> Yaniel: the other way around
[19:36:50] <Yaniel> xf86-video-intel and mesa-libgl are both "part" of it
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[19:52:13] <Blibno> (I hope y'all don't mind me reposting my question!) If I run a shader but use glColorMask to disable the color channels, thus only writing to the depth buffer, will the driver generally skip over any code that doesn't directly affect the depth? Or is it worth writing "depth only" versions of all of my shaders? (This is for shadow mapping)
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[19:53:40] <noizex> Blibno: I don't think shaders are THAT clever
[19:54:19] <Blibno> I feared they might not be - especially since they've already been compiled
[19:54:20] <noizex> they optimize out if some variable does not contribute to final output but I'm not sure they're able to optimize something like whole path to calculate color output when using glColorMask
[19:54:33] <noizex> worth using some #ifdefs or even creating a shadow map only shader
[19:54:45] <Blibno> That's a clever idea that I hadn't considered!
[19:54:51] <Blibno> for some silly reason
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[19:55:11] <Blibno> I shaders weren't such a black box
[19:55:58] <Blibno> I know that using colormask generally speeds up a shader's execution, but I didn't know if it's simply due to less bandwidth being used
[19:56:09] <Blibno> or something more optimized like what I had originally asked about
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[20:00:40] <anli_> Will you support webgl here?
[20:00:57] <anli_> Well, not "support", but answer questions about :)
[20:01:47] <karalaine> maybe
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[20:02:54] <Stragus> anli_: Try it
[20:03:20] <anli_> I get a black cube, even if it should have a texture on http://62.168.145.82/webgl/, why?
[20:03:32] <anli_> The texture is included as a data url
[20:04:36] <karalaine> anli_, you dont map the texture in fragment shader
[20:04:40] <anli_> ok
[20:04:51] <anli_> I must say this shader thing is still a mystery to me
[20:05:16] <anli_> I did not have to use shaders when I coded opengl in c++ some years ago, it was optional
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[20:05:57] <Codex_> anli_: they don't do anything magic, so if you expect it to solve all your problems, forget it :-)
[20:06:18] <anli_> Oh, I just got a tip that they could make my cube go unblack
[20:06:29] <anli_> :)
[20:06:36] <anli_> That is magical enough
[20:06:56] <karalaine> its bit funny that you sent texture coords and all but still your fragment shader is just what you say, it outputs black
[20:07:07] <MrFlibble> I use shaders to do fast sub-pixel text rendering.
[20:07:16] <karalaine> so you did go long way but skipped final station :)
[20:07:31] <anli_> karalaine: So you think it should not be a black cube?
[20:07:40] <karalaine> yes it should with that code
[20:07:52] <anli_> Maybe indexed pngs are not supported?
[20:07:54] <anli_> ok
[20:08:58] <karalaine> you need sampler2D in fragment shader and then call gl_fragColor = texture(sampler, TexCoord);
[20:09:22] <derhass> just that in webgl, you have to use texture2D
[20:09:39] <karalaine> ah true
[20:09:44] <anli_> I see this in an example: gl.uniform1i(gl.getUniformLocation(shaderProgram, "uSampler"), 0);, is that related?
[20:10:00] <derhass> yes
[20:10:13] <derhass> it is, although not that important in this case, as it is redundant
[20:10:23] <anli_> ok
[20:10:31] <anli_> Where do I declare gl_fragColor?
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[20:11:03] <anli_> Ah, now I see
[20:11:12] <anli_> I found an example of it
[20:11:17] <karalaine> gl_FragColor sorry
[20:12:39] <anli_> voila!
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[20:12:55] <anli_> Now I only have to adjust texture coordinates
[20:13:03] <karalaine> cool :)
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[20:13:08] <anli_> Do you see it? :)
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[20:13:48] <karalaine> yup
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[20:15:03] <anli_> I think I will avoid gl.LINEAR_MIPMAP_NEAREST
[20:15:11] <anli_> Using gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
[20:15:38] <anli_> Hm, gl.generateMipmap(gl.TEXTURE_2D); seems to not be optional
[20:15:50] <anli_> My texture is 256 by 256
[20:17:35] <Stragus> If you use mipmap filtering, your texture needs mipmaps
[20:17:51] <Stragus> I think you should learn GL seriously instead of going trial-and-error...
[20:18:57] <anli_> opengl tends to make that border blurry
[20:19:02] <noizex> heh that's basic error no #4
[20:19:08] <noizex> mipmap filter with no mipmaps
[20:19:09] <noizex> ;)
[20:19:24] <anli_> When I tried out opengl 15 years ago, I was sitting in 3 days with a black window
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[20:20:00] <noizex> it didn't change much
[20:20:15] <noizex> unless you start with some good example that does the thing already
[20:20:26] <Codex_> we're still seeing black screen regularly...
[20:20:51] <Stragus> 15 years ago, we had register combiners and NV VARs. I would say GL has evolved quite a bit ;)
[20:20:53] <noizex> I still spend too much time with this kind of thing even now and I have own engine that I worked on last few years ;P
[20:21:21] <anli_> I miss glBegin
[20:21:23] <anli_> :)
[20:21:57] <Codex_> moving from begin()/end() to vbo's was kinda annoying, when everything kinda broke...
[20:22:03] <anli_> yes
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[20:22:20] <anli_> I wonder how they came up with the brilliant idea of removing begin/end
[20:22:21] <noizex> surprsingly that was the time I got back to games/coding/whatever
[20:22:34] <Stragus> I don't think I ever actually used Begin/End. There were already vertex arrays when I started in 2000
[20:22:53] <Stragus> We even had proprietary Nvidia/ATI extensions to store vertex arrays in GPU memory
[20:22:57] <noizex> was involved in a project that used immediate/fixed pipeline and somehow decided to move that to new openGL, can't even tell where did I learned there is some "new" way ;)
[20:23:03] <noizex> couldn't say what shader is at that time too
[20:23:10] <Codex_> begin()/end() had some features that are very difficult to archieve using newer stuff...
[20:23:22] <anli_> If you do not know in beforehand how many vertices you have, begin/end is brilliant
[20:23:22] <Codex_> like mixing of triangles/quads/polygons
[20:23:26] <noizex> have a nice collection of "gone wrong" screenshots from these days
[20:23:33] <anli_> hehe
[20:23:46] <noizex> well, I have begin/end
[20:23:50] <noizex> for debug/fast prototyping
[20:23:54] <anli_> yeah
[20:24:01] <anli_> Must be unbeatable
[20:24:02] <noizex> nothing stops you from implementing such helper
[20:24:05] <anli_> ...for that
[20:24:11] <Stragus> So you guys are talking about GL 1.0 from 1992
[20:24:49] <anli_> If I create a begin/end helper that will create a vbo, then I will have a vbo for just one time and then throw it away
[20:24:58] <Codex_> there's also this nice path from immediate mode->display lists -> vertex arrays -> vbos->instancing...
[20:24:59] <anli_> How optimal can that be?
[20:25:12] <Stragus> anli_: Don't do that
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[20:25:19] <Bloodust> anli_ reuse the vbo
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[20:25:32] <anli_> but then I will not implment a begin/end helper
[20:25:40] <Stragus> Forget Begin/End, this isn't 1992
[20:25:51] <noizex> anli_: batch things
[20:25:56] <anli_> Still, it is unbeatable for testing, as already concluded
[20:26:02] <noizex> for debug purposes I just stream this shit if it changes per frame
[20:26:09] <noizex> and if not, I keep it in a big single VBO
[20:26:15] <anli_> ah
[20:26:21] <noizex> so doesn't matter how many begin/ends I do I will have one batch of these
[20:26:25] <anli_> hehe
[20:26:36] <noizex> it's fast and does the job for debugging ;)
[20:26:50] <noizex> I even used it for prototyping terrain rendering when I couldn't bother to write the proper code
[20:26:52] <Codex_> stragus: the problems with vbo's are completely hidden from people who haven't used begin/end...
[20:26:59] <anli_> vbo:s are for people that wants to optimize, some people do not have that aim right now
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[20:27:40] <anli_> Are texture coordinates still starting in bottom right corner?
[20:28:17] <anli_> Well, forget the question, of course they must be
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[20:31:38] <Stragus> Bottom-left
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[20:33:10] <kuma_> I'm writing an obj viewer. I have a single list of vertices, and then multiple lists of indices.
[20:33:13] <kuma_> I've read that you can only have on ibo per vao. In this case would it make sense to combine my ibos into one late ibo list. Or should I start creating seperate vaos?
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[20:33:26] <anli_> Wow, I meant left
[20:33:28] <anli_> sorry
[20:33:30] <anli_> :)
[20:34:03] <kuma_> s/late/large/
[20:34:24] <derhass> kuma_: it won't help you at all
[20:34:30] <Stragus> Not sure why you have multiple list of indices, merge them in one big list unless you have good reasons to keep them separate (different textures, shaders?)
[20:34:49] <derhass> kuma_: GPUs don't directly handle different indices for different attributes
[20:35:01] <kuma_> yeah im using tinyobjloader and it stores different lists for each object in the wavefront file
[20:35:23] <Stragus> Oh, you meant per-attribute indices. Right, you'll need to do some preprocessing
[20:36:31] <kuma_> oh right so making one big index would be a bad idea cause i couldn't have different attributes?
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[20:36:56] <derhass> kuma_: well, it is not clear what you actually mean
[20:37:11] <derhass> kuma_: I was guessing, and Stragus was guessing something else
[20:38:04] <kuma_> yeah confusing sorry. so like i have a cube and a sphere say in the obj file. the vertices list is only one
[20:38:18] <kuma_> and there is an indices list for the cube and a separate one for the sphere
[20:42:11] <anli_> hm, it seems like webgl v coordinates actually are 0 in the topmost position
[20:42:19] <anli_> Or is that a shader setting?
[20:42:27] <anli_> 0 in top and 1 in bottom
[20:43:08] <derhass> anli_: this is up to your interpretation
[20:43:13] <kmnt> if I bind an FBO to GL_READ_FRAMEBUFFER its depth attachment is used to discard fragments in depth tests?
[20:43:23] <derhass> anli_: (0,0) is the first pixel you sent in to the glTexImage call
[20:43:33] <anli_> Ah ok
[20:43:40] <derhass> if that is top or bottom is totally up to you
[20:43:42] <anli_> Is anything optimal compared to something else?
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[20:48:43] <kuma_> so yeah if i just combine the indices it seems to work fine
[20:48:57] <kuma_> but I guess if the have different attributes i may get issues..
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[20:49:53] <kuma_> does creating multiple vao's have overhead?
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[20:51:58] <Yaniel> not really
[20:52:25] <Yaniel> (unless you do it mid-frame, which you generally aren't supposed to)
[20:52:53] <kuma_> thanks
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[21:31:16] <match_ita> hi all. Is still a good practice to follow OpenGL ES2 book for best performance on handheld devices ?
[21:32:31] <karalaine> for android, its still maximum supported for half of the devices
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[21:36:40] <match_ita> half of devices, means older or newer ?
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[21:37:56] <karalaine> older, newer support 3.X
[21:38:07] <match_ita> ok
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[21:38:44] <match_ita> and Apple phones ?
[21:38:49] <match_ita> do you know ?
[21:39:03] <derhass> apple is on the metal trip
[21:39:08] <karalaine> 3GS was first with ES2
[21:39:15] <karalaine> and 5S first with 3.0
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[21:39:18] <karalaine> so go figure
[21:40:49] <karalaine> metal was 5S onwards also I think
[21:42:09] <match_ita> so with ES2 I'm on the way for basics
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[21:57:04] <dav1d> Waynes: ?
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[22:05:08] <anli_> It is like my texture mapping is using the non-indexed format even if my vertices uses indexes, why? http://62.168.145.82/webgl/
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[22:05:30] <anli_> The back should not even be visible, but mirrored
[22:06:14] <anli_> Hm, I realize something is wrong with the uvs
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[22:07:39] <anli_> Ah, I cannot do the vertex optimization that I am doing
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[22:16:58] <anli_> Ah, got it all correct now
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[22:24:33] <anli_> Thanks for the help I have got in this channel
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[22:26:01] <btipling> it was probably winding order I'd think
[22:26:18] <btipling> or not idk
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[22:35:34] <fodil> i'm back
[22:35:46] <fodil> i upgraded my cmake list
[22:35:55] <fodil> i can use glfw
[22:36:04] <fodil> but gl funcs are not working
[22:37:13] <fodil> help please :D
[22:40:07] <Xeek> define "not working"
[22:40:57] <fodil> linker error
[22:41:47] <Xeek> I dont want to get into a million question loophole, but I'll go ahead and take a guess that you might not be linking with the gl library
[22:42:05] <Xeek> fodil: feel free to spill as much detail as you are capable of :-)
[22:42:27] <fodil> http://pastebin.com/64BePEgh
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[22:42:42] <fodil> is the error
[22:43:29] <fodil> http://pastebin.com/cjgdsdW6
[22:43:34] <fodil> is my cmake
[22:43:37] <Xeek> "error 2" in windows thats "file not found"
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[22:44:31] <Xeek> well I wish you luck. This appears to be make a cmake issue and I don't know much about that. I'm an IDE user
[22:44:55] <fodil> ok thanks tho
[22:45:12] <fodil> I used to create my own Makefile each time
[22:45:21] <fodil> but that's not the way to go
[22:45:32] <fodil> i am trying to master cmake
[22:47:00] <Yaniel> glHint is deprecated as well
[22:47:34] <Yaniel> well, most of the hints are
[22:48:27] <Yaniel> and you still aren't linking GLFW_LIBRARIES
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[22:48:46] <fodil> I don't understand the GLFW_LIBRARIES thing
[22:48:52] <Yaniel> and again I recommend using GLFW_LIBRARY instead of hardcoding "glfw"
[22:49:09] <Yaniel> (IIRC the lib is now called glfw3)
[22:49:12] <Yaniel> what about it?
[22:49:29] <Yaniel> it contains a list of libraries that particular version/port of GLFW depends on
[22:49:53] <fodil> i don't understand to use GLFW_LIBRARIES
[22:49:54] <Yaniel> GLFW_LIBRARY contains the name of the GLFW library itself
[22:50:01] <fodil> how to use*
[22:50:22] <fodil> in my cmakelist
[22:50:32] <Yaniel> target_link_libraries(helloFriend ${GLFW_LIBRARY} ${GLFW_LIBRARIES} ${GL_LIBRARY})
[22:50:49] <fodil> oh god I am stupid
[22:50:52] <fodil> thank you Yaniel
[22:51:03] <Yaniel> I believe the glfw building guide covers this
[22:51:35] <fodil> m isn't needed ?
[22:51:57] <fodil> i followed the link you gave me
[22:52:08] <Yaniel> m is the standard math library
[22:53:00] <Yaniel> (ie the one that implements sin() & co normally)
[22:53:14] <fodil> i know what it is
[22:53:30] <Yaniel> well, whether you need it depends on your app
[22:53:35] <Waynes> dav1d: some guy had a question about glad
[22:53:39] <fodil> i'll probably need it
[22:53:52] <fodil> thank you again Yaniel ! :)
[22:53:55] <Waynes> dav1d: but it probably doesn't matter anymore
[22:53:56] <dav1d> thanks, yeah saw that, but he appears to be gone
[22:54:47] <dav1d> he just needed to call gladLoadGLES2 ¯\_(ツ)_/¯
[22:56:40] <fodil> Yaniel, are you still there ? sorry dude i'm killing you with my noob questions x)
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[22:57:27] <Yaniel> I'd like to see you try
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[23:01:37] <xaxxon> hrmm?
[23:01:43] <xaxxon> dav1d, is that for me?
[23:02:04] <dav1d> xaxxon: if you had the glad/gles problem
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[23:02:53] <xaxxon> I was trying to help a guy get es2/angle set up... and we were having weird crashing problems when we tried to actually do anything with opengl. all the creation and such didn't error, but as soon as we made a "real" gl call it would .. .windows crash.. segfault basically
[23:03:35] <xaxxon> and I don't understand what needs to be loaded to make angle work... tried using sdl (which supposedly has some integration), tried the es2 glad package (but couldn't figure out what parameter to pass for the "proc callback" thingy...
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[23:04:24] <xaxxon> we got opengl3.3 working fine, of course... but couldn't make es2 work in any form
[23:04:29] <fodil> if i add "glfw" in target_link_libraries(), it's hardcoding ? (if I don't add it, it won't compile)
[23:04:55] <Yaniel> yes if you put a string literal somewhere, that is hardcoding
[23:05:12] <Yaniel> hence why I told you to use ${GLFW_LIBRARY}
[23:05:41] <fodil> I got target_link_libraries(helloFriend ${GLFW_LIBRARY} ${GLFW_LIBRARIES} ${OPENGL_gl_LIBRARY}), but it doesn't compile
[23:05:50] <xaxxon> dav1d, just wanted to write some "write once sort of run most places" es2 code. any experience doing that?
[23:06:14] <Yaniel> nvm apparently the official guide says to use glfw
[23:06:15] <xaxxon> we had the angle sample code running, but we didn't want to use their OSWindow/EGLWindow stuff..
[23:06:19] <xaxxon> heh
[23:06:44] <fodil> but it's bad to hardcode ! what should i do ? :(
[23:06:57] <Yaniel> do what the official guide says
[23:07:06] <xaxxon> fodil, rules are there for when you don't know when to break them
[23:07:36] <xaxxon> if you don't know, do what the rule says. If you do know that it's time to break the rule, and why, then you break the rule
[23:07:47] <dav1d> xaxxon: iirc angle exposes a egl.dll, load it, create a context and call gladLoadGLES2((GLADloadproc) eglGetProcAddress) - this might fail since eglGetProcAddress may return invalid values/NULL for core functions
[23:08:18] <dav1d> xaxxon: solution is to make a wrapper loader which tries to get the symbol from gles.dll, if it is not there calls eglGetProcAddress
[23:08:23] <xaxxon> dav1d, what does "load it" mean wrt egl.dll?
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[23:08:42] <xaxxon> loadlibrary?
[23:08:47] <xaxxon> sorry I don't do windows much
[23:08:55] <fodil> Yaniel, xaxxon: alright, i am going to yolo this ! breaking the rules is badass :D thank you both !
[23:09:04] <xaxxon> fodil, gl :)
[23:09:07] <dav1d> xaxxon: GetProcAddress
[23:09:30] <dav1d> still looking for my gles loder code .. which is supposed to be in glad2 ...
[23:09:38] <dav1d> I swore I wrote that code
[23:09:44] <dav1d> *swear
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[23:10:56] <Yaniel> fodil: for reference, one of my CMakeLists that uses GLFW like that: http://ix.io/1l9R
[23:11:00] <dav1d> can't find it, might be on my notebook
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[23:11:24] <Yaniel> that's been untouched for a couple of years though
[23:11:51] <fodil> wow, you're a cmake master, it's really nice to read
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[23:12:58] <fodil> "glad" ? is that a new library ?
[23:13:17] <dav1d> fodil: http://glad.dav1d.de/ - https://github.com/Dav1dde/glad
[23:13:26] <xaxxon> dav1d, if you find anything, let me know :)
[23:13:39] <dav1d> xaxxon: you tried what I said?
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[23:13:57] <xaxxon> dav1d, I forwarded it on. i don't actually have a project using it. I was helping someone else
[23:14:50] <dav1d> sounds like me gladLoadGLES2 wasn't called correctly
[23:14:56] <dav1d> can't type anymore
[23:15:17] <xaxxon> dav1d, we didn't call it all because we couldn't figure out the parameter to pass it
[23:15:20] <dav1d> sounds to me like gladLoadGLES2 was never called or called incorrectly (wrong loader)
[23:15:38] <dav1d> eglGetProcAddress usually or the library you use for creating the context
[23:20:05] <xaxxon> dav1d, we were hoping to use SDL, which supposedly since 2.02 (if I rmeember right) has some sort of angle support built in.. but I don't even know what that means, I just saw it in the patch notes
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[23:20:59] <dav1d> I never tried, plan to do a demo at one point though
[23:21:10] <xaxxon> well if I get sometihng working I'll let you know :)
[23:21:15] <dav1d> awesome
[23:21:23] <xaxxon> and by "I" i mean "this other guy"
[23:21:51] <dav1d> just keep in mind eglGetProcAddress might not be enough, since iirc the angle implementation returns invalid values for core functions
[23:22:28] <xaxxon> right
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[23:27:54] <xaxxon> I'm making a top-down 2d sprite game looking down over a "city". I want to be able to do cutaways of "skyscrapers" and was thinking of doing a depth of field blur of the levels not at the same "height" (remember, it's really 2d) as the cutaway level. Anything I should do other than render everything except the cutaway, blur it, then render the cutaway on top of it?
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[23:29:19] <xaxxon> i have framebuffers and basic blurs working already, but that was more of a "wonder if I can make this work" kidn of thing vs any real goal
[23:30:32] <xaxxon> or any other suggestions to give some sort of feel of height?
[23:30:37] <xaxxon> without going full 3
[23:30:38] <xaxxon> d
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   September 8, 2016  
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