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[00:28:02] <kmnt> how do you resize a FBO attached texture? if i call glTexImage2D with new dimensions it turns black and draws no longer have an effect
[00:29:44] <dahlia> kmnt: I make a new fbo on resize event which seems to work
[00:32:40] <kmnt> dahlia: that standard practice? im not acutally sure how to even unbind a texture from the framebuffer once bound, documentation doesnt seem to mention anything about it
[00:33:17] <xaxxon> kmnt, why not just make a new one?
[00:33:35] <kmnt> mostly on principle haha
[00:33:54] <kmnt> just seems like a bizaar design choice
[00:34:20] <dahlia> principle? with OpenGL? *cough*
[00:34:29] <dahlia> *choke*
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[00:39:01] <kmnt> I am able to resize renderbuffers with glRenderbufferStorage, no bugs
[00:39:14] <kmnt> whats so special about textures
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[00:59:31] <chrisf> kmnt: you found a bug.
[00:59:35] <chrisf> kmnt: (or, you screwed up)
[01:00:09] <kmnt> chrisf: I think iv screwed up somewhere
[01:00:20] <chrisf> kmnt: what driver is doing this?
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[01:01:46] <chrisf> as for unbinding things, you bind 0.
[01:02:07] <chrisf> does it behave as expected if you unbind and rebind the same texture?
[01:03:37] <kmnt> chrisf: i tried just deleting the FBO, RBO etc and generating new ones and it also renders all black
[01:03:59] <kmnt> chrisf: so im assuming some lingering state is messing it up
[01:04:19] <kmnt> chrisf: having trouble tracking down what exactly is out of place
[01:04:22] <chrisf> time for the debugger.
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[01:12:27] <xaxxon> If I want to fill an arbitrary quad with a texture/set of textures but not have an obvious repeating pattern, are there well known approaches to that? like for examplea an arbitrarirly large patch of dirt but have it look somewhat organic vs an obvious tiled texture
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[01:17:48] <dahlia> xaxxon: you mean for terrain?
[01:18:22] <xaxxon> yes just for 2d terrain
[01:18:48] <dahlia> oh 2d? dunno
[01:18:51] <xaxxon> trying to avoid some very obvious texture and aliasing patterns
[01:18:59] <xaxxon> especially as you zoom in/out
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[01:19:35] <xaxxon> I was thinking some sort of overdraw and maybe blending and... who knows
[01:19:50] <dahlia> for 3d I use seamless textures and repleat them but I blend between several of them based on noise and elevation
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[01:19:54] <dahlia> but never did 2d
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[01:21:04] <xaxxon> well, there shouldn't be any fundamental difference between the D's
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[01:22:50] <dahlia> but I guess instead of elevation there could be another texture which drives how much of each other to blend, that way you could do stuff like cobblestone trails and whatever
[01:23:05] <dahlia> but I've never implemented that (yet)
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[01:28:55] <dahlia> there's probably lots of ways to get creative with such concepts when you start thinking about it ;)
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[01:44:01] <Stragus> xaxxon: You use multiple textures and blend smoothly between them differently over space
[01:50:11] <xaxxon> Stragus, ok, I can mess with putting together something like that
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[01:53:48] <dadawd> I am trying to use slickutils font with lwjgl 2.8
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[01:53:59] <dadawd> org.lwjgl.opengl.OpenGLException: Invalid enum (1280) at org.lwjgl.opengl.Util.checkGLError(Util.java:59) at org.lwjgl.opengl.GL11.glEnable(GL11.java:1061) at org.newdawn.slick.opengl.renderer.ImmediateModeOGLRenderer.glEnable(ImmediateModeOGLRenderer.java:159) at org.newdawn.slick.util.BufferedImageUtil.getTexture(BufferedImageUtil.java:99) at org.newdawn.slick.util.BufferedImageUtil.getTexture(BufferedImageUtil.java:39) at toolbox.T
[01:54:09] <dadawd> Font font = new Font("Verdana", Font.BOLD, 20); TrueTypeFont trueTypeFont = new TrueTypeFont(font, true);
[01:54:20] <dadawd> i get the error from true type font
[01:54:46] <dadawd> org.lwjgl.opengl.OpenGLException: Invalid enum (1280)
[01:55:12] <chrisf> what state are you trying to enable?
[01:55:23] <chrisf> (whatever it is, it doesnt exist)
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[01:56:07] <dadawd> hmmm
[01:56:32] <dadawd> i am just trying to use slick utils truetypefont with lwjgl and opengl
[01:56:42] <dadawd> and it has a problem
[01:56:43] <Stragus> xaxxon: In my experience, one "terrain ID" per point then blending 4 textures smoothly over space works great, if you use a proper function with a quick transition. I used some hardcoded Bezier
[01:56:55] <chrisf> dadawd: ask the slick utils people to fix it
[01:57:20] <dadawd> ill try, i dont think they update anymore
[01:57:21] <dadawd> lol
[01:57:43] <Stragus> Well, I don't think anyone here knows about that code...
[01:57:47] <chrisf> or fix it yourself
[01:57:50] <chrisf> assuming you have source
[01:57:54] <dadawd> yeah i have no idea
[01:57:54] <chrisf> i have no idea what this library is
[01:58:19] <dadawd> i saw the exact same issue someone posted on their forum and no one answered
[01:58:37] <dadawd> so maybe i need to use a dif library for opengl fonts, anyone know a good one for java lwjgl?
[01:58:49] <sadtaco> Er.. the heck.. why am I getting a "vec2: syntax error" on "lowerUv = (gl_FragCoord.xy - vec2(4., 0.)) resolution.xy;"? That syntax looks fine to me.
[02:00:15] <kmnt> i think you need an operator infront of resolution.xy;
[02:00:20] <Stragus> lowerUV = () foo.xy; How is that fine?
[02:00:40] <sadtaco> Oh haha oops
[02:00:44] <sadtaco> I forgot the division slash
[02:01:15] <sadtaco> The error through me off, looking for the wrong thing.
[02:01:27] <dadawd> it could be that the font type didnt exist on my computer
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[02:05:17] <Stragus> dadawd: That would be a very bad excuse to make a bad GL call
[02:05:37] <dadawd> so apparently that isnt the issue? lol
[02:05:44] <dadawd> im surprised its making a gl call at all
[02:06:55] <Stragus> Also, the "ImmediateModeOGLRenderer" part is a very bad sign
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[02:14:57] <dadawd> well apparently the slickutils library is outdated for opengl and lwjgl
[02:14:59] <dadawd> which explains it
[02:15:00] <dadawd> lol
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[02:49:48] <sadtaco> Oh hey, almost got it..
[02:53:17] <sadtaco> I decided to keep the 2x4 alternating samples of my 120x120 fragment shader sampling 2 30x30. So my associated texels look sort of like a checkerboard, with striped checks. 30x30 is basically sized up by 4, so you get 4x4 or 16 texels from 1 to the 120x120. And with the mod(gl_FragCoord.y, 2.0) > 1.0 it alternates so it samples 4, then 4 of the other, then 4, then 4 of the other, along the x. That makes sense, right?
[02:53:27] <sadtaco> Obviously it works, but it making sense pertains to my question.
[02:55:34] <foobaz> what are you doing, some kind of fancy resampling filter?
[02:56:05] <sadtaco> na it's compute on frag shaders. And the data in the 2 30x30 is something I need 8 associations for each in the 120x120
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[02:59:51] <sadtaco> My problem is needing to find the first, and previous, in that series of 8 fragcords. I need to do something in each of the 8 frag cords only if the previous ones in the series have their a/w channel as not 0.0. I'm not sure the best way to look those up. I guess I could make a complete list.. like mod(gl_FragCoord.xy, 4.0) + vec(1.0, 0.0); would be the second, one for one series. add 1.0 to y if mod(gl_FragCoord.y, 2.0) > 1.0
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[03:02:41] <sadtaco> I guess that's simply the way I need to do it, isn't it, to map out all 8 of their positions, and for n out of 8, loop through all previous ones, and texture2D() lookup them, eh.
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[08:32:26] <Andrew_> i'm using a tiling window manager that supports floating windows - when creating an application with Qt setting the window to "modal" allows it to float by default is there a simillar flag for GLUT? I am unable to find such a thing so far
[08:34:50] <Stragus> GLUT is awfully limited in these matters
[08:35:40] <Stragus> I don't think GLFW supports that either, but you can query the underlying platform-specific "handles" to do these operations yourself
[08:35:45] <Andrew_> specifically using freeglut, althoguh that is by my understanding just an opensource copy of glut
[08:36:06] <karalaine> its developed further
[08:36:26] <karalaine> but still I agree that there might not be an option availabe for what you want
[08:37:08] <Andrew_> all good, I can specifically force my WM to make it a floating window which i shall do, just isn't a portable oslution
[08:37:18] <Andrew_> solution*
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[09:20:55] <match_ita> hi all, somebody knows when WebGL2 will be ?
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[09:23:12] <Yaniel> no
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[09:28:04] <xaxxon> match_ita, it's available in multiple browsers right now if you turn it on
[09:28:20] <xaxxon> at least frmo a google search I did yesterday that seems to be the case
[09:28:25] <xaxxon> i think it was firefox and ege
[09:28:27] <xaxxon> edge
[09:29:05] <match_ita> I try to see
[09:29:07] <match_ita> thx
[09:30:42] <match_ita> xaxxon, I see firefox specs - experimental-webgl2
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[09:30:53] <match_ita> means prototype
[09:31:02] <match_ita> thanks
[09:31:26] <xaxxon> match_ita, https://www.khronos.org/webgl/wiki/Getting_a_WebGL_Implementation#WebGL_2.0
[09:31:30] <xaxxon> firefox and chrome
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[10:13:07] <anli> Can I use gl.LINE_LOOP to draw a cube so that distance edges will be hidden?
[10:14:37] <anli> I want to do that to draw edges around a model
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[11:32:43] <xaxxon> anli you scale the model to 105%, draw it with the edge color, then draw it again at 100%
[11:33:08] <xaxxon> but the second time "normal"
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[11:33:52] <xaxxon> 1:15 later...
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[11:53:33] <noizex> can be done in single pass too
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[12:29:51] <Curious> Does anyone know how to combine a regular depth texture and an integer texture in a framebuffer?
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[13:33:30] <Curious> Nvm, there is no magic involved to combine them. I just made a little mistake in my code :)
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[14:05:31] <btipling> hi
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[15:13:09] <Waynes> Currently I am rendering to a fbo with a GL_DEPTH24_STENCIL8 attached (actually I only need the stencil buffer part, not the depth, but GL_STENCIL_INDEX seems to be OpenGL 4.4+ only). Can I read the stencil part of the depth+stencil texture directly? http://oss.sgi.com/projects/ogl-sample/registry/EXT/packed_depth_stencil.txt says "The stencil index texture internal component is ignored if the base internal format is DEPTH_STENCIL_EXT." which I guess means "
[15:14:23] <Waynes> I could do what I want in three passes by first writing to the stencil buffer, then converting the stencil part in the stencil buffer to color and then reading that from the fbo color texture, but I was wondering if two passes were possible
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[15:41:31] <noizex> hm, someone brought interesting question recently
[15:41:48] <noizex> what's better approach to multipass rendering
[15:42:02] <noizex> multiple fbos vs. single fbo + changing attachments?
[15:42:07] <noizex> found this: https://www.reddit.com/r/opengl/comments/1rsnhy/most_efficient_fbo_usage_in_multipass_pipeline/
[15:42:17] <noizex> and they mention that actually, contrary to all logic, changing attachments may be faster
[15:42:28] <noizex> any up-to-date information on this, anyone? :)
[15:50:35] <btipling> are you having a performance problem?
[15:56:36] <neure> definetly multiple FBOs
[15:57:00] <neure> definitely
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[16:02:28] <noizex> allright
[16:02:48] <noizex> makes sense, just according to that reddit post someone came with an opposite conclusion
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[16:14:40] <anli> If I want to create a "picture in picture", do I specify gl.viewPort muliply? (webgl)
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[16:15:36] <noizex> yep
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[16:32:02] <anli> Can I do gl.clear in my new viewport? doesnt seem like that
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[16:32:12] <anli> I used a separate gl.clearColor(0.5, 0.5, 0.5, 1.0);
[16:32:16] <anli> (before)
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[16:35:37] <Xeek> I dont thiunk glClear cares about your viewport
[16:35:43] <anli> ok
[16:36:02] <Xeek> it just clears the entire window regardless of the viewport, I might be wrong; going on memory here
[16:36:28] <Xeek> i was playing with using viewports for clipping a while back
[16:36:30] <neurre> clear does not care about viewport
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[16:36:37] <neurre> however, clear does care about scissor
[16:37:13] <neurre> i've seen putPixel implemented with scissored glClear()s
[16:37:13] <Xeek> I might end up just using the shader to help me do clipping
[16:37:28] <neurre> so stritcly speaking you wont need shaders to render stuff
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[16:37:43] <Xeek> i dont just need shaders, I want shaders :-P hehe
[16:38:01] <neurre> of course
[16:38:14] <neurre> it is a horrible idea to render text with scissored glClears()
[16:38:17] <neurre> but it has been done :P
[16:38:41] <Xeek> instead of messing with the viewport so much why not just do things on fbos
[16:42:04] <zgreg> setting pixels with scissored glClears sounds like a very efficient solution
[16:42:24] <anli> Well, I have my extra viewport now, I had to set the perspective matrix to have right aspect ratio
[16:42:39] <anli> It would be nice with a square around it, maybe thats easily done
[16:43:16] <anli> Thats the same as drawing on the near hitplane, right?
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[16:46:19] <anli> Hm, not the same angle... https://snag.gy/WzgGNs.jpg
[16:46:25] <noizex> scissor test affects clear
[16:46:33] <anli> Ah, ok
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[16:46:58] <anli> Maybe I can just put a polygon there to get another bgcolor
[16:47:29] <noizex> ah neurre already said that
[16:47:29] <noizex> ;)
[16:48:53] <anli> Those models are both created by translating in negative Z and then rotating the same
[16:49:08] <anli> Howerver, it seems like the direction cube is seen more from above
[16:49:20] <anli> mat4.rotateX(m, 0.4); mat4.rotateY(m, -0.3);
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[16:52:10] <anli> Oh, wait, I did a simple mistake, switching variables
[16:53:15] <anli> https://snag.gy/evOEhj.jpg
[16:53:23] <anli> Seems to be the same angle
[16:53:53] <anli> I want to draw filled polygons, do have to make separate calls?
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[17:14:42] <jimmio92> Hello all. Is it common to load up GLX/GL directly with dlopen/dlsym or should I leave that to the linker?
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[17:20:25] <jimmio> Can anyone hear me? I'm having trouble auth'ing to services..
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[17:20:51] <Yaniel> in modern gl you have to use dlopen/dlsym
[17:20:55] <Yaniel> jimmio: loud and clear
[17:21:06] <Yaniel> doesn't mean you are authenticated though
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[17:21:44] <Yaniel> anyway, usually you'll just use a loader lib like glad and forget about it
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[17:25:44] <jimmio> Yaniel: So you're saying.. there's no avoid dlopen, so I might as well load every symbol I require manually?
[17:25:44] <jimmio> Yaniel: So you're saying.. there's no avoid dlopen, so I might as well load every symbol I require manually?
[17:26:07] <Yaniel> I'm saying use a library that does it for you
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[17:53:26] <YouCallItFar> is there anyway to copy a rectangle from one place in a texture to another using opengles 2.0 ?
[17:54:19] <Yaniel> another place or another texture?
[17:54:42] <YouCallItFar> another place in same texture ideally. its for VNC protocol's CopyRect encoding
[17:55:17] <Yaniel> I don't think so
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[17:56:49] <derhass> you could use an FBO and use glCopyTexSubImage2D
[17:56:54] <YouCallItFar> hm. not even counting ways that duplicate texture? seems i could copy whole texture, bind it to framebuffer, and draw the rect?
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[17:58:20] <YouCallItFar> that sounds good, derhass
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[17:59:00] <YouCallItFar> it doesnt have to be highly efficient by opengl standards because the alternative is sending whole rect over network which is bigger bottleneck
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[18:14:34] <YouCallItFar> so i would take my texture i want to copy, bind it to an fbo, then call glCopyTexImage2D to copy it to a new texture, then glCopyTexSubImage2D to copy the rect. and then swap my textures and repeat if necessary
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[18:20:00] <derhass> YouCallItFar: why the glCopyTexImage2D step at all?
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[18:20:59] <YouCallItFar> i assumed i couldnt read/write to same texture?
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[20:27:40] <YouCallItFar> nice. i attach an fbo with associated texture i want to copy, i bind same texture, then glCopyTexSubImage2D to copy the rect. works on iphone
[20:28:06] <YouCallItFar> thanks derhass!
[20:28:42] <YouCallItFar> vnc of my desktop looks shockingly good on iphone
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   September 9, 2016  
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