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[01:07:12] <daey> is there a simple way to set an individual pixel like set_pixel(x,y,color)?
[01:07:48] <Stragus> No, and you wouldn't want to do that, it would be abysmally slow
[01:08:01] <daey> i totally want to do that
[01:08:19] <daey> i need it to simulate an embedded display
[01:09:07] <Stragus> I assume these are plain 2D graphics?
[01:09:22] <daey> yes i do the 3d to 2d convertion myself
[01:09:26] <Xeek> just setup a vbo and draw points
[01:10:05] <Xeek> 3d to 2d? eh? ok, nevermind
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[01:10:19] <daey> conversion*
[01:10:20] <Xeek> daey: so you dont want to use opengl
[01:10:22] <Stragus> Sounds like you should set just draw to some surface in system memory, and just push the final result for visualization
[01:10:43] <daey> Xeek: no i only need a drawing platform
[01:11:01] <daey> if theres a better alternative than opengl im open
[01:11:20] <Xeek> daey: so you dont need to draw points with gl, you just want to make an texture for gl to draw after you've done all your pixel fun
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[01:11:55] <Xeek> daey: myscreen[pixel_index] = 0xFFFFFFFF; //white
[01:11:57] <daey> yeah
[01:12:01] <Xeek> daey: good old system memory
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[01:12:50] <Xeek> daey: eventually you'll just make a gl texture from your final image and render that, but until then you're not using gl if you want to do 3d yourself.
[01:12:56] <Xeek> daey: reinventing the wheel?
[01:13:29] <daey> im not reinventing anything. i just want a testing platform, because its annoying to do it on an embedded platform
[01:14:11] <Stragus> Right, so what you need is a mean to view the pixels you are plotting yourself
[01:14:23] <Stragus> I would use SDL and its 2D video surfaces
[01:14:26] <daey> correct.
[01:14:32] <derhass> well
[01:14:38] <derhass> using the GL is fine for that purpose
[01:14:54] <derhass> you can also easily scale the resulting image
[01:15:01] <Stragus> derhass: Using GL implies more code and stuff to learn, unless he already knows GL
[01:15:13] <daey> i definitely dont
[01:15:17] <derhass> drawing a textuerd quad isn't exaclty rocket science
[01:15:42] <derhass> https://www-user.tu-chemnitz.de/~heinm/tmp/HelloTexture.c
[01:16:01] <Stragus> I recommend SDL's 2D stuff instead
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[01:20:03] <Xeek> sdl, even less rocket science and more platforms
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[01:20:39] <daey> it looks like with sdl i can simply draw an 2d array to the screen, which woudl be perfect
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[01:21:30] <Stragus> Yup, that's the idea
[01:22:27] <bookmark> one could use a uniform array for that so long as there was a fragment at that position to begin, but ive head unifor arrays can lead to incoherency somehow.
[01:22:43] <bookmark> in glsl
[01:23:40] <bookmark> that sdl soluyion is probably better though
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[01:40:30] <ibouvousaime> what project for pratice would you recommend someone whos just getting started in opengl
[01:40:31] <ibouvousaime> xD
[01:40:33] <ibouvousaime> ?
[01:41:23] <Codex_> just make some 10000 cubes :-)
[01:41:43] <Codex_> making them rotate is kinda fun
[01:44:40] <derhass> ibouvousaime: start simple, with your first triangle
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[03:31:43] <daey> do graphiccards use floating point operations for the 3d scene? or is everything done in fixed-point arithmetic?
[03:32:28] <Codex_> i think real floats are used
[03:32:29] <bookmark> its all integers
[03:32:39] <bookmark> hehe
[03:32:41] <Codex_> hmm
[03:32:45] <daey> y i think so as well
[03:32:50] <daey> but im not sure
[03:32:53] <bookmark> j/k
[03:33:49] <daey> floats would cause uncertainty propagation
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[03:34:35] <Codex_> integer lattice isnt any better....
[03:35:05] <daey> from what do they suffer?
[03:35:28] <Codex_> like 0.5 isnt possible
[03:35:38] <Codex_> only 0,1,2...
[03:35:38] <daey> multiply by 10
[03:35:48] <daey> simply call it 5
[03:36:24] <Codex_> that doesnt solve the problem, but just moves it to different location
[03:36:40] <daey> you mean 0.55?
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[03:40:44] <derhass> daey: the rasterizer is fixed point, but the 3d scene is floating point of course
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[03:58:17] <TechnoCrunchDell> Anyone use VS, not really a OpenGL but more a programming question
[03:58:40] <TechnoCrunchDell> When you program, do you split your Graphics and Core program into to projects for the solution?
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[03:58:58] <TechnoCrunchDell> So like renderer is a static lib or dll and the core is the exe
[03:59:16] <TechnoCrunchDell> or do you just keep it all together in one project under one solution?
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[04:06:07] <bookmark> anyone know how to extract translate from a model matix? its just element 12 13 and 14 isnt it?
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[04:07:56] <opl> Hi. I tried to write something using OGL and I came up with this piece of code. http://pastebin.com/CPqfgjum The problem is that it works too well. It compiles (uses other classes for main and window creation) just fine and runs without throwing any exceptions. Same goes for glGetError - it returns 0. Yet nothing is drawn and I'm completely clueless as to why that might be happening.
[04:09:25] <bookmark> its probably easier to start with sime thing known to be working
[04:09:33] <bookmark> something
[04:10:03] <opl> I compared the code to a few tutorials and they're pretty much the same.
[04:10:13] <opl> In fact, I wrote it based on one.
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[05:07:43] <bookmark> hahaha i just learned how to put collision spheres where my players bones reside
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[05:31:39] <grim001> opl, what are you using to access OpenGL through java?
[05:31:44] <grim001> doesn't look like LWJGL
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[08:01:32] <TechnoCrunchDell> Anyone have a GLSL syntax support Visual Studio?
[08:01:40] <TechnoCrunchDell> Because I would love it :)
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[08:38:20] <Bloodust> TechnoCrunchDell theres a plugin/nuget for that
[08:38:25] <Bloodust> alteast used to be
[08:38:34] <TechnoCrunchDell> what happened to it?
[08:38:46] <Bloodust> I except it to still exist
[08:38:54] <TechnoCrunchDell> what is it called?
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[08:39:32] <kuma_> my quaternion camera is introdcing unwanted roll over time. what's a good approach to ellimiate roll ?
[08:39:41] <Bloodust> NShader
[08:39:48] <Bloodust> guess it was discontinued after 2012
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[08:54:29] <fluffrabbit> looks like we got a full house in here
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[10:43:19] <Waynes> I'm clearing a 2048x2048 fbo with color and stencil attachment. on a geforce 840M. Usually it takes less than 0.1 milliseconds, but about 20% of the times it takes longer and those timings are mostly clustered between 0.3 and 0.5 milliseconds. Any guesses where that cluster comes from? http://i.imgur.com/ajFdL0F.png
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[10:57:49] <dahlia> Waynes: not sure why but whenever I've profiled about the only call that seems consistent is SwapBuffers (which also by far takes the most time)
[10:58:42] <Waynes> do you measure CPU or GPU time with e.g. timer queries?
[10:59:02] <dahlia> use dottrace, so cpu I guess
[10:59:53] <dahlia> I guess visual studio has gpu profiling in it but I dont know if it works with opengl
[11:00:00] <Waynes> I can recommend glBeginQuery, glEndQuery with GL_TIME_ELAPSED, but unfortunately it does not tell me what happens inside
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[11:01:17] <dahlia> ya I dont know whats going on inside but I think it has to make command buffers and whatnot and send them to the gpu
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[11:02:12] <dahlia> sometimes there's some driver people in here, maybe try a little later
[11:02:21] <Waynes> ok
[11:08:27] <Stragus> Waynes, I think such variations are to be expected
[11:09:38] <Stragus> The GPU can block for any reason, or finish past operations while it begins clearing the FBO, perhaps with just a single SM on the job (until the rest finish whatever they were doing)
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[11:10:09] <TechnoCrunchDell> Mmmm
[11:10:19] <TechnoCrunchDell> How will I create a water simulation...
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[11:19:57] <mudlord> techno. there is plenty of ways
[11:20:03] <Waynes> Stragus: yeah, I just was curious
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[11:25:00] <TechnoCrunchDell> mudlord, yeah, just seeing how to :P
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[13:34:51] <pfc> not sure if this is the right place to ask but is there a way to define the locatino for a uniform outside of the shader code? so like glVertexAttribPointer would do for attributes.
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[13:36:49] <pfc> scratch the glVertexAttribPointer part
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[13:38:04] <exDM69> pfc: glBindUniformLocation?
[13:39:14] <pfc> yes, but that doesnt seem to exist?
[13:40:33] <exDM69> uh, must have remembered wrong
[13:40:53] <exDM69> I guess you can't then
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[13:43:39] <pfc> darn :/ If only I could get these damn uniforms to initialise... layout(location=0) doesnt work
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[13:45:34] <exDM69> old GLSL version?
[13:45:51] <exDM69> you can always use glGetUniformLocation, though
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[13:46:22] <pfc> i guess so, glGetUniformLocation is returning -1 though so trying to figure out what the heck is going on by trying to force it to a location
[13:47:50] <exDM69> ah
[13:47:59] <exDM69> you have an unused uniform that gets stripped by the compiler
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[13:48:34] <pfc> that's was originally true but then when I start using the uniform it still seems to get "stripped"
[13:48:46] <exDM69> OR your shader doesn't get compiled and linked correctly...
[13:48:58] <pfc> compile and link are going through
[13:48:58] <exDM69> you do check COMPILE_STATUS and LINK_STATUS, right?
[13:49:03] <pfc> yup
[13:49:06] <exDM69> and check the info logs
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[13:50:24] <pfc> i check info logs on vertex and frag shaders after compile if compile status fails and same on program if link status fails
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[13:51:08] <exDM69> the compiler can be pretty aggressive in stripping unused uniforms, that's the most likely reason
[13:51:19] <exDM69> if you use it behind an if-the-else or something
[13:51:28] <exDM69> where the optimizer drops the uniform
[13:52:25] <pfc> yea, but "vec4 wpos = vec4(vpos,1.0) * matrix; fpos = wpos.xyz;" is all I have inside my main, fpos is an output
[13:52:35] <pfc> matrix is the uniform
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[13:55:22] <exDM69> well good luck debugging... it's most likely something really small and silly that will make you want to facepalm when you figure it out
[13:56:39] <pfc> Oh I've had plenty of those moments so far... once I'm done figuring this out I'll be writing a tutorial for other poor python programmers out there wanting to use the newer Opengl versions
[13:57:12] <pfc> thanks for the help :0
[13:57:14] <pfc> :) *
[13:57:54] <exDM69> this probably isn't a python-specific issue at all
[13:58:12] <exDM69> you can also try running it thorugh the official glslValidator
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[13:59:21] <pfc> probably not, but I've had a bunch of stuff that didn't exactly work the way it does in C due to the python wrappers
[13:59:32] <pfc> I might just give that a try
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[14:06:40] <pfc> well I figured it out, it was being optimised away even though it was used in a custom output... I *need* to also use it to calculate gl_Position. Doesn't make sense to me but I guess that just means I have some more reading to do
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[14:10:32] <derhass> pfc: it is not sufficient that it is used for calculating an output.
[14:10:57] <derhass> pfc: it will still be optimized away if your further stages don't use it
[14:12:39] <pfc> derhass: yea makes sense, makes it a huge pita when you're just starting to write new code though, I really wish there was an "unoptimised" option
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[14:41:06] <anli> In my draw_scene function, I am switching between viewports, one being the whole screen and one being in the top right corner, however, when I rotate the scene, for some instance only the top right viewport "works" http://62.168.145.82/webgl/
[14:41:22] <anli> I rotate the scene by dragging the mouse
[14:41:31] <anli> Any ideas?
[14:41:47] <exDM69> no, impossible to guess based on your description
[14:42:20] <exDM69> you probably do not remember to set your projection matrices correctly when you rotate
[14:43:07] <anli> I set it after the call to gl.viewport
[14:43:22] <anli> In the set_p_matrix function
[14:43:49] <anli> But first when I struggled with this problem, I saw that I did not, so it was a good clue, although not sufficient
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[15:07:59] <anli> exDM69: I see now what needed to be done, I had to gl.bindTexture(gl.TEXTURE_2D, null);
[15:08:13] <anli> Now, why was gl.disableVertexAttribArray(textureCoordAttribute); not sufficient?
[15:08:33] <anli> Before I draw that wireframe, I had to "unbind" the texture, so to say
[15:09:26] <exDM69> anli: disabling the attrib array will not disable texturing... it'll just fuck up your texture coordinates and get undefined results
[15:09:39] <anli> oh, ok
[15:09:50] <anli> Thanks for the warning
[15:11:42] <anli> Should it always be enabled?
[15:12:06] <anli> I got an invalid operation when drawing the wireframe then
[15:12:22] <anli> "no buffer is bound to enabled attribute"
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[15:19:55] <derhass> exDM69: it doesn't give undefined results
[15:20:07] <derhass> there is a current state for each attribute
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[15:24:44] <Murloc992> what is considered the "position" of the ortographic camera? The center of near clip plane or center of all planes?
[15:26:20] <anli> Even if I gl.disableVertexAttribArray(textureCoordAttribute);, I get the error/warning "there is no texture bound to the unit 0"
[15:26:37] <exDM69> derhass: thanks for correcting... it's going to give the wrong results anyway
[15:26:59] <exDM69> anli: they are unrelated...
[15:27:05] <anli> ok
[15:27:17] <exDM69> glActiveTexture(); glBindTexture() is what you do to bind the textures
[15:28:07] <anli> Hm, I have no gl.activeTexture call
[15:28:31] <exDM69> then it's always GL_TEXTURE0 (the default)
[15:28:39] <anli> Ah
[15:28:49] <anli> So I should not get an error then?
[15:29:22] <derhass> Murloc992: that question's answer depends on how you interpret things
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[15:29:35] <exDM69> anli: what did you pass to glBindTexture?
[15:29:54] <anli> gl.bindTexture(gl.TEXTURE_2D, tex); where tex = gl.createTexture();
[15:30:12] <derhass> Murloc992: the usual way is that you define the planes relative to the camera in eye space, and the camera is located at eye space center
[15:30:53] <Murloc992> derhass, so the location in usual case would be the center of all planes, as they are relative to the position of the eye(camera)?
[15:31:02] <exDM69> anli: and you did set glTexImage for that?
[15:31:11] <exDM69> and all the other settings you need for texuring?
[15:31:18] <anli> gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img); where var img = new Image();
[15:31:19] <derhass> Murloc992: why the center?
[15:31:29] <anli> I do this in the img.onload = function() handler
[15:31:36] <anli> Also, I get a rendered texture
[15:32:04] <derhass> Murloc992: it is totally up to you how you set up these
[15:32:06] <anli> I set img.src to a data url to trigger the handler
[15:33:29] <Murloc992> derhass, for example I have glm::ortho<float>(-128, 128, -128, 128, -128, 128) for my shadowcaster light, and I want to move it like sun for example. Using glm::lookat really messes things up and they clip..
[15:34:57] <derhass> Murloc992: it would be probably more intuitive if you would set up the planes to not contain space "behind the camera", if you think in terms of lookAt for camera position
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[15:35:26] <Murloc992> derhass, so it would be glm::ortho<float>(-128, 128, -128, 128, 0, 128) I figure
[15:35:56] <Murloc992> so would in this case camera position be the center of near clipping plane?
[15:36:20] <Murloc992> for example I am at 64,64,64 and look at 0,0,0
[15:36:36] <derhass> you could interpret it that way
[15:36:38] <anli> There is nothing like "camera position" in orthgraphic mode, I think
[15:36:48] <anli> More like a camera plane
[15:36:52] <Murloc992> well yes
[15:36:55] <derhass> anli's interpretation is also valid
[15:37:04] <derhass> as I said, a matter of you look at things
[15:37:07] <Murloc992> but is the lookat position the center of the plane or not
[15:37:20] <Murloc992> never ever have used ortho in my life and it is driving me nuts
[15:37:26] <derhass> but it might help to imagine this just as some box which you move around in your world
[15:37:33] <derhass> it does have a position
[15:37:40] <derhass> and it is relevant also
[15:38:38] <anli> You look at 0, 0, -infinity in orth mode
[15:38:42] <anli> ortho
[15:39:06] <anli> Or 0, 0, 0
[15:39:12] <anli> Or 0, 0, 68.4
[15:39:50] <anli> If that is not behind you
[15:40:02] <Murloc992> so if I use glm::lookat with "position" of 64,64,64 and "target" of 0,0,0, my box gets oriented towards 0,0,0 at the position or..?
[15:40:14] <Murloc992> talking about projection*view
[15:40:37] <anli> Instead of lookat, you should glTranslate(x, y, 0);, I assume
[15:40:46] <anli> Before drawing the model
[15:41:07] <anli> That will make you look at the models -x, -y
[15:42:18] <anli> Or, you will also need to translate yourself to be between the hit planes in z, of course
[15:42:19] <derhass> Murloc992: yes it will
[15:42:31] <anli> clipping plane
[15:42:31] <anli> s
[15:42:39] <derhass> anli: lookat is just rotate and translate
[15:42:57] <anli> Well, should be in the other order, should it not?
[15:43:59] <anli> The turtle needs to walk first, then rotate :)
[15:44:29] <derhass> thirst of all: any order will do
[15:44:32] <derhass> *first
[15:44:46] <anli> Will it?
[15:44:59] <derhass> sure. just the parameters will be different
[15:45:05] <anli> If the turtle turns around and then starts to walk, he will be hind me
[15:45:09] <anli> behind
[15:45:27] <derhass> don't think in terms of turtles
[15:45:27] <anli> So he will not draw the back face of the moon for me
[15:45:32] <anli> I always do...
[15:45:44] <anli> Or the "drawing man"
[15:46:01] <derhass> seconds, classical lookat is rotate * translate, which does the translation first
[15:46:05] <anli> I assume we talk about modelview matrix now
[15:46:12] <anli> Maybe we does not?
[15:46:29] <derhass> anli: we talk about matrix math in general
[15:46:51] <anli> But the turtle metaphor does only work for modelview matrices
[15:46:56] <anli> metaphore
[15:47:14] <derhass> no
[15:47:30] <derhass> turtles don't care about matrices
[15:47:49] <anli> It could be that you do not care about turtles, rather
[15:47:57] <opl> grim001, jogl/jogamp
[15:48:58] <opl> (regarding the "Hi. I tried to write something using OGL and I came up with this piece of code. http://pastebin.com/CPqfgjum The problem is that it works too well. It compiles (uses other classes for main and window creation) just fine and runs without throwing any exceptions. Same goes for glGetError - it returns 0. Yet nothing is drawn and I'm completely clueless as to why that might be happening." message I sent yesterday)
[15:50:54] <derhass> opl: not sure what the jogl/jogamp stuff does for you, but you never swap the buffers
[15:51:27] <anli> Is swapbuffers legacy nowadays?
[15:51:35] <derhass> anli: no
[15:52:34] <Yaniel> you also don't seem to check your shaders' compile logs
[15:52:56] <opl> I tried cleaning the buffer every time i render with a random color and it changed them, so I assumed that it swapping buffers by itself.
[15:53:00] <derhass> opl: I also don't see your glGetError call
[15:53:33] <opl> I added it before to check if it returns anything other than 0 and it didn't.
[15:53:46] <derhass> where did you add it?
[15:53:51] <Yaniel> yeah if there's a display() callback then the framework likely swaps buffers after calling that
[15:53:51] <opl> Shaders are checked by the ShaderCode/ShaderProgram classes.
[15:54:09] <derhass> Yaniel: maybe. I don't know.
[15:54:10] <opl> Tried breaking the shaders on purpose and it threw.
[15:54:37] <Yaniel> btw 50 is way outside the NDC coordinate space
[15:54:53] <Yaniel> re your vertex positions
[15:54:58] <opl> As for when I called glGetError, both after code loading shaders, buffers, switching to the program and drawing vao.
[15:56:30] <opl> You can see a part of the code that draws in the -1.0-1.0 range that's commented out. I changed it to 50 in case the coords mapped to less than a single pixel, assuming that even if it's too big then it's still in the -1.0-1.0 range at least partially
[15:56:58] <Yaniel> NDC is -1..1
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[15:58:20] <Yaniel> as for what next, I suggest pointing a gl debugger at it
[15:58:43] <opl> And one of the corners is at 0,0 meaning it is in the rendered box.
[15:58:52] <derhass> opl: do you see the clear color, or just black/empty/whatever?
[15:58:57] <opl> clear
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[16:03:08] <derhass> opl: are you sure FloatBuffer::capacity() returns bytes?
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[16:04:39] <derhass> also, I usually see java code using the buffer's flip() methiod before feeding it into GL, but I'm not sure if it is needed in your case
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[16:05:45] <opl> .capacity() returns the amount of entries of the type it stores
[16:05:48] <opl> not bytes
[16:06:47] <opl> I'll try playing around with that. Could be it
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[16:09:50] <opl> Bingo. http://i.imgur.com/CWJshCM.png
[16:10:21] <opl> Was a combination of not resetting the buffer's position and .capacity() returning number that was too small.
[16:10:39] <opl> Thank you a lot, derhass.
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[16:12:03] <opl> Is there any way to get an error when something like that happens?
[16:16:03] <Yaniel> no
[16:16:12] <Yaniel> data errors are nasty because of that
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[16:19:57] <grim001> opl: why not lwjgl?
[16:20:00] <opl> Gonna be a fun adventure then.
[16:20:16] <opl> Mostly because I already had jogl set up.
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[16:21:32] <opl> I'll check it out. Any differences you can think of that make switching to it worth it?
[16:23:34] <Yaniel> I see lwjgl a lot more here so it's probably more popular -> more googleable answers
[16:24:00] <opl> Yeah, it is a bit hard to find anything for what I'm currently using.
[16:24:12] <grim001> LWJGL is the backend used by LibGDX and minecraft and has a bunch of useful bindings to C libs
[16:24:39] <Yaniel> ah, minecraft
[16:24:41] <Yaniel> no surprises then :D
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[16:44:19] <kuma_> how can I eliminate roll from my camera? I'm using quaternions and but it accumulates roll somehow,, just by looking around(not moving)
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[17:42:13] <kernelpanic> Hello! I need to display less than 1000 little map-labels in my opengl application. Those labels should all face the camera (and probably be the same size independent of distance to the camera). After reading a lot, I'm about to use msdf (distance field) based billboards. I wonder how to render this most efficiently. I think instanced geometry won't do, as the geometry nad texture is actually different for every label.
[17:42:13] <kernelpanic> Should I create one VBO with those 1000 labels? As you can see, I'm still somewhat lost, and would appreciate some guidance
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[17:48:53] <Xeek> sounds reasonable to me
[17:50:19] <derhass> It is probably best to stuff all of the labels into one texture object, like an array texture
[17:50:31] <derhass> and do just one draw call for all of them
[17:53:18] <derhass> also note that you don't necessarily need to store the full data for all 4 vertices. you could probably get away with 2d position + 2d size (a vec4) + some texture index
[17:53:36] <derhass> and you could use such a buffer without instancing, and without a geometry shader
[17:53:56] <derhass> just by using gl_VertexID
[17:54:27] <anli_> I want to have a border with rounded corners around my extra viewport, do I have to create some kind of mask?
[17:54:33] <anli_> Or do I have to render to texture?
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[17:54:59] <derhass> anli_: the stencil buffer might be the way to go
[17:55:08] <anli_> ok...
[17:55:11] <derhass> anli_: especially if you can reuse the same mask for many frames
[17:55:23] <anli_> yes
[17:56:54] <anli_> To draw the border around it, it is easiest to do that before I have set the viewport, I assume
[17:57:02] <anli_> (and also before I have set the mask=
[17:58:09] <derhass> well, you have two things here: drawing the border, and masking the rendering for the second viewport
[17:58:16] <anli_> yeah
[17:58:29] <derhass> stencil is only for the latter
[17:58:38] <anli_> yeah
[17:58:41] <derhass> you will need something to draw the actual border
[17:58:53] <anli_> should I set the perspective matrix separately just for drawing 2d, like borders, text etc?
[17:59:07] <derhass> that's up to you
[17:59:14] <derhass> but I wouldn't use perspective at all for thatr
[17:59:17] <derhass> *that
[17:59:26] <anli_> nope, ortho would do
[17:59:45] <derhass> I probably would not use a matrix at all, and direclty work in NDC
[17:59:52] <derhass> but this of course depends
[18:00:08] <anli_> What is NDC then? :)
[18:00:54] <anli_> And how do I output text in an effective way?
[18:01:05] <anli_> Overlaying my canvas with divs maybe :)
[18:01:54] <Xeek> canvas, divs, sounds like html
[18:01:56] <derhass> well, for drawing text with the GL, usually a texture-based approach is used
[18:02:27] <derhass> but a real text rendering subsystem will require some effort
[18:02:49] <anli_> It must be a pita to output text with textures
[18:02:59] <anli_> And it will probably make an ugly result as well? :)
[18:03:09] <Xeek> only if yo8u scale it and not use distance fields
[18:03:27] <anli_> distance fields as in char widths?
[18:03:32] <Xeek> no
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[18:04:18] <derhass> anli_: signed distance fields are a nice way to draw text even when scaled
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[18:04:53] <Xeek> http://imgur.com/a/U2wQc <- signed distance field charcters, good for scaling but not if you intend to draw small text - then just plain bitmap fonts will do and look fine
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[18:08:07] <anli_> Will it perform good to create text with GL_TRIANGLE?
[18:08:28] <anli_> Maybe such chars should be "cached" into textures :)
[18:08:30] <Xeek> each charcter is a triangle yes, that much is obvious
[18:08:36] <Xeek> rather, 2 triangles
[18:08:49] <anli_> yes, but a char could also be made out of triangles
[18:08:51] <derhass> I think anli means using geometry to form the glyphs itself
[18:08:51] <Xeek> well yeah, if they're not textures you can't really display them
[18:08:55] <anli_> yeah
[18:09:09] <anli_> derhass++
[18:09:24] <Xeek> derhass: everything is pretty much triangle based. I just thought it was an obvious thing :-\
[18:09:38] <derhass> for small font sizes, you're running in the same issues as with texture fonts
[18:10:17] <nine_milli> hey what the rule with textures regarding resolution
[18:10:22] <nine_milli> they have to be a power of 4?
[18:10:22] <anli_> Maybe creating a font with bezier curves char by char onto textures would be a nice approach
[18:10:28] <Xeek> nine_milli: not at all
[18:10:35] <nine_milli> for gl es 2
[18:10:36] <Xeek> nine_milli: unless it's old hardware then power of 2 actually
[18:10:46] <derhass> nine_milli: no
[18:10:57] <Xeek> anli_: a slow one
[18:11:06] <anli_> initially
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[18:12:17] <nine_milli> so there is no resolution requirement?
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[18:12:54] <Xeek> nine_milli: there might be a max texture dimension but I'm not sure if that's what you're asking if the answers we provided weren't sufficient
[18:13:29] <nine_milli> i remember on iOS at least i had problems loading a texture if it wasnt a power of 2 or something
[18:13:45] <Xeek> gl and gles have supported non pot textures for sometime now
[18:14:01] <Xeek> nine_milli: maybe you were using an old version of gles then
[18:14:07] <nine_milli> 2
[18:14:15] <Xeek> 3
[18:14:20] * Xeek loves the counting game
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[18:57:43] <bookmark> hi
[18:59:45] <bookmark> i have skeletal animations but i'm wondering if i need to rebuffer them to display them if i calculate them on the cpu? or should i do the calculation both on the cpu and the gpu if iwant to run collidions on the but also display them?
[19:00:31] <bookmark> sorry that came out somewhat wrong
[19:00:42] <bookmark> i have skeletal animations but i'm wondering if i need to rebuffer them to display them if i calculate them on the cpu? or should i do the calculation both on the cpu and the gpu if iwant to run colliions on them but also display them?
[19:01:35] <bookmark> like if i want particles to collide with them
[19:07:30] <bookmark> probably on both i guess
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[19:18:58] <anli_> In webgl, there is nothing like glColor, right?
[19:19:42] <derhass> there are generic vertex attribs. this is actually very much like it
[19:20:11] <anli_> Ah, I only have to set the value of that one and skip the step of creating a buffer of color values?
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[19:20:55] <derhass> anli_: if the attrib array is disabled, you can set the value via glVertexAttrib
[19:21:17] <anli_> Aha
[19:21:25] <anli_> cool
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[19:34:25] <bookmark> im having trouble understanding the difference between an attribute and a uniform array, because it seems they both do the same only attributes are required to be associated with a buffer?
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[19:35:40] <Xeek> i think of attributes as something thats apart of my vertex
[19:35:46] <Murloc992> why would my Shadow Maps be extremely wavy for sharp objects?
[19:35:48] <bookmark> i mean i don't use uniforms like attributes but i can see a resemblence
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[19:36:30] <Murloc992> that's how wavy they are, I find it extremely weird :D http://i.imgur.com/4vfhxrW.png
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[19:48:05] <anli_> gl.vertexAttrib4f(vertexColorAttribute, 0.6, 0, 0, 0.2); should affect line loops as well, right?
[19:48:59] <derhass> it should affect anything using that attribute
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[19:49:16] <derhass> assuming the array is disabled for that attribute
[19:49:55] <anli_> yeah
[19:50:09] <Yaniel> Murloc992: those shadowmaps need some serious professional help
[19:50:13] <anli_> gl.disableVertexAttribArray(vertexColorAttribute); is done before
[19:50:17] <anli_> oooh
[19:50:25] <anli_> well, that should be it
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[20:05:54] <Murloc992> Yaniel, I know, right :(
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[20:06:07] <Murloc992> Yaniel, I am struggling with ortho projections I have never, ever used
[20:06:41] <Yaniel> is this for a directional light?
[20:06:45] <Murloc992> yeah
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[20:06:55] <Yaniel> just use glm::ortho ?
[20:06:59] <Murloc992> well I do
[20:07:08] <Murloc992> then I try to orbit the light around the scene
[20:07:15] <Murloc992> and I just can't get my ortho right
[20:07:18] <Yaniel> it's a directional light
[20:07:26] <Yaniel> you can't "orbit" it
[20:07:34] <Murloc992> well it always looks at 0,0,0
[20:07:39] <derhass> Yaniel: sure you can
[20:07:40] <Murloc992> and I just circle it around
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[20:09:43] <Murloc992> all I found out so far, is that the depth resolution might not be cutting it
[20:09:50] <Murloc992> and that's why it goes into blobs
[20:09:56] <Murloc992> which apparently are depth values just being wonky
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[20:10:14] <Yaniel> possible
[20:10:25] <Yaniel> if it is using linear interpolation at least
[20:10:37] <Murloc992> if I used logarithmic depth, would it help?
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[20:10:49] <Murloc992> I remember having such issue with my very very far rendered glow shader
[20:10:56] <Murloc992> maybe not the same issue tho
[20:11:29] <Yaniel> well that one surely was a problem with resolution
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[20:12:04] <Yaniel> and here it might be enough if you reduce the area the map covers
[20:12:25] <Murloc992> well that way I begin to have the clipping from ortho projection
[20:12:37] <Yaniel> use multiple maps if you need shadows for a larger area
[20:12:38] <Murloc992> probably should investigate CSM, but it would be nice to have basics working first
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[20:15:32] <derhass> if it is ortho projection, why would you use a logarithmic depth buffer?
[20:15:46] <Murloc992> I was just wondering if it would help
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[20:15:58] <derhass> no, it wouldn't
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[20:16:17] <Murloc992> so I should try investigating CSM from heads-up for bigger areas?
[20:16:36] <Yaniel> yes
[20:16:42] <Murloc992> because I can get shadows be pretty okay if the light is very very close
[20:16:48] <Yaniel> or restrict yourself to smaller areas for now
[20:16:50] <Murloc992> but then some clipping thins occur
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[20:17:26] <Murloc992> small areas should do for now I guess
[20:17:31] <Murloc992> thanks for more clarifications
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[20:19:07] <Yaniel> sure, at the border of that area you'll see clipping
[20:19:33] <Murloc992> I do see some rotating clipping with orbits haha
[20:19:40] <Murloc992> oh well
[20:19:41] <Murloc992> :D
[20:19:49] <Yaniel> but unless you have time to deal with CSM now it's going to be the most useful thing you can do atm
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[20:20:07] <Murloc992> just need to find a reliable resource about CSM then
[20:20:20] <Murloc992> apparently I will need to draw the scene as many times as I have cascades
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[20:27:25] <Murloc992> http://ogldev.atspace.co.uk/www/tutorial49/tutorial49.html this seems to be a good starting point, sweet stuff
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[21:02:26] <bookmark> anyone here know how to parent under a matrix but preserve position in other words get the local position of an object in some matrix's space?
[21:02:55] <Stragus> That's confusing/confused
[21:03:19] <Stragus> Multiply the point/position by the matrix?
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[21:03:57] <bookmark> that would be like group under without preserving position
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[21:05:02] <bookmark> maybe i have to divide by it?
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[21:13:10] <bookmark> ok how do i convert global coordinates to local coordinates of a given matrix
[21:13:34] <bookmark> err world i mean
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[21:14:54] <derhass> bookmark: multiply by the inverse
[21:17:18] <bookmark> ah ha thanks
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[21:17:43] <bookmark> thats probably really diffcult
[21:20:40] <derhass> you think so?
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[21:42:49] <kernelpanic> derhass, thanks! If I have the 3d position of all labels in a VBO with their size being a uniform, and those 1000 labels are in an array texture (is a texture with 1000 layers possible?), then what draw call would I use?
[21:43:03] <anli_> Is lowp in varying lowp vec4 vColor; redundant?
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[21:58:02] <derhass> kernelpanic__: well, you probably can't use a VBO if you are to follow my sketch
[21:58:16] <derhass> kernelpanic__: you actually would render attribute-less
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[21:59:39] <derhass> kernelpanic__: if you have n labels, you need a buffer with n per-label data, and you will create two traingles per label, so you render 6*n vertices with GL_TRIANGLES, and use gl_VertexID /6 for the label ID and gl_VertexID % 6 to fiddle out which corner to generate
[22:01:47] <kernelpanic__> derhass, but where do I store WHERE the labels should appear, in world-coordinates? Is that the "buffer with n per-label data"? Wouldn't that be a VBO?
[22:03:10] <derhass> you can't access a VBO that way
[22:03:19] <derhass> you could use an UBO, TBO or SSBO
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[22:05:31] <derhass> if you want to use VBOs, you either need some attrib data per vertex, or use instancing, or use a geometry shader with GL_POINT input
[22:05:44] <anli_> I had this in my fragment shader to be able to use textures: gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
[22:05:46] <derhass> but instancing a single waud is far from optimal
[22:05:59] <anli_> Now, I need to use gl_FragColor = vColor; instead, do I need to have two fragment shaders?
[22:06:10] <derhass> and geometry shaders usually mean some significant overhead
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[22:06:35] <derhass> this is why I recommend not using these two strategies
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[22:07:18] <anli_> Do I need to attach and detach shaders if I want to combine colors with textures?
[22:08:46] <derhass> anli_: as always: depends on how you implement it
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[22:10:25] <anli_> http://stackoverflow.com/questions/8552488/how-to-use-texture-and-color-also-in-webgl seems to address my question
[22:10:43] <kernelpanic__> derhass, ah ok, so I had the terminology wrong, but understood your idea. So I'll have a *BO that is filled with 1000 world-positions of vec4. Then I call glDrawWhatExactly?(..., 1000, ...). In the vertex shader I use glVertexId as offset into my *BO to get the position of the label and emit vertices (using projection matrix as uniform, I can make the label face the camera). But how can I have the fragment shader use
[22:10:43] <kernelpanic__> the right texture?
[22:11:50] <derhass> kernelpanic__ as I said, to generate a rectangle made of two triangles,, you could draw _6_ vertices per label
[22:12:14] <derhass> kernelpanic__: and gl_VertexID / 6 will give you back your ID, which you could use to access the texture layer
[22:12:24] <kernelpanic__> Ah. Sorry. Yes, make stotal sense!
[22:12:32] <derhass> or, you store the texture layer per label in your buffer, if you need another layer of indirection
[22:12:37] <kernelpanic__> (sorry for being slow, its really complicated for me!)
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[22:14:09] <bookmark> what i did one tine was just make a buffer from every frame in a color animation and switch what buffer you bind to
[22:14:23] <opl> Ok guys, I have a puzzle for you. Why is this http://i.imgur.com/3f1QSfv.png being rendered if I try to render a single triangle using the commented out data from the code here (and changing the glDrawElements to use 3 instead of 6) http://pastebin.com/CPqfgjum after calling System.out.println("vert=" + vertices) and this http://i.imgur.com/j2v3bEZ.png getting rendered after I comment the print call out?
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[22:15:12] <opl> (The coordinates don't match for either of them too.)
[22:15:27] <opl> (Them being the triangles.)
[22:16:17] <bookmark> probably your perspective
[22:16:43] <opl> no calls to change it anywhere
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[22:17:03] <opl> And again, the only change I'm making is commenting out the System.out.println(...)
[22:19:32] <bookmark> thats not opengl related is it?
[22:19:35] <opl> To make it even more fun, changing the offset in glDrawElements doesn't change anything.
[22:19:45] <derhass> opl: sounds like the usual undefined behavior
[22:20:19] <bookmark> i mean just dont change that line its drawing the triangle
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[22:21:08] <opl> "Leave the debug logging there, it works." (Even tho it doesn't work even with the logging.)
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[22:21:29] <opl> I'll try using a ByteBuffer instead of a FloatBuffer.
[22:21:38] <opl> I'm just so lost right now. xD
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[22:23:16] <bookmark> opss you have you triangle no?
[22:23:31] <bookmark> er.. opl
[22:23:42] <opl> I don't in both cases.
[22:23:50] <bookmark> so?
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[22:24:07] <bookmark> itd dome ub
[22:24:11] <anli_> If I create two programs, can I reuse the vertex shader and have it in both?
[22:24:23] <bookmark> its some ub is all
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[22:27:33] <Murloc992> are there any techniques to handle CSM splits between cascades?
[22:27:41] <bookmark> opl as far as the coordinates being wrong where is you perspective matrix or camera stuff?
[22:27:59] <opl> did you even look at the code i sent?
[22:28:52] <bookmark> yes but im not running it you know not like you
[22:29:14] <bookmark> where is the camera matrix is what im asking
[22:29:31] <anli_> Can I have the same variable name in two shaders?
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[22:29:56] <opl> I'd assume in the default -1..1 box.
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[22:35:14] <anli_> useProgram only applies to one program at a time?
[22:36:05] <bookmark> it sort of appears as if its just using viewport coordinates maybe since your seeing coordinates with an abslute valeu of 50 appear close to the center of the viewport opl in other words the program is doing what you told it in drawing that triangle probably
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[22:36:18] <opl> No, it's not
[22:36:42] <bookmark> what if those coordinates are values of 50
[22:36:53] <bookmark> that youre seeing there
[22:37:21] <bookmark> what do you expect to see with no camera matrix?
[22:38:24] <bookmark> are you expecting a quad?
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[22:39:32] <opl> The viewport coordinates are never changed, which, as far as I know, means that the visible box is the -1..0 box. Additionally the only change in the code is the System.out.println call, which shouldn't affect the state of OGL at all. Then there's the fact that neither of the results that I get are using the coordinates specified by me and one of them isn't even a triangle.
[22:40:42] <bookmark> im saying look at the bright side one is
[22:41:17] <bookmark> and you have no camera matrix
[22:42:17] <opl> Again, there's a default one. You don't have to explicitly set it.
[22:42:22] <opl> Also, I fixed it by myself.
[22:42:43] <bookmark> good job
[22:42:53] <anli_> Can an attribute in one script clash with an attribute in another?
[22:43:40] <opl> Integer.SIZE and Float.SIZE give you the number of *bits* that is used to store them, not the number of *bytes*, meaning that both loading the buffers and setting the vertex attribute pointer were getting wrong numbers.
[22:43:57] <opl> That took only 3 hours to fix. Evening well spent.
[22:44:50] <bookmark> anli: in c++ it does if you arent careful with names in the same scope everything can go wrong
[22:45:17] <bookmark> i gotta go
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[22:46:54] <opl> That guy's quit message couldn't be better.
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[22:51:55] <kernelpanic__> derhass, if my labels go from 000 to 999, does it makes sense to store their textures in a GL_TEXTURE_2D_ARRAY, where I have 1000 layers of e.g. 96*32 pixels size, then access the right layer in the fragment shader depending on the vertexId passed from the vertex shader?
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[22:55:29] <anli_> Seem I had to maintain two modelview matrices and two projection matrices, just because I wanted two shader programs
[22:55:34] <anli_> But I got it working
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[23:26:35] <derhass> kernelpanic__: yes, sure. why not?
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[23:38:17] <kernelpanic__> derhass, was just wondering if I can expect reasonable performance when doign that
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[23:39:15] <derhass> kernelpanic__: why not?
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[23:40:48] <derhass> kernelpanic__: you should of course check which GPUs you actually target, and what reasonable hw limits you can require
[23:41:49] <kernelpanic__> derhass, haha. Sometimes I come up with ideas and someone says "nnooooo, that's totally backwards and will be super-slow". So I thought I'd just run it by you... Thanks, I've started implementing that and will surely fail today. But tomorrow...
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   September 11, 2016  
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