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[00:57:56] <dahlia> so I'm using webgl and detecting OES_texture_float and I'd like to pass a texture to a vertex shader that acts like a big lookup table of floating point vec4s. Is there a good way to create the texture so I can sample it and not worry about interpolation between pixels?
[00:59:00] <Stragus> Sample with GL_NEAREST filtering
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[00:59:39] <dahlia> kk I was doing that before but I wasn't sure if it was the best way
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[01:01:23] <dahlia> I thought I remember there was a way to set up a sampler so it can be passed pixel coordinates rather than 0-1 ?
[01:02:06] <danhedron> texelFetch?
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[01:03:10] <dahlia> hmmm is that in webgl?
[01:03:26] <danhedron> oh
[01:03:31] <danhedron> I was thinking ES
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[06:18:01] <btipling> heh
[06:20:56] <btipling> so are vector representations of the like (x, y, z) always actually intended to be a linear combination of the basis vectors i, j, k? like v = (xi, yj, zk) <-- and this is done to algebraically indicate that direction of each is orthoganal from each other, er or linear independent?
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[06:21:16] <btipling> I'm like on my second 3d math book and I think I finally get basis vectors
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[06:46:22] <btipling> heh
[06:46:30] <btipling> that took a long time for me
[06:46:31] <btipling> :<
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[07:40:41] <dahlia> btipling: congratz! I thought basis vectors define a frame of reference in a multidimensional linear space
[07:41:20] <dahlia> either that or I've had it wrong for a long time :/
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[13:35:57] <decimad> Hello, I have some problems getting a calculation straight, maybe you could help me?
[13:36:39] <decimad> I have a perfectly working pixel shader, that's calculating dFdx( texcoord ) * TEXTURE_WIDTH, so get the derivative of texcoord per pixel
[13:36:39] <Codex_> what are you calcing?
[13:37:20] <decimad> But I'm using an orthographic projection, so I could really calculate that constant in the vertex shader
[13:37:49] <decimad> Which I'm trying to do, but I cannot get the results to match
[13:38:09] <decimad> Leaving rotations aside, I'm currently calculating there: float derivative = 2.0f / (gl_ModelViewProjectionMatrix[0][0] * screenSize.x);
[13:38:51] <decimad> Since the texture coordinates in unnormalized texels match world coordinates
[13:41:15] <decimad> Can you spot an obivious mistake there?
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[13:48:05] <exDM69> decimad: are you trying to "optimize" by calculating the constant in vertex shader?
[13:48:39] <decimad> The whole code in the pixel shader looks like this:
[13:48:42] <exDM69> that would probably *not* improve the performance since calculating the derivatives is really fast and probably done by the rasterizer whether you need it or not
[13:48:47] <exDM69> decimad: use pasteall.org
[13:48:49] <exDM69> don't paste here
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[13:49:46] <exDM69> gl_ModelViewProjectionMatrix[0][0] <<--- this is probably wrong (and deprecated), you probably want a dot product with a row (or column) vector
[13:50:21] <decimad> I'm trying to get rid of all of that
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[13:50:56] <exDM69> decimad: but why are you trying to get rid of it?
[13:51:02] <exDM69> if it works, why fix it?
[13:52:03] <decimad> Because I'm thinking it might be lighter to supply a constant than doing the sqrt and dot product every pixel... and if it's not worth it then I'm still wondering why my calculation is wrong :(
[13:52:25] <exDM69> it's probably not faster or lighter
[13:52:43] <exDM69> you can try to use the built-in length() function
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[13:56:59] <exDM69> but yeah, I wouldn't really bother futzing with that... you might want to use the same code later with non-ortho projection... and it'll be fast enough and simpler to understand if you just keep the per-pixel derivatives
[13:57:28] <decimad> exDM69: I will do that since it's also more obvious, thanks. I'm not doing a vector product in the vertex shader there since I have no rotation and even scaling, in my mind that would be correct, but the results are way off :(
[13:59:12] <decimad> also I'm not using mip-mapping, so I'm not really sure if the shader would do the differentiations if I don't ask for it explicitly
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[13:59:38] <exDM69> did you try with a vector product? or verify that you indeed have no rotation or scaling components in the matrix?
[14:00:01] <exDM69> decimad: the rasterizer probably has to calculate the derivatives anyway...
[14:00:20] <exDM69> but if I read this correctly... you're doing some very trivial texture fonts
[14:00:42] <exDM69> it's very unlikely that it'll turn out to be a performance bottleneck
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[14:02:35] <decimad> Yeah, I'm not being heavy on the gpu in any way, still there are many pixels to be calced, if I can make it better with a bit of time, then why not
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[14:04:06] <decimad> how did you know I'm doing fonts anyway? it could be any kind of billboards etc :D
[14:04:45] <exDM69> your sorce code had a few hints... like FONTSIZE or something like that :P
[14:04:46] <decimad> oh, haha
[14:04:51] <decimad> yeah, just noticed
[14:05:13] <exDM69> also... been on this channel for 15 years debugging other peoples' GL code... it has given me telepathic debugging skills
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[14:05:35] <exDM69> :P
[14:05:43] <decimad> :)
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[14:06:34] <Codex_> exdm69: so your code can detect bugs before they happen?
[14:06:55] <exDM69> no, I don't have the self-reflecting kind of telepathy skill
[14:07:01] <exDM69> only works on others' code
[14:07:16] <Codex_> so your own code is going to suffer?
[14:07:38] <exDM69> yeah, I could be writing code of my own instead of debugging strangers' issues
[14:08:39] <Codex_> so if I give you some immediate mode code to debug, you can see which part will fail when it's converted to instancing? :)
[14:09:02] <exDM69> no but I can take a pretty good guess :P
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[15:23:29] <Xeek> Good Morning!
[15:24:37] <btipling> dahlia no I think that's right, basis vectors do that because they are linear independent
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[15:27:08] <btipling> a vector with coordinates x y z is 3d because it's actually a linear combination of x (1, 0, 0) + y (0, 1, 0) + z (0, 0, 1)
[15:28:17] <btipling> so I don't think you were mistaken at all
[15:31:40] <btipling> the 3d math primer book made an interesting point that if you multiply a transformation matrix by a basis vector you just get the values for the position that has 1 in the vector, kind of explicitly showing what matrix transformation actually does
[15:34:08] <btipling> I think I got basis vectors now, but I'm not 100% confident in my understanding of dot product
[15:38:14] <btipling> dot product creating a projection I get, but the bit about the v•w value telling you something about the angle or direction idk
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[16:31:55] <d4rkforce> btipling: maybe it helps to draw the situation for two 2d vectors. Draw a vector a and a vector b and the projection of b onto a, then mark out the triangle spanned by the projected vector and b
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[16:34:59] <btipling> ohhh
[16:35:08] <btipling> !
[16:35:17] <btipling> yes that makes sense thanks
[16:35:39] <btipling> I get it now thank you
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[16:53:53] <btipling> essential mathematics for games and interactive games is a great book to pick up after 3d math primer, it goes more in depth on the math and provides alternative descriptions for what's going on
[16:55:25] <btipling> I also have mathematics for 3d game programming, it has ray tracing and is more opengl specific. I'm kind of jumping between the three books, reading them in parallel. Trying to understand moving the camera around
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[16:55:55] <saijanai_> btipling, Khan Academy has a video series on vectors That might help you understand what dot-product means geometrically
[16:55:57] <btipling> after I get that I want to understand ray tracing so I can highlight the object directly in front of me
[16:56:41] <btipling> saijanai_ yes I've just been reading right now, but the videos should help too, I've watched some youtube videos I should check out khan academy
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[16:56:54] <saijanai_> Nj Wildberger also has an interesting linear algebra youtube video series (don't be put off by his philosophical stance on infinity and real numbers)
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[16:57:55] <saijanai_> Salman Khan is a world treasure. I pointed that out to the McArther Foundation and a few months later, he was suddenly getting million dollar grants (probably no relationship but you never know)
[16:58:25] <saijanai_> His won foundation is now worth an insane $100 million or something
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[16:59:21] <saijanai_> The state of California has changed how they teach math thanks to him
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[17:00:51] <saijanai_> The AP has hired his foundation to create video tutorials for all AP classes, I believe I read
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[17:03:32] <saijanai_> btipling: learning ray-tracing is my current project as well. I found a decent Java tutorial about it, although the guy actually keeps the steps of the transformtion separate rather than combining them in a single matrix. Useful for understanding what is going on, but several times slower than what it should be in a real implementation
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[17:08:04] <ibouvousaime> saijanai_: pretty cool youtube channel
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[17:09:37] <saijanai_> ibouvousaime: Sal is an insane success story. He was a hedgefund manager who retired at age 30 and was putting his wife through med school on the *interest* from their savings when his nieces asked for his help with math homework. So he started making youtube videos for them and someone discovered them and they literally went viral
[17:10:03] <saijanai_> so he made several THOUSAND of them just because he liked doing them
[17:11:09] <ibouvousaime> woooow, Im quite new to all of this and I was looking for some channels like that I would be using to learn opengl, I will definitly watch his content :) saijanai_
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[17:11:22] <saijanai_> about that time, I wrote to the MacArthor Foundation and said they needed to direct the right people to him and he started getting million dollar grants and endorsements from BIll Gates and so on. Not saying I had anything to do with it, but everyone noticed him about the same time
[17:14:27] <saijanai_> ibouvousaime: so his own foundation is worth about $100 million. He's hired dozens of youtube video tutors and eductiaonal programmers (just had a contest to select his latest hires) and he's now recognized world-wide as the new face of 21st Century education
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[17:15:31] <saijanai_> still can't get him to do tensor or quaternion videos though
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[17:20:04] <ibouvousaime> saijanai_: inspirational
[17:20:19] <saijanai_> yeah, my own youtube videos are modeled on his
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[17:20:46] <ibouvousaime> ohh cool can you link me to your channel saijanai_ ?
[17:21:39] <saijanai_> he doesn't do any on computer graphics I'm hoping to fill in that gap.
[17:22:03] <ibouvousaime> ohh great, youve got a new sub btw haha
[17:22:49] <saijanai_> THe smalltalk syntax is odd to most people, but the advantages are: 1) it's immediate. 2) you can modify the interface of the programming environment to make it more suitable for whatever the problem space is.
[17:23:43] <saijanai_> I actually worked with a friend to put the entire smalltalk IDE into OpenGL. The result is seamless. You can't tell that you're typing and manipulating an OpenGL bitmap until you happen to add a 3D openGL object in the middle of things
[17:24:30] <ibouvousaime> its the first time I hear about Squeak, and I had never looked into smalltalk languages so far, its looks intersting, I will research on it
[17:25:14] <saijanai_> its considered one of those obsolete languages, even though its still used in banks becaue you can modify the entire program while it is running while not crashing the system.
[17:25:42] <saijanai_> a lot of university researchers still use it because its still the best one-person prototying tool (if you don't like LISP)
[17:25:44] <Shockk> saijanai_: sounds like what I've heard about erlang
[17:25:57] <saijanai_> erlang doesn't have the IDE that Smalltalk does
[17:26:20] <Shockk> mainly I meant the modifying the program while running without crashing, or something
[17:26:40] <saijanai_> only Smalltalk, self and LISP can do that kind of thing. The very concept of an Integrated Development ENvironment was developed during the evolution of Smalltalk
[17:27:17] <saijanai_> right. Plenty of languages allow that aspect, but Smalltalk kinda pioneered them.
[17:27:39] <Curious> What exactly do you mean by "modifying the program while running"
[17:27:42] <saijanai_> well, LISP did, and a few others came before smalltalk
[17:28:22] <saijanai_> Curious you see it in JavaScript all the time but JS is completely without real structure.
[17:29:19] <Curious> How does it guarantee that it won't crash? It depends on what you write. Even if the program runs it doesn't mean it's correct which isn't very different to a crache
[17:29:51] <Curious> C/C++ can be used to do that too
[17:30:15] <Curious> I don't see how it is an advantage? Sounds like a property of every scripting language
[17:30:35] <Curious> And what do you mean by "It's immediate"?
[17:31:28] <Curious> crash*
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[17:35:27] <Curious> Nice afl_ext :)
[17:35:28] <saijanai_> Curious: This is as far as I got with the project before I got sick a few years ago: √
[17:35:36] <afl_ext> Curious thanks
[17:36:09] <afl_ext> im trapped in cloud rendering for like 7 months now and heres today results
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[17:38:14] <Curious> saijanai_: So the IDE allows you to change your program within your program? This isn't really a smalltalk feature though?
[17:38:40] <saijanai_> Curious: you haven't watched it long enough
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[17:39:24] <saijanai_> the IDE itself is a program and you have 100% control over where it is drawn, including drawing the IDE into an OpenGL texture while the IDE is running
[17:39:39] <saijanai_> change the scaling, and the IDE is now an OpenGL texture.
[17:40:07] <saijanai_> and you can add OpenGL objects (eventually OpenGL objects) to the IDE while it is running
[17:40:39] <saijanai_> and if you can change the IDE while it is running, you can change anything while it is running
[17:40:52] <saijanai_> that's dangerous of course, but there are ways around tht
[17:41:35] <saijanai_> this is an earlier version that shows things. The finished product is too seamless to appreciate what is really going on...
[17:42:00] <Curious> That's certainly interesting :)
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[17:48:39] <saijanai_> Curious: do you see the full power of the Deathstar, er, an IDE that can be modified to fit your programming task?
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[17:49:47] <saijanai_> FOr safer programming, you'd want to separate your programming task from the IDE's space. That's called the patient-surgeon pattern, but its doable
[17:50:08] <Curious> saijanai_: It would certainly be convenient to have this feature
[17:50:54] <Curious> I am pretty happy with my current IDE though :)
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[18:01:39] <saijanai_> Curious: Most people use Smalltalk for prototyping these days. A good smalltalk programmer is scary fast. The concept of Unit Testing wsa also invented in smalltalk and is centered around the IDE. It was then ported to Java, which is where most peope think it came from, but Java Unit Testing and Smalltalk unit testing are different
[18:02:13] <Curious> Does anyone know how to dispatchCompute for just the border of a texture?
[18:03:01] <saijanai_> With Smalltalk, you create the unit test first, get the method to pass, then take the existing code, and get it to work with actual avaibles coming into the method, rather than the test variables embedded in the source and rename the method and save.
[18:03:26] <Curious> saijanai_ Didn't know that. I rarely hear anything about Smalltalk
[18:03:29] <saijanai_> now you have both the test method, fully validated and the live code, fully validated because all you did was rename it
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[18:04:08] <saijanai_> a good smalltalk programmer (not me) can unit test as they're programming, and only add about 1% to the programming time for a fully tested bit of code
[18:04:34] <saijanai_> its scary to watch
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[18:04:57] <Curious> Sounds nice :D
[18:09:10] <saijanai_> but anyway, smalltalk is good for prototyping just about anything. I'm hoping to do a bunch of tutorials on things like object-picking and so on. A fully interactive demo of Webgl using SqueakJS (squeak compiled to JavaScript in the webpage) is someohting I'd like to do as well
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[18:16:01] <saijanai_> Curious: was going to let you play with Squeak, but only the original version is working. None of the newer versions work right now
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[18:16:50] <Curious> Oh, I don't really have time right now anyway though :(
[18:17:10] <saijanai_> Eh. submitted a bug report. PRobalby the server isn't working.
[18:18:15] <saijanai_> it takes the standard squeak image (where all source code and compiled objects live) and compiles it to Javascript. Slow because of graphics drawing issues (squeak uses its own primitives written in squeak) but even the old smalltalk 80 code gives you an idea of the power
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[18:18:57] <saijanai_> eventually, you'll be able to prototype WebGL using the Squeak IDE in a webpage
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[18:27:15] <pfc> Anyone have an idea why a VAO with vertex data might return uninitialised data to my vertex shader(mostly 0s though occasional random values) without ever throwing any kind of errors?
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[18:32:56] <kmnt> i get error 1282 trying to setup multisample fbo texture glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, tex, 0);
[18:34:06] <kmnt> having trouble finding the exact incantation to get a multisample fbo
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[18:35:13] <kmnt> tex is glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, num_samples, GL_RGB, width, height, GL_FALSE);
[18:38:15] <Curious> kmnt, do you have a depth/stencil buffer attachment too?
[18:38:37] <kmnt> i attach depth later on
[18:39:07] <Curious> Your depth attachment needs to be a multisample texture
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[18:39:20] <kmnt> the glFramebufferTexture2D call is generating a 1282 error though
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[18:39:49] <kmnt> does depth need to be attached first and multisample?
[18:40:15] <Curious> No
[18:40:35] <notadeveloper> how do i g++ a.out to filename.out
[18:40:35] <afl_ext> i may be wrong but try RGBA format instead
[18:41:15] <afl_ext> instead of GL_RGB put GL_RGBA8
[18:41:22] <Curious> Oh you used GL_RGB, it's asking for an internal format
[18:41:57] <Curious> So ya, do what afl_ext said. It can be GL_RGB8 though
[18:42:46] <kmnt> i think i initially tried GL_RGB8, but ill try again
[18:43:07] <Curious> It does depend on WebGL, ES or desktop GL however
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[18:43:35] <afl_ext> kmnt do you bind the texture with GL_TEXTURE_2D_MULTISAMPLE ?
[18:44:19] <kmnt> nope!
[18:44:24] <kmnt> good though
[18:44:27] <kmnt> *thought
[18:44:27] <Curious> Well that's bad :)
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[18:51:56] <kmnt> glTexImage2DMultisample generates error 1286 now
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[18:52:47] <kmnt> im reasuing texture and buffer ids i wonder if a previous attachment is the problem
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[18:57:25] <afl_ext> glEnable( GL_MULTISAMPLE ) also might be it
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[19:03:56]
<saijanai_> btipling: SqueakJS now live again. http://squeak.js.org/run/ click on squeak 4.5 towards the bottom to load and start. Takes a bit, so tart check back in a few minutes. The full Squeak distribution running slowly as a JavaScript application
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[20:24:02] <Guest57473> what does glm::quat for two vec3's actually create?
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[20:27:51] <Yaniel> no idea, RTFM?
[20:28:05] <Guest57473> yeah i am...
[20:28:33] <Yaniel> possibly a rotation equivalent to the one from a to b
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[20:29:06] <Yaniel> which would be quite convenient
[20:29:19] <kuma__> yeah it would..
[20:30:48] <notadeveloper_> so gl_quad is unsupported?
[20:31:09] <notadeveloper_> 3.0+
[20:33:15] <Yaniel> yeah, GL_QUADS is a thing of the past
[20:33:37] <Yaniel> thou shalt triangulate thine shit
[20:34:27] <Yaniel> GL_LINES and GL_POINTS are still there but they aren't very useful generally
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[20:35:59] <notadeveloper_> you cant smooth tris
[20:36:07] <notadeveloper_> but tris are very voxels
[20:36:15] <notadeveloper_> i mean meshy
[20:38:07] <Yaniel> to be precise, with tessellation shaders you can submit GL_PATCHES with an arbitrary vertex count
[20:38:19] <Yaniel> which lets you handle "quads"
[20:38:27] <notadeveloper_> Yaniel, do you know a good data structure library?
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[20:38:39] <notadeveloper_> for c or c++
[20:38:45] <notadeveloper_> not stl
[20:38:50] <notadeveloper_> nurbs is cool
[20:39:00] <Yaniel> stl is a good data structure library
[20:39:13] <Yaniel> unless you meant something more specific
[20:39:22] <notadeveloper_> does it have list and trees
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[20:39:46] <notadeveloper_> binary or n-trees
[20:40:08] <Yaniel> yes it does
[20:40:10] <notadeveloper_> yeah ntrees
[20:40:12] <notadeveloper_> ok
[20:40:17] <notadeveloper_> link?
[20:40:19] <Yaniel> don't use std::list though
[20:40:58] <Yaniel> std::map is a rb-tree usually
[20:41:08] <Yaniel> std::unordered_map is a hashmap
[20:41:28] <notadeveloper_> hmm ok ok thanks
[20:41:31] <Yaniel> std::list a linked list (and using it means you are doing something wrong 99% of the time)
[20:41:51] <notadeveloper_> hmm
[20:42:07] <notadeveloper_> scene graph or node editor for a shader tool i am using
[20:42:14] <notadeveloper_> linked list is not good?
[20:42:17] <notadeveloper_> oh
[20:42:30] <notadeveloper_> nvm for the shader tool i think ll is not good
[20:42:37] <notadeveloper_> ll == linked list
[20:44:56] <shakesoda> pil: it should be equivalent to size_t
[20:44:57] <Yaniel> linked list works but a vector would do just as well and is mostly faster
[20:44:58] <shakesoda> iirc
[20:45:31] <shakesoda> chasing pointers as linked lists do thrashes the cache, really sucks for performance
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[20:46:12] <pil> shakesoda: thank, how did you know that? did you read a book or internet article?
[20:46:14] <notadeveloper_> yaniel thanks
[20:46:55] <Yaniel> pil read the opengl header...
[20:46:56] <notadeveloper_> yaniel do you know a generics or template tutorial for c++
[20:47:07] <notadeveloper_> are those containers generic?
[20:47:19] <Yaniel> they are very generic
[20:47:24] <notadeveloper_> ok
[20:47:49] <notadeveloper_> i dont even know if i am conceptualizing the shader tool correctly
[20:48:11] <notadeveloper_> Yaniel, i am trying to do a rendermonkey
[20:48:26] <Yaniel> solid knowledge of your chosen programming language is a prerequisite for successfully doing anything with opengl
[20:48:34] <notadeveloper_> but both for geforce radeon and iris
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[20:48:41] <Yaniel> and that includes its standard library
[20:48:53] <Yaniel> your target HW is irrelevant
[20:49:06] <Yaniel> (until you choose which features you require)
[20:49:11] <notadeveloper_> rendermonkey requires radeon
[20:49:26] <notadeveloper_> then there is spir v and vulkan
[20:49:29] <notadeveloper_> ;(
[20:49:34] <notadeveloper_> then direct x
[20:49:36] <notadeveloper_> hlsl
[20:49:39] <notadeveloper_> omg
[20:49:53] <notadeveloper_> ill stick to opengl for now
[20:50:27] <Yaniel> I very much doubt that rendermonkey actually requires radeon
[20:50:54] <Yaniel> sure they won't advertise support for geforce cards because who advertises their biggest competitor
[20:51:37] <notadeveloper_> i do
[20:51:42] <notadeveloper_> directx is awesome
[20:51:53] <notadeveloper_> i game with it but i dev with ogl
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[20:53:15] <notadeveloper_> i also game in windows
[20:53:18] <notadeveloper_> and ps4
[20:53:20] <notadeveloper_> lol
[20:53:25] <notadeveloper_> i shutup now
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[20:55:20] <pil> so glBufferSubData will allow me to change what is rendered by glDrawArrays?
[20:56:13] <Stragus> It updates a VBO's data, yes
[20:57:03] <pil> its only rendering the triangles i send with glBufferData
[20:57:41] <Stragus> It's not going to resize/reallocate the buffer if that's what you are trying to do, only replace data
[20:57:57] <pil> yeah, im replacing
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[21:01:40] <pil> ok thanks for the help, just making sure that subData was the right call
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[21:36:01] <anli_> I need to unproject in webgl, is Three.js the only choice?
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[21:37:58] <dahlia> anli_: for picking?
[21:38:04] <anli_> yes
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[21:39:03] <dahlia> you can write depth to a framebuffer
[21:39:26] <anli_> Can I see which triangle that caused a certain depth then?
[21:39:52] <anli_> The one that is closest to the camera
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[21:39:53] <dahlia> probably not
[21:39:59] <dahlia> I use raycast
[21:40:15] <dahlia> I keep a separate copy of my geometry in memory
[21:40:19] <anli_> ok
[21:40:20] <saijanai_> dahlia: do I know you from Second Life?
[21:40:37] <dahlia> saijanai_: maybe....
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[21:40:53] <saijanai_> dahlia: if you don't recognize the name instantly, then no
[21:41:00] <dahlia> lol
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[21:41:30] <dahlia> I saw you trying to get people to try smalltalk so I was being coy :P
[21:41:30] <anli_> dahlia: Do you test against each triangle then?
[21:42:09] <dahlia> anli_: I have an octree and I first use that to find potential objects and then I test each triangle of them
[21:42:13] <saijanai_> Oh. LOL. succeeded in jerking me around ;-)
[21:42:21] <anli_> Interesting
[21:42:36] <dahlia> I also use the octree for frustum culling
[21:42:49] <saijanai_> does THREE.js have an unproject built in?
[21:42:55] <anli_> That octree will use rectangles to find a number of collision candidates?
[21:43:07] <dahlia> saijanai_: I dont know Three
[21:43:09] <anli_> saijanai_: yes
[21:43:13] <dahlia> I wrote my own stuff
[21:43:37] <saijanai_> anli_: is the source code available?
[21:43:38] <dahlia> anli_: my octree uses spheres to represent the objects
[21:44:27] <anli_> 15900 commits
[21:44:33] <anli_> 682 contributors
[21:44:36] <anli_> Strange
[21:44:50] <saijanai_> anli_: which bit has the unproject?
[21:45:26] <dahlia> unproject is just the inverse of the math you used to project
[21:45:33] <anli_> yes
[21:45:50] <anli_> Vector3 seems to have it
[21:46:11] <saijanai_> ah thanks
[21:46:14] <anli_> I wish I did not have to pull in such a big code mass in my project
[21:46:21] <anli_> Seems to be overkill
[21:46:30] <saijanai_> as dahlia probably realizes, I'm trying to write one in Smalltalk
[21:46:34] <anli_> Writing my own stuff is also my kinda melody
[21:47:37] <anli_> dahlia: Hm, octree seems interesting, which principle does it use?
[21:47:44] <dahlia> theres another way to pick, you can render each object in a different color to a framebuffer and look at the pixel under the mouse and see what color it is
[21:47:56] <anli_> hehe
[21:47:59] <BusFactor1> Hi, I'm trying to compile a minimal vertex shader with glCompileShader, and I'm getting the following error message "0:0(1) Illegal non-directive after #", which is pointing to my first line which contains "#version 330". Any ideas on what's going wrong here? I'm on Xubuntu 16.04 with the nouveau drivers.
[21:48:11] <dahlia> anli_: which principle?
[21:48:19] <anli_> exactly, I wondered
[21:48:21] <dahlia> octree is used for spatial searching
[21:48:23] <anli_> What is it?
[21:48:35] <anli_> Is it a rectangle finder of some kind?
[21:48:42] <dahlia> its a data structure that organizes volumes spatially in a tree
[21:48:51] <anli_> How is it organized?
[21:49:02] <dahlia> google it ;)
[21:49:10] <anli_> Oh, I thought you wrote it
[21:49:18] <dahlia> its like a binary tree except 3d
[21:49:28] <dahlia> I wrote my implementation
[21:49:29] <anli_> Ah, I have made something similar myself
[21:49:37] <dahlia> but its a common data structure
[21:49:51] <anli_> To find the union in 2d space of a number of quadrangles
[21:50:02] <anli_> It was for a forest project
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[21:50:17] <anli_> This seems to be the 3d counterpart
[21:50:18] <dahlia> a quadtree is the 2d equivilent of an octree
[21:50:30] <anli_> yeah
[21:50:53] <anli_> Now, how could an octree be optimal for finding interesections
[21:51:26] <dahlia> dunno, I havent tried optimizing it
[21:51:34] <dahlia> would be nice if it were faster
[21:51:42] <anli_> Hm, maybe it is optimal for polyhedron subtraction
[21:52:14] <dahlia> the octree is good for volume/volume intersections
[21:52:33] <dahlia> or ray/volume
[21:52:45] <anli_> But I need to be able to go back to polyhedron after doing the subtraction, rather than a mass of cubes
[21:52:49] <saijanai_> dahlia: would it be efficient to represent an octree in 3D?
[21:53:16] <dahlia> I dont understand the question
[21:53:30] <anli_> Is it a representation of a 3d object
[21:53:32] <dahlia> an octree is a 3d data structure
[21:53:32] <saijanai_> would it aid in understanding it if you had a 3D representation?
[21:53:51] <dahlia> try google, its a common data structure
[21:55:43] <saijanai_> Yeah, I can see how it might gbe done. Might make it more clear how it works if you kept the 3D structure while animating the search
[21:55:53] <Stragus> Octrees (or trees in general) are easy to implement, rarely the most efficient solution though
[21:56:55] <dahlia> ya I've tried BVH trees but octrees seemed faster and less hastle to code
[21:57:29] <dahlia> there's something called "spatial hashihg" that I need to try someday
[21:58:06] <anli_> Hm, wonder if it is easy to go from octree to polyhedron, maybe you never have to leave the polygon concept totally
[21:58:49] <dahlia> find the bounding volume for your polyhedron
[21:58:57] <dahlia> and store that in the octree
[21:59:15] <dahlia> bounding volume could be a sphere or an AABB
[21:59:31] <anli_> If a cube in an octree could be connected to a polyhedron face
[21:59:48] <anli_> Or two
[21:59:51] <anli_> Any
[22:00:11] <dahlia> or if you intersect the cube, then test the polyhedron
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[22:00:29] <anli_> Incredibly interesting, I have to say
[22:00:47] <anli_> A face also has a direction, I consider creating a solid modeller
[22:01:13] <dahlia> do you care about direction?
[22:01:26] <dahlia> or just want the closest surface?
[22:01:39] <dahlia> (for picking)
[22:01:57] <anli_> I think I do because I only want to show the front faces
[22:02:29] <anli_> The picking is something else than the stuff I talk about right now, namely subtraction
[22:02:31] <anli_> Or union btw
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[22:02:58] <anli_> Picking will not care about normals
[22:03:28] <dahlia> ya I haven't tried to do mesh boolean stuff
[22:03:28] <anli_> I also want to be able to get a list of all faces that the ray intersects, starting with the closest
[22:03:47] <anli_> Would be great if I could select with the mouse wheel
[22:03:51] <dahlia> probably need to sort them
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[22:04:32] <HACKhalo2> hello all, I'm trying to get the used vram usage of an AMD GPU, and I can only find stuff on google on how to get the max vram available from an AMD GPU
[22:05:26] <anli_> I think all triangles in my model should go inside a box, boxes should be easily searchable (by point)
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[22:05:52] <dahlia> ya spheres are faster but whatever works
[22:05:53] <anli_> But they can intersect, which makes me think I need to split them so they not intersect
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[22:06:23] <anli_> So a triangle could be part of many boxes
[22:06:34] <dahlia> in an octree?
[22:06:40] <anli_> I do not think so
[22:06:44] <anli_> But something similar
[22:07:10] <anli_> Its an octree that does not represent a cloud of voxels
[22:07:26] <anli_> But boxes as large as possible
[22:07:31] <dahlia> usually objects are stored in whatever volume in the octree is big enough to hold them
[22:07:37] <anli_> yeah
[22:07:42] <anli_> Well, maybe its an octree then
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[22:07:49] <anli_> But for triangle storage
[22:08:02] <anli_> Not representing the volume
[22:08:12] <anli_> But the triangles that makes it up
[22:08:22] <dahlia> you can store triangles in an octree also but... might get kinda slow to update
[22:09:28] <dahlia> I used an octree to store triangles in a ray tracer... it helped but could have been better
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[22:09:53] <dahlia> I think Stragus knows the ray tracing stuff a lot better than I do
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[22:11:07] <anli_> Hm, the purpose will be to find all intersection polygons when two polyhedrons intersect
[22:11:19] <anli_> Does that make sense
[22:11:21] <anli_> ?
[22:11:49] <dahlia> if you mean triangles, ya
[22:12:04] <anli_> If two sphere like polyhedrons intersect, the intersection polygon will be like a circle
[22:12:12] <dahlia> physics engines do that, peek at bullet source code
[22:12:44] <anli_> Maybe I should think first, in like some weeks and then code :)
[22:13:28] <anli_> It is so funny to try find a way out instead of looking what other have came up with
[22:13:33] <dahlia> I guess one way is to consider polygons or triangles as planes and see if where they intersect is withing the boundaries of the triangles or polygons
[22:13:40] <anli_> hm
[22:13:58] <anli_> I will not be able to rely on polyhedrons to be concave
[22:14:08] <anli_> oh, meant convex
[22:14:20] <anli_> Must sleep, see ya
[22:14:29] <dahlia> cya
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[22:18:30] <saijanai_> Stragus: what is more efficient than an octree?
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[22:21:58] <Stragus> For pure raytracing performance, a graph, non-hierarchical traversal
[22:22:16] <Stragus> A tree is easier/faster to build and/or update though
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[23:15:40] <shakesoda> IIRC, for raytracing octrees are less efficient than BVH or KD trees
[23:15:46] <shakesoda> but a few %
[23:15:54] <shakesoda> s/but/by/
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[23:21:23] <decimad> Hrmmm, is it correct to use the center of the texels as texture coordinates instead of 0,0 1,1?
[23:22:09] <derhass> decimad: correct in what context?
[23:23:15] <decimad> well, that's hard to explain because I don't know either. But it occured to me, that not in all cases it is good to map 0,0 1,1 since you get bilinear filtering at the edges... I think this pretty much depends on if you try to do anything pixel-correct
[23:24:28] <decimad> I'm trying to display fonts with maps, and I think that's one of the cases where that matters
[23:24:29] <derhass> usually, using [0,1] with CLAMP_TO_EDGE is the correct way
[23:26:08] <decimad> Do you have a definition of "correct" there? I'm having a hard time to reason about this
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[23:28:21] <decimad> Obviously I can't do clamping ... the only option I have is spacing the chars by at least one texel or using the texel center coords... But this feels like I'm stretching the char by one texel
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[23:29:10] <derhass> decimad: well. correct in "the correct area of texture space is mapped to the primitive"
[23:29:22] <derhass> although that always depends on how you design things
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[23:31:57] <decimad> It seems to me, that not the texture coordinate of the vertex should be used when sampling (at the position of the vertex), but rather the u-v-mapped center of the pixel one is currently rasterizing
[23:32:25] <derhass> the texture coordinate of the vertex isn't used
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[23:32:32] <derhass> unless the vertex is at the pixel center
[23:32:39] <decimad> oh!
[23:32:48] <derhass> (keeping multisampling and other specialities out of the picture here)
[23:33:01] <decimad> So it's actually doing what I just thought of?
[23:33:55] <derhass> if you want a pixel-exect mapping, you would draw a prmitive with the vertices exactly at the pixel corners, and the tex coords exactly at the texel corners
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[23:34:33] <derhass> and then it will work, and the image will look the same no matter if linear or nearest filtering is used
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[23:35:02] <notadeveloper_> hey what is a good lib for loading dense mesh like scanned mesh on opengl
[23:35:06] <decimad> hmhm, but if I stretch the polygon this will again sample the texture at a border so outside stuff might be filtered in, right?
[23:35:12] <notadeveloper_> i use assimp but it crashes
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[23:35:19] <notadeveloper_> when i load scanned mesh
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[23:35:39] <notadeveloper_> well it seg faults
[23:35:54] <derhass> decimad: not when using CLAMP_TO_EDGE
[23:36:01] <notadeveloper_> im not focusing on it right now cause i wanna finish the review
[23:36:24] <notadeveloper_> derhass, Yaniel
[23:36:29] <notadeveloper_> anyone
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[23:36:58] <decimad> If I can, that is, but I have multiple chars in my font-map, and I'm trying to answer myself if it would really be bad to take the texel-center-coordinates to avoid that glitch, or if should really add one texel of spacing
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[23:37:33] <notadeveloper_> guys please pm me if you know
[23:37:36] <derhass> decimad: well, you ake the image one texel smaller then
[23:37:39] <notadeveloper_> or have suggestions
[23:38:11] <derhass> decimad: the correct solution for filtering with altas woulkd be to repeat the border pixels of each part
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[23:38:48] <derhass> notadeveloper_: what suggestion could we possibly have? you said that some lib crashes on some file.
[23:39:16] <decimad> Since I'm using SDF there, any < 0.5 spacing texel will do, luckily, so I can get away with one spacing texel
[23:39:26] <notadeveloper_> not all asset importers are perform the same
[23:40:30] <decimad> Okay, with your thoughts I'm pretty convinced I'd rather take a spacer than stretching this by a texel... feels better!
[23:40:37] <notadeveloper_> i just wanna finish my review so that i can do advance stuff
[23:41:31] <decimad> thank you! *off coding*
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[23:41:41] <notadeveloper_> me too
[23:41:46] <notadeveloper_> my back hurts
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