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   September 16, 2016  
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[01:08:06] <Codex2> hmm
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[01:48:19] <nine_milli> does angle not support npot textures with mipmapping?
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[01:52:39] <doek> hi !
[01:53:34] <Codex2> hi
[01:54:46] <doek> I would like to send the rendered image over TCP to an other computer... how do I extract the image on screen ?
[01:55:25] <Codex2> glreadpixels or something?
[01:56:35] <foobaz> are you sure you want to use opengl for this?
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[02:01:33] <Stragus> doek: Your own rendered image or something else?
[02:04:36] <doek> Codex2: thanks ! I think it might be that, I'll give it a try !
[02:04:36] <doek> foobaz: well yes, I have to share rendered things between two openGL contexts on two different PCs
[02:04:36] <doek> Stragus: the image is rendered by an other program, but some people are able to write a plugin that has access to the openGL context
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[02:09:02] <Stragus> You can hijack the swapbuffers call, yes; to copy the framebuffer to a cycle of PBOs and fetch them asynchronously
[02:09:23] <Stragus> Or you can glReadPixels() but that's a slow blocking call, hence a serious impact on performance
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[02:13:45] <doek> Stragus: humm interesting, isn't it harder to implement though ?
[02:14:25] <chrisf> pedantic: it's glReadPixels either way.
[02:15:43] <chrisf> doek: yes, doing it nicely is more involved.
[02:15:58] <foobaz> yes it's harder to do it the fast way, otherwise we wouldn't even mention the slow approach
[02:20:13] <chrisf> is a natural extension of the slow approach though
[02:20:28] <chrisf> do you have a continuous stream of frames you want to transfer? (does this even matter?)
[02:20:50] <doek> a continuous stream of frames
[02:23:33] <Stragus> I never googled, but I figure someone must have written and shared that already?
[02:24:15] <doek> well I couldn't find anything... I don't really know how to describe it... :¬P
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[02:27:09] <doek> the idea of the this I wanna do is as follow : a cluster makes a simulation and render parts of openGL images. Those images are combined on a program and I want to display them on an VR device that requires 60fps. So the idea was to draw a mesh textured with the rendered image from the cluster and then displace it using the depth map also given by the cluster, so that we keep a fluid framerate.
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[02:58:03] <xaxxon> tell me something cool about OpenGL you learned recently
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[03:58:57] <jhonny> ;quit
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[06:22:55] <funfunctor> what is Enable and glDisable(GL_TEXTURE_2D); for? just legacy stuff?
[06:23:41] <Stragus> Yup, legacy
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[06:24:51] <mudlord> glDisable(GL_NICE)
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[06:35:30] <chrisf> good riddance to that whole thing
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[06:36:30] <chrisf> it was kindof ok as 'do we enable texturing?' but the texture target priority trainwreck it turned into....
[06:38:47] <Stragus> We can blame a lack of foresight, but it wasn't too obvious where the train was headed
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[10:39:17] <Fr0stBit> Hello o/
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[13:48:28] <btipling> hi
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[14:58:26] <dawik> 9/win 16
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[15:22:11] <btipling> nope
[15:22:33] <btipling> I hope this is win 1 for you
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[18:54:39] <anli_> When a vector has been multiplied with the model view matrix and the projection matrix, what difference will the resulting z make?
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[19:20:11] <kmnt> anyone here using glfw with a joystick? I am finding all axis are initialized to -1 until moved, not sure if this is a quirk of the controller or typical behavior
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[20:11:07] <xaxxon> is there a simple way to tell if a ray is pointing towards a line? given a point and direction for each?
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[20:12:38] <xaxxon> I just want to know if something is on the left or right side of a line, basically
[20:13:26] <xaxxon> so I want to know if the normal to that thing's travel points towards a given line
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[20:16:55] <btipling_> a line?
[20:17:00] <btipling_> like a GL_LINES line?
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[20:17:45] <btipling_> you can do that
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[20:18:35] <btipling_> it's a vector operation, so it's either a dot product or a cross product, I forget which and the sign tells you if you're left or right of the line
[20:18:37] <btipling_> I have to look it up
[20:18:59] <btipling_> but I was just reading about it
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[20:24:26] <btipling_> xaxxon is the ray perpendicular to your lien?
[20:24:29] <btipling_> line*
[20:24:51] <xaxxon> btipling_, not all the time.
[20:25:37] <xaxxon> basically I want to know if a car is driving on the correct side of the road, given the road center line and the car's position and direction of travel, so I was gunna use the normal to the travel and see if it pointed towards or away from the centerline
[20:25:57] <xaxxon> and I could fully solve for the intersection, but that seems wasteful
[20:26:23] <btipling_> My book has this formul: -a(Px) - b(Py)
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[20:26:26] <btipling_> formula
[20:26:37] <btipling_> it mentions perpendicular lines
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[20:27:46] <btipling_> let me read it some more, I'm curious too
[20:29:42] <btipling_> this is in terms of a generalized line equation and if the result is 0 the one line is touching the perpendicular line if it's positive it's on one side, and negative if on the other
[20:30:13] <btipling_> it specifically mentions rays and intersection tests
[20:30:31] <btipling_> I just sort of read through it briefly with the intention of coming back to it later
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[20:32:19] <xaxxon> if they're perp/parallel, you can just use dot product
[20:32:30] <btipling_> right
[20:32:34] <btipling_> the P is a point on the line
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[20:32:58] <btipling_> the (a, b) is a 2d vector for the ray
[20:32:59] <btipling_> idk
[20:33:40] <xaxxon> I was assuming a/b were vectors for the line and ray
[20:33:57] <xaxxon> but I can plug in a few values
[20:36:11] <btipling_> it suggests creating a test point Q, and then construct a vector between Q and a point on the line P, Q - P, if Q lies on the side of the line where the ray is pointing then the distance between Q and the line is d = ||Q - P || cos θ
[20:36:39] <btipling_> where θ is the angle between your ray and Q - P
[20:37:26] <btipling_> you can rewrite it as d = (n • (Q - P))/ ||n|| where n is your ray vector
[20:38:15] <btipling_> if Q is lying on the opposite side of the line then it's d = -(n • (Q -P))/||n||
[20:38:37] <btipling_> I wish I understood this better, I'm going to reread through it later, I'm probably not helping you now, I only said something because I just read through this
[20:38:43] <btipling_> I've been focusing on camera position atm
[20:39:26] <btipling_> xaxxon ^^
[20:39:40] <xaxxon> reading
[20:39:41] <btipling_> I find it easier to understand when I'm actually trying to do the things it talks about and seeing where things up
[20:41:31] <btipling_> er
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[20:42:49] <btipling_> that's right
[20:42:53] <btipling_> I think
[20:42:58] <btipling_> let me know if helps I'm curious
[20:43:00] <btipling_> if it*
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[20:44:21] <xaxxon> Maybe I can just get the distance between the start of the ray and an arbitrary point on the line, then pick another point on the ray (but not so far it could cross over the line) and see if it's closer to that same point on the line
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[20:45:45] <btipling_> did what I write not work?
[20:46:07] <btipling_> it kind of makes sense
[20:46:42] <btipling_> it gives you the distance from where your ray hits to the point on your line too
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[20:47:22] <xaxxon> uhh... it would have taken me a while to get all those different values together, I think
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[20:48:48] <btipling_> the Q in your situation would be the car
[20:49:04] <btipling_> the P where you would think it should be on the line
[20:49:06] <Xeek> Any suggestions for a simple 2d drawing api? Nanovg is letting me down, not too sure I want to go for skia or cairo :-(
[20:49:23] <Xeek> I had my hopes up for nanovg for its licesning and simplicity, but it can't draw to fbos correctly
[20:49:43] <xaxxon> never heard of any of 'em
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[20:49:52] <xaxxon> I can do it better myself, baby
[20:49:52] <xaxxon> :)
[20:50:02] <btipling_> Xeek perhaps ask in #gamedev
[20:50:18] <xaxxon> you want something on top of OpenGL? or just something in general?
[20:50:19] <btipling_> Xeek on OS X you can use SceneKit
[20:50:25] <Xeek> xaxxon: heh, it took me too long just to get a nice antialiased line worked out so I thought I could save a lot of trouble going with a lib that already does this kind of thing
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[20:50:39] <Xeek> btipling_: I need Windows as well.
[20:50:52] <xaxxon> Xeek, don't you just draw a line and enable multisample?
[20:50:53] <Xeek> xaxxon: definitely something for gl. It's for my GUI
[20:51:10] <Xeek> xaxxon: I need antialiased lines that look nice, not like crap :-)
[20:51:13] <btipling_> I'd draw rectangles
[20:51:31] <Xeek> if rectangles were all I needed then I woudln't be asking the question :-)
[20:51:42] <btipling_> you want a scene graph right
[20:52:13] <xaxxon> oh. I pass in lines then use a geometry shader to make curved fat lines
[20:52:27] <btipling_> eh
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[20:52:53] <btipling_> GL_LINES seem like a thing for geometric line which have length but no width, like for debugging
[20:52:56] <Xeek> btipling_: i had to look that up ..I dont think i need something that advanced. I just need my lines, rects, filled rects, round rects, circles, archs, and triangles all with antialiasing not dependent on gl's multisampling
[20:52:58] <btipling_> not for actually making things
[20:53:10] <btipling_> "round rects"
[20:53:14] <btipling_> what's a round rectangle
[20:53:16] <Xeek> GL_LINES can't do much and looks rediculous
[20:53:36] <Xeek> round rectangles? that's a pretty common shape hehe, rectnagles with rounded edges of course.
[20:53:46] <btipling_> uh
[20:53:55] <xaxxon> you mean "corners"
[20:54:01] <Xeek> yes, sorry
[20:54:12] <Xeek> it is a very common shape. I do find it funny someone doesn't know what it is :-P
[20:54:28] <Xeek> maybe I'm invovled with UI design more than others, *shrugs*
[20:54:59] <btipling_> I was thinking in terms of basic geometric shapes
[20:55:27] <Xeek> if I only needed very basic geometric shapes I wouldn't be asking for a lib suggestion, opengl can do the basic stuff without much effort
[20:56:14] <Xeek> or I could abandon constructing my ui elements with shapes and just draw textures for everything. Just might have to :-(
[20:56:21] <btipling_> a rectangle with rounded corners is not a basic shape imo if all you have to draw with are triangle shapes
[20:56:24] <btipling_> at least not at my level
[20:57:12] <Xeek> btipling_: no they're not very basic, it invovles constructing arches at each corner with multiple triangles, smoothing that and then filling in the rest with more triangles
[20:57:36] <btipling_> it would be maybe 5 rectangles and then 4 quarter circles comprised of triangles
[20:58:11] <Xeek> more like 6 to fill the interior
[20:58:30] <Xeek> if you do overlapping you'll have issues with non opaque colors
[20:58:36] <btipling_> have you considered just using svg
[20:59:17] <Xeek> I haven't heard of svg unless you're referring to an image format, but th en you'r enot suggestin ga library you're suggesting I just use textures in which case png would be simpler to deal with
[20:59:39] <Stragus> Just use textures, that'll also be a lot faster than a ton of triangles, and you can get smooth curves/edges/whatever without multisampling
[21:00:12] <Xeek> Stragus: if I get exhausted looking for a lib, yeah
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[21:00:36] <Xeek> Stragus: faster, that's debatable. I wouldn't be drawing frame to frame.
[21:00:36] <btipling_> by svg I meant https://en.wikipedia.org/wiki/Scalable_Vector_Graphics
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[21:00:50] <btipling_> you could use SVG and JavaScript to get what you want
[21:00:53] <btipling_> easily
[21:00:53] <Xeek> btipling_: that's not alib
[21:00:59] <btipling_> why does it need to be a lib
[21:01:06] <Xeek> what else should it be?
[21:01:23] <btipling_> tools, that you can use to get what you want
[21:01:40] <btipling_> which is apparently easy to use and design programatic shapes
[21:02:17] <Xeek> btipling_: This is a image format. I dont see how this helps
[21:02:24] <btipling_> oh
[21:02:29] <btipling_> you need an image format
[21:02:36] <Xeek> I do not need an image format.
[21:02:57] <Xeek> SVG = image format.
[21:02:58] <derhass> everyone needs an image format
[21:02:58] <btipling_> svg is not just an image format
[21:03:03] <derhass> or two, or three
[21:03:05] <btipling_> d3.js is built on svg
[21:03:19] <btipling_> it's markup you can style with css
[21:03:30] <btipling_> you can use translations and transforms and all kinds of things
[21:03:41] <Xeek> d3.js is a lib I can use in C++ with gl? You've lost me
[21:03:52] <btipling_> why does it have to be C++ with gl
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[21:04:12] <Xeek> btipling_: because I'm using C++ and gl.
[21:04:20] <btipling_> ok
[21:04:20] <Stragus> What about Microsoft Paint? I bet it can do rectangles
[21:04:25] <btipling_> :P
[21:04:26] * Stragus tries to be helpful too
[21:04:51] <btipling_> I was trying to suggest something easier to use than opengl but ok
[21:05:06] <Stragus> MS Paint should be easy
[21:05:08] <Xeek> btipling_: I'm in #opengl I thought :-\
[21:05:22] <btipling_> don't worry Xeek, I'm done trying to help, sorry to confuse you
[21:05:26] <btipling_> :P
[21:05:34] <btipling_> good luck though
[21:06:13] <btipling_> the texture thing sounded like a good idea
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[21:06:49] <Xeek> it's not the direction I wanted to go, but ic can be a last resort
[21:07:15] <Xeek> it's just not as flexible
[21:07:42] <Stragus> Not as flexible? Textures will look a lot better than rounded rectangles, if you want them to
[21:08:15] <Xeek> they would be rounded rectangle textures. they would look the same except I couldn't just change the radius of any corner programatically
[21:08:24] <Stragus> I actually build UI graphics at runtime based on parameters one could adjust, can't be more flexible than that
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[21:11:11] <btipling_> you could use a circle texture that you increase the radius on
[21:11:40] <Xeek> btipling_: if you're suggesting I scale a texture to make various radii, that looks quite bad :-P
[21:12:02] <btipling_> how does Stragus do it
[21:12:07] <Xeek> btipling_: I have tried doing that in the past. Even downscaling something like that still looks quite bad
[21:13:44] <Stragus> Your "rounded rectangle" should be composed of 9 sub-images, the corners being fixed size, pixel-to-pixel
[21:14:04] <Stragus> And you adjust the rest to fit your shape. If you want different sized corners, then you generate another image
[21:14:16] <foobaz> the most accurate way to draw round rects is to calculate the distance to corners in the fragment shader and compare it against radius
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[21:14:27] <Xeek> Stragus: I think the question that remains is how do you "generate"
[21:14:36] <btipling_> oooh foobaz I like that
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[21:14:49] <Stragus> How to generate... the pixels for a rounded rectangle?
[21:15:02] <Xeek> Stragus: so you're not loading in textures?
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[21:15:12] <Stragus> No, generating them at runtime
[21:15:14] <btipling_> foobaz has the right answer imo
[21:15:35] <foobaz> actually don't calculate distance to the corner, then the arc would be the wrong way around
[21:15:43] <foobaz> but you get the point, do some math to see if you're in the shape you want
[21:15:54] <btipling_> you have an inner rectangle you'd consider I'd guess
[21:15:58] <Xeek> well, to be honest. I dont need to learn how to make all of these shapes, I just wanted a suggestion for a lib/api that already does this so I don't have to spend time on it.
[21:16:12] <btipling_> in that case how about svg and javascrpt
[21:16:27] * btipling_ goes back to work
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[21:16:36] <Stragus> Come on, plotting pixels for a rounded rectangle is like 100 lines of code
[21:16:50] <Xeek> drawing the shapes was actually pretty easy, smoothing them was a bit more challenging. I spent a hell of a lot of time on just lines for that and I still didn't have caps, corners, etc.
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[21:17:04] <btipling_> it would look nice though
[21:17:09] <btipling_> and you could do cool things
[21:17:15] <btipling_> with colors
[21:17:18] <btipling_> and such
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[21:58:31] <Xeek> managed to fix nanovg
[21:58:49] <Xeek> needed to use nvgTranslate instead of specifying the x,y in nvgRect. Really odd.
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[22:12:31] <btipling_> that's a pretty cool library tbh
[22:13:01] <Xeek> it does what I want and its simple
[22:13:08] <Xeek> and a very open license
[22:14:22] <btipling_> https://github.com/memononen/nanovg/blob/master/src/nanovg_gl.h#L579
[22:14:29] <btipling_> it creates rounded rectangles in the shader
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[22:14:33] <btipling_> just like foobaz suggested
[22:14:39] <Xeek> indeed
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[22:15:01] <Xeek> like I said. I wasn't asking how to do such things, I was asking for something that already did it.
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[23:02:15] <wizardtheo> hi... some time ago I got some help about raymarching and clipspaces and billboards but i think I didnt understand it sorry... im still stuck on the thing...
[23:02:52] <wizardtheo> Im basically trying to do ray-marching but on an object in a billboard, so I'm assuming that for each screen-pixel... there is a specific ray-direction
[23:03:30] <wizardtheo> im trying to calculate that direction but im just lost and confused
[23:03:59] <wizardtheo> I ended up writing something to brute force it by doing a few thousand matrix calculations until it "hit" the approxmiately right numbers :)
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[23:07:46] <wizardtheo> I guess its too advanced for anyone to care
[23:07:46] <wizardtheo> few people do this kind of thing
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[23:08:45] <Waynes> just throw away all your projection matrix code and calculate your ray directions like normalize(vec3(pixel_pos.x, pixel_pos.y, 0) - eye_pos) where eye_pos is somewhere behind (or in front) the screen plane
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[23:09:43] <wizardtheo> Waynes thanks... but I dont understand why :)
[23:09:47] <wizardtheo> let me try to underestand hold on
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[23:11:12] <wizardtheo> vec3(pixel_pos.x, pixel_pos.y, 0) would be just the pixel position on screen... and eye_pos is the position of my "camera" in world-space?
[23:11:22] <Waynes> wizardtheo: here's an image if that helps http://www.scratchapixel.com/images/upload/ray-tracing-camera/ray1.png?
[23:12:36] <Waynes> eye_pos is not in world space, but you can transform the rays with your modelview matrix after they have been calculated
[23:12:58] <wizardtheo> oh
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[23:15:12] <wizardtheo> Here is the code I wrote to extract the "Rays" from the corner of the clipspace... someone called "Curious" told me I should try extract rays from the corners of the clipspace, but the code he gave to me didnt work...
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[23:15:16] <wizardtheo> http://pastebin.com/raw/NfVj5gD8
[23:15:24] <wizardtheo> im just brute forcing it like an idiot
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[23:16:27] <Waynes> wizardtheo: I'd do it like this instead http://www.scratchapixel.com/images/upload/ray-tracing-camera/ray1.png?
[23:16:34] <Waynes> wait, copy&paste didn't work
[23:16:39] <Waynes> http://www.scratchapixel.com/lessons/3d-basic-rendering/ray-tracing-generating-camera-rays/generating-camera-rays
[23:16:46] <wizardtheo> OK
[23:16:55] <wizardtheo> but what space is the eye_pos then?
[23:17:12] <wizardtheo> oh finally
[23:17:16] <wizardtheo> a link talking about camera rays thanks
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[23:22:23] <wizardtheo> It would be nice to understand what went wrong with my approach though... or if it was even wrong
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[23:22:36] <wizardtheo> I guess it's too awkward to describe though
[23:22:48] <wizardtheo> I guess I'll have to learn it another time
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[23:33:17] <wizardtheo> waynes thanks for the link. I think I'll have to study it tomorow
[23:33:55] <wizardtheo> no way I can suck up all that info in 10 minutes :)
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   September 16, 2016  
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