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[01:23:51] <btipling> what kind of error would make things appear stretched near the edges of a perspective projection?
[01:24:05] <btipling> an issue with zoom?
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[01:25:44] <foobaz> are you sure it's an error? things are supposed to appear stretched near the edge of a perspective projection
[01:27:00] <foobaz> because the screen is not perpendicular to a ray from the viewer's eye there
[01:27:15] <kmnt> perspective projection is like linear and can look goofy, if you apply a barrel distortion it would look less weird
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[01:33:00] <btipling> ah
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[01:38:16] <foobaz> it is a feature that it's skewed at the edge, not a bug
[01:38:48] <foobaz> because the display is skewed from the perspective of the user, and the distortion introduced by perspective projection corrects for the display's orientation
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[04:58:21] <nine_milli> sup, can someone get me up and running on mac?
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[05:02:42] <nine_milli> what else needs to be set up
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[05:02:49] <nine_milli> just want glclear to work
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[05:05:05] <xaxxon> nine_milli, you still need help?
[05:05:13] <nine_milli> yea
[05:05:22] <xaxxon> with what specifically?
[05:05:22] <nine_milli> trying to get gl setup on osx
[05:05:29] <xaxxon> to develop?
[05:05:38] <nine_milli> i just want to glClear to a certain color
[05:06:16] <xaxxon> do you have a strong preference on what "helper library" you use? like sdl glfw3 whatever
[05:06:28] <xaxxon> oh, and what language do you want to use?
[05:06:35] <nine_milli> yes, i dont want to use a helper lib right now
[05:06:48] <nine_milli> when angle is available on osx im gonna switch to that
[05:08:09] <xaxxon> nine_milli, creating windows and such is annoying. I don't know how to do that
[05:08:18] <nine_milli> thats all done
[05:08:34] <xaxxon> ok, then you need to be specific about what you need help with
[05:08:44] <nine_milli> i have the view etc displaying with a draw interval
[05:08:56] <nine_milli> what do i need to do to initilaize opengl?
[05:08:57] <dahlia> why would they put angle on osx?
[05:09:07] <nine_milli> i want to froce es2 standards
[05:09:10] <dahlia> doesnt it need d3d?
[05:09:19] <nine_milli> no it supports many backends
[05:09:28] <xaxxon> yeah, the point is it's supposed to support es2 everywhere
[05:09:30] <nine_milli> look at there site there’s a status
[05:09:40] <dahlia> oh
[05:09:59] <xaxxon> basically it works everywhere except os x
[05:10:06] <xaxxon> nine_milli, so what's your current issue?
[05:10:18] <nine_milli> glclear aint working and i have no idea why
[05:10:31] <nine_milli> im sure im missing some setup
[05:10:31] <dahlia> what does osx use for webgl then?
[05:10:46] <dahlia> or for iphone simulator?
[05:10:48] <xaxxon> dahlia, "os x" doesn't do webgl
[05:10:56] <dahlia> safari does
[05:11:22] <kenzierocks> chrome does on osx
[05:12:23] <xaxxon> dahlia, are you telling it to set the color buffer and calling swap after?
[05:12:29] <xaxxon> *nine_milli
[05:13:11] <nine_milli> pretty much
[05:13:17] <xaxxon> why don't you post your code
[05:13:22] <nine_milli> i did
[05:13:37] <xaxxon> I think I was not here when you did. ok
[05:14:00] <xaxxon> what happens when you run it?
[05:14:08] <nine_milli> the view is just black
[05:14:39] <nine_milli> im sure opengl isnt correctly setup or something
[05:14:46] <nine_milli> never did desktop gl before
[05:15:27] <xaxxon> it has standalone tools
[05:15:55] <nine_milli> i added the opengl framework if that’s what you mean?
[05:16:06] <xaxxon> no
[05:16:24] <xaxxon> if you run your program from the OpenGL profiler, you can set breakpoints on OpenGL errors
[05:16:26] <dahlia> I have c++ code which runs on linux/windows/osx/ios/andriod/emscripten and I just basically use core profile 2 and and inject some minor glsl #defines
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[05:16:30] <xaxxon> like "break on OpenGL errors"
[05:16:52] <nine_milli> let me check if there’s any console output
[05:17:01] <xaxxon> probably not
[05:17:26] <nine_milli> just the text drawing
[05:17:33] <nine_milli> so at least i know the timer is working
[05:17:55] <nine_milli> let me google for an osx example
[05:20:10] <xaxxon> I highly recommend running it in the OpenGL profiler.
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[05:25:57] <xaxxon> anyone using EASTL? I'm getting linker errors for operator new[]
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[14:10:53] <simias> hey folks, I have a big performance problem that I'm not sure how to work around
[14:11:19] <simias> I'm writing a PSX GPU emulator in opengl and it needs to support 4 semi-transparency modes
[14:11:29] <simias> which I emulate using the fixed function blending stage
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[14:12:35] <karalaine> whats "mode" in this context?
[14:13:15] <simias> those are the modes
[14:13:45] <simias> unfortunately that means that I need to change the blend function and/or equation whenever the mode changes
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[14:14:09] <simias> and since semi-transparency is order-dependant I can't just buffer the draws by mode or something
[14:14:15] <simias> I need to draw them back to front
[14:14:31] <simias> so if a game likes to change the mode very often within a frame, I end up with hundred of draw calls
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[14:15:04] <simias> where I draw a handfull of triangles in a glDrawElementBaseVertex, change the mode, draw a handfull of triangles, change the mode etc...
[14:15:09] <simias> that completely ruins performance
[14:15:43] <simias> the thing is, I know there are some closed source GL plugins who manage to get it to work just fine, so there's got to be a way around this
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[14:17:34] <karalaine> at least you could call glBlendFunc only in SemiTransparencyMode_SubtractSource as it stays same otherwise
[14:17:47] <karalaine> dunno if that does help at all though
[14:17:57] <simias> yeah, I tried that but it didn't help
[14:18:24] <simias> I can actually remove the calls to glblend* and it still crawls
[14:18:40] <simias> it's the sheer number of draw calls that seems to be the issue
[14:18:43] <derhass> I don't see why "hundreds of draw calls" in itself would ruin performance
[14:19:14] <simias> derhass: well it's what I observe
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[14:19:30] <derhass> yeah. but what is making them that expensive?
[14:19:31] <simias> I go from ~200fps to like 60 in those situations
[14:19:38] <simias> I don't know
[14:19:49] <simias> I'm pretty noobish in opengl, I don't know what to look for
[14:19:59] <derhass> on what kind of gpu?
[14:20:17] <simias> I tried emptying the shaders to a bare minimum but it barely affects performance at all
[14:20:32] <simias> R900 but other people have reported similar issues with other GPUs
[14:20:37] <simias> err
[14:20:39] <simias> R290
[14:20:44] <grim001> profile and check if you're CPU limited. draw calls are expensive
[14:20:45] <simias> or is it 280? I'm not sure anymore
[14:22:12] <simias> my program only takes ~60% CPU in top so it doesn't look like I'm limited by the CPU
[14:22:32] <simias> (the emulator itself probably takes close to 50% on its own)
[14:22:44] <derhass> simias: if you ignore the blend mode changes, and just drew all of the transparent ones in one batch with one of the modes, would it be much faster then?
[14:22:56] <simias> yes
[14:23:01] <grim001> how are you determining the CPU usage?
[14:23:05] <simias> grim001: top
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[14:24:10] <grim001> so you're somehow GPU limited with empty shaders and not much geometry?
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[14:24:23] <simias> don't blame the victim
[14:25:16] <simias> derhass: actually I've just tried again, if I ignore the mode changes the performance roughly doubles but it's still not that great
[14:25:25] <simias> I get around ~80fps which is not impressive for a PSX
[14:25:44] <simias> could you recommend a good program to profile this?
[14:25:50] <simias> I'm obviously missing a bottleneck
[14:25:58] <simias> something that works on linux if possible...
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[14:28:09] <simias> maybe I should just incrementally remove code until I get decent perf
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[17:33:26] <wizardtheo> hi... I'm wondering about MVP matrixes... so they convert positions in model-space into clip-space OK... but is there a way to convert back from clip-space to model-space...
[17:34:07] <wizardtheo> I know there's the inverse of a matrix but it's not that simple, because there's the whole "w" component thing where you need to "divide by w" to get the coordinate in clipspace
[17:34:46] <wizardtheo> so if I had a coordinate in clipspace... what would be the "correct w" to multiply by first, so that I can NEXT multiply by the inverse of the MVP matrix
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[17:38:56] <wizardtheo> let's say I had an xyz coordinate in (-1 --> 1) NDC space... how do I convert that back into world-space?
[17:39:19] <wizardtheo> assuming I have the typical MVP matrix setup
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[17:39:50] <derhass> wizardtheo: you are just confused
[17:40:08] <derhass> wizardtheo: there is no divide by w thing at all in model space <-> clip space
[17:40:44] <wizardtheo> yeah sorry
[17:40:56] <wizardtheo> NDC space is not equal to clip space
[17:40:57] <derhass> what you wan't isn't the inverse in the strict mathematical sense
[17:41:11] <derhass> if you would, you would have the w
[17:41:13] <anli_> Is a perspective matrix an approximation of the reality? In my world projected coordinates should be calculated with x/z and y/z
[17:41:25] <wizardtheo> right
[17:41:49] <wizardtheo> derhass: is the "w" component figure-outable in any way, though? Assuming I have xyz in NDC (1 to -1) space?
[17:42:08] <anli_> 1 is point, 0 is vector
[17:42:10] <anli_> (for w)
[17:42:19] <anli_> Maybe you knew that
[17:42:42] <wizardtheo> when you convert an xyz coord from world-space to clipspace, it's w component is not 1 anymore or 0
[17:42:59] <anli_> Ah, I see
[17:43:06] <derhass> wizardtheo: it doesn't matter that much
[17:43:08] <wizardtheo> you "divide by w" to get a coord in NDC space so that xyz are from -1 to 1 if they are "Visible"
[17:43:46] <wizardtheo> im trying to start with positions in NDC space and get the world-spce coords tough
[17:43:48] <wizardtheo> though*
[17:43:52] <wizardtheo> so it does matter to me
[17:44:14] <anli_> A perspective matrix could only magnify closer objects linearily, right? Not reciprocally
[17:44:30] <derhass> wizardtheo: if you only care about unprojection some 3d point (x,y,z), all you have to do is create a clip space point (x_c, y_c, z_c, w_c) such what x_c/w_c = x, y_c/w_c = y, z_c/w_c = z
[17:44:47] <derhass> the easiest way is to use w_c = 1, obviously
[17:45:31] <wizardtheo> hmmm...
[17:45:44] <wizardtheo> OK so let's say I had a point (1,1,1) in clipspace...
[17:45:47] <derhass> this means that you apply that to some inverse projection matrix, you'll get a w =! 1 back, and have to divide again
[17:46:23] <derhass> and this is why it is not the exact inverse operation (considering the 4d homogenous space), but in 3d, you will get the same end result
[17:47:06] <derhass> thing is: if forward transform is MVP * x; fivide by w; the inverse would be: multiply by w; inv(MVP) * that
[17:47:26] <derhass> and that would give you back exactly the w in your input space, typically 1
[17:47:34] <derhass> no division needed
[17:48:04] <wizardtheo> derhass i wish I spoke mathematics... i have to study each sentance real hard to understand its meaning
[17:48:13] <wizardtheo> (i almost said I wish I smoke mathematics)
[17:48:15] <wizardtheo> lol
[17:48:52] <derhass> wizardtheo: you don't have a point (1,1,1) in clip space, because clip space is 4D
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[17:49:06] <wizardtheo> OK
[17:49:12] <wizardtheo> well I didnt know th
[17:49:13] <wizardtheo> that
[17:49:33] <derhass> you were talking about w before, but didn't know it was the fourth component?
[17:49:40] <wizardtheo> yes
[17:49:49] <wizardtheo> isn't it relative to the fov or something?
[17:49:59] <derhass> no
[17:50:04] <wizardtheo> damn
[17:51:54] <wizardtheo> derhass: Are you saying there is a way to collect the "w" component given existing information?
[17:52:02] <wizardtheo> or that I "should know it" already somehow?
[17:52:29] <wizardtheo> let's say we are talking about xyz = (1,1,1) in NDC space
[17:52:47] <derhass> wizardtheo: you can't get an unique mapping between 3D and 4D points
[17:53:02] <wizardtheo> ok
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[17:53:14] <derhass> wizardtheo: the clip space -> NDC step reduces 4D to 3D, and information is lost
[17:53:29] <wizardtheo> wierd
[17:53:39] <derhass> it is actually not lost in the GL, because the GL stores the clip space w
[17:54:08] <derhass> it is needed for a lot of things
[17:54:16] <derhass> and it could be used for unprojection
[17:54:26] <derhass> but that is only a minor detail
[17:54:28] <wizardtheo> OK well let's try this... I DID write some kind of "reverse engineer" function... basically, it "Brute forces" every point near(ish) the camera, and finds a point that equals a point in NDC
[17:54:51] <wizardtheo> so let's sy I wanted a point (1,1,1) in NDC after MVP multiplication... it can find it
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[17:54:58] <wizardtheo> only thing it's horribly slow, as you can expect
[17:55:01] <wizardtheo> :)
[17:55:04] <derhass> well
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[17:55:24] <wizardtheo> I just want the same thing, but with maths :(
[17:55:31] <derhass> (1,1,1) is the top right back corner of the frustum
[17:55:48] <derhass> wizardtheo: your normal unprojection will do it for you
[17:56:12] <wizardtheo> if I multiply (1,1,1,1) by inverse(MVP)
[17:56:19] <wizardtheo> I don't get the correct worldpsace position
[17:56:25] <wizardtheo> because w is wrong
[17:56:32] <derhass> because of two things
[17:56:39] <derhass> a) you forgot to divide by w
[17:56:59] <derhass> b) MVP matrix is not world to clipspace, so the inverse will not bring you back to world space
[17:57:24] <wizardtheo> OK sorry... let's assume my model is identity matrix
[17:57:31] <wizardtheo> so it might as well be a VP matrix
[17:57:52] <derhass> then we can just use the View * Projection matrix
[17:57:59] <wizardtheo> it's just the "w" thats messing me up
[17:58:06] <derhass> which will work in the general case, and not confuse a model transform into this
[17:58:14] <wizardtheo> ok
[17:58:15] <anli_> How is a point converted to clipspace? I thought it was P * M * vec until now
[17:58:16] <derhass> it is not messing up anything
[17:58:36] <derhass> you are just not interpreting the 4d homogenous clip space position correctly
[17:58:57] <derhass> *4d homogenous world space
[17:59:04] <wizardtheo> derhass im probably not interpreting anything correctly :(
[17:59:54] <derhass> anli_: there are two answers to that: a) whatever you do in your vertex shader, b) typically, P * V * M
[18:00:22] <anli_> What is V here?
[18:00:36] <derhass> the view matrix
[18:00:45] <anli_> mv matrix?
[18:00:49] <derhass> no
[18:00:51] <anli_> ah
[18:00:59] <anli_> So the MV matrix is V * M then
[18:01:06] <derhass> yes
[18:01:14] <derhass> hence the name^^
[18:01:18] <anli_> hehe
[18:01:42] <anli_> Is M a vec4?
[18:01:50] <wizardtheo> M is Mat4
[18:01:57] <anli_> ok
[18:02:08] <wizardtheo> P and V are Mat4
[18:02:25] <anli_> So its P * V * M * pt then?
[18:02:25] <wizardtheo> derhass: it's like you are trying to tell me something I should know, but I just dont get it.
[18:02:48] <derhass> wizardtheo: well, what is the issue actually?
[18:03:13] <derhass> wizardtheo: usie inverse(P*V) * (x,y,z,1) followed by a division by w, and you're done
[18:03:17] <derhass> *use
[18:03:30] <wizardtheo> Well... basically i want to do raymarching... so I need to get "world-space rays" for each pixel
[18:03:48] <wizardtheo> everything I tried doesnt do it except this brute-force thing I made up
[18:04:17] <wizardtheo> derhass: Im sure i tried that, but I'll try again
[18:04:40] <wizardtheo> I also wanna kind of understand what Im doing
[18:04:41] <wizardtheo> that helps
[18:05:43]
<anli_> Cool, then I know why there is a -1 in the 4,3 cells in http://62.168.145.82/glmatrix/, when you divide with the resulting w, you divide with -z
[18:06:07] <derhass> anli_: sure
[18:06:18] <wizardtheo> yeah I tried it again, and the coords are way off derhass...
[18:06:38] <anli_> oh, wait with -5z that would be
[18:06:40] <derhass> wizardtheo: then you are doing it wrong
[18:06:46] <anli_> the 3,4 matrix slot
[18:06:54] <derhass> anli_: your matrices are probably transposed
[18:07:06] <wizardtheo> with my "brute force" algorithm, the coords I get for (1,1,1) to (-1,-1,-1) points, seem reasonable... specifically the "nearface" of my frustum is very near the camera-eye-coordinate!
[18:07:06] <anli_> I do not think that, must check the code
[18:07:20] <anli_> should not be
[18:07:27] <wizardtheo> and the far-face seems reasonable
[18:07:52] <derhass> wizardtheo: I don;t know what you are doing, so I can't tell you where the error is
[18:07:59] <derhass> wizardtheo: but it certainly is broken
[18:08:25] <wizardtheo> I pretty much copied your code and put it in and altered it to use my naming system
[18:08:46] <wizardtheo> auto Test = inverse(Proj()*View()) * vec4(1,1,1,1);
[18:08:51] <wizardtheo> auto Test2 = Test / Test.w;
[18:09:00] <derhass> well
[18:09:06] <derhass> that makes a lot of assumptions
[18:09:17] <derhass> about the conventions you might be using
[18:09:35] <derhass> what are your input matrices?
[18:09:40] <derhass> and what result do you get
[18:09:45] <derhass> and what result do you expect?
[18:10:00] <wizardtheo> I expect the nearface to be near the camera-eye, right?
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[18:10:29] <derhass> you don't unproject a near-plane point
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[18:10:34] <derhass> you unproject a far-plane point
[18:10:54] <wizardtheo> OK
[18:11:06] <wizardtheo> I think I got it wrong
[18:11:27] <derhass> and for it to be "near the camera" totally depends on how you set up your projection
[18:11:27] <wizardtheo> I transformed a near-space coord and it IS near to my camera-eye
[18:11:30] <wizardtheo> so it does seem working
[18:11:31] <derhass> it could be miles away
[18:11:36] <wizardtheo> my project is setup normally...
[18:11:45] <wizardtheo> ill get the code
[18:11:46] <wizardtheo> hold on
[18:11:56] <anli_> Is NDC space the one before the division with w?
[18:12:13] <madsy__> anli_: No, after
[18:12:16] <derhass> anli_: before or after depends on which direction you're going
[18:12:17] <anli_> ok
[18:12:24] <anli_> yeah
[18:12:33] <anli_> But lets assume we calculate screen coords
[18:12:40] <derhass> as madsy said
[18:12:49] <madsy__> anli_: N stands for normalized. After dividing with w, all points are between -1 and 1
[18:12:51] <wizardtheo> Proj = glm::perspectiveFov( glm::radians(45.0f), (float)Width, (float)Height, 1.0f, 1000.0f );
[18:13:02] <madsy__> Or 0 and 1, depending on how your clip matrix looks like
[18:13:29] <wizardtheo> nothing strange about my projection...
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[18:13:47] <wizardtheo> (i hope)
[18:13:59] <derhass> wizardtheo: well, yes. I just noted that it will depend on your projection
[18:13:59] <wizardtheo> it works as expected
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[18:14:24] <wizardtheo> OK anyhow, sorry derhass m answers were confusing you
[18:14:26] <wizardtheo> my
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[18:14:41] <wizardtheo> the coordinate IS transformed to a sensible coord, if I do a nearface transform
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[18:14:46] <derhass> I get the impression that my answers were confusing you :)
[18:14:55] <wizardtheo> maths confuses me
[18:14:56] <wizardtheo> :)
[18:15:03] <wizardtheo> at least 3D maths does
[18:15:05] <derhass> wizardtheo: it is also correct if you unproject a far plane point
[18:15:15] <wizardtheo> OK
[18:15:20] <derhass> wizardtheo: your far plane is just 1000 units away
[18:15:26] <wizardtheo> true
[18:15:37] <derhass> it is also correct for any other distance inbetween
[18:15:40] <derhass> and beyond
[18:16:00] <derhass> it will just get weirtd if you try unorojection points behind the camera
[18:16:29] <wizardtheo> sure
[18:16:44] <wizardtheo> ill give it a go thanks
[18:17:02] <derhass> well, the unintuitive thing anout those is that the lie just behind your far plane in NDC
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[18:18:54] <wizardtheo> the thing that confuses me really now is that the numbers dont seem anywhere near the numbers that I "Brute forced"
[18:19:07] <wizardtheo> the near-face numbers do, but not the far-face numbers
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[18:19:30] <wizardtheo> I think it could be an issue with z-flip
[18:19:45] <wizardtheo> my code does a z-flip somewhere i'll try fix that
[18:21:59] <derhass> I'm rather not asking...
[18:22:17] <wizardtheo> sorry
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[18:22:35] <wizardtheo> i just rather assume that +z goes out into the world ahead of me
[18:22:40] <wizardtheo> and -z goes behind me
[18:22:58] <wizardtheo> but my matrixes assume the opposite
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[18:23:32] <derhass> because glm follows default GL conventions
[18:23:41] <wizardtheo> yes
[18:24:06] <derhass> just set up your own projection matrix and you'll be fine
[18:24:18] <wizardtheo> so when I do "V2 = M * V1;" I really do "V2 = M * vec3(V1.x, V1.y, -V1.z);"
[18:24:43] <derhass> that's the totally wrong place to do this
[18:24:57] <wizardtheo> I think it's ruining my math around camera-rays, yes
[18:25:16] <wizardtheo> I should fix that first?
[18:25:53] <wizardtheo> like you said, just set up my own projection matri
[18:25:58] <wizardtheo> matrix*
[18:27:40] <derhass> and a matching view matrix
[18:28:21] <wizardtheo> OK
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[18:29:06] <wizardtheo> thanks
[18:29:11] <wizardtheo> sorry for all the questions
[18:29:27] <wizardtheo> im really commited to doing raymarching
[18:29:33] <wizardtheo> and understanding this stuff
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[18:33:14] <wizardtheo> doesn't help simplify things
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[18:33:49]
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[18:37:43] <anli_> (updated link)
[18:37:59] <anli_> I got a NDC coord where x: - 7
[18:38:02] <anli_> approx
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[18:42:23] <derhass> anli_: your matrices are printed transposed to standard math conventions
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[18:43:03] <derhass> anli_: but I don't see why the x_ndc=-7 would be incorrect
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[18:43:30] <anli_> Thats the midpoint of the viewport -7, right?
[18:43:44] <derhass> what?
[18:43:50] <derhass> no idea what you are even saking
[18:43:52] <anli_> hehe
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[18:44:39] <anli_> The matrices is written as 0 1 2 3, the next line 4 5 6 7
[18:44:40] <derhass> well
[18:44:49] <derhass> your point lies behind the camera to begin with
[18:45:01] <derhass> it would be clipped away, and never end in NDC
[18:45:09] <anli_> 5 is between 2 and 10?
[18:45:35] <derhass> 5 is between 2 and 10
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[18:45:44] <derhass> but not between -2 and -10
[18:45:45] <anli_> So its between the clipping planes
[18:45:48] <anli_> Oh, wait
[18:45:49] <derhass> nope
[18:45:51] <anli_> lol
[18:45:53] <derhass> it is not
[18:47:17] <anli_> Adjusted, now I get positive values for x and y, updated the link
[18:47:29] <anli_> hither and yon are still positive as they are distances
[18:47:35] <derhass> your point is still off-screen
[18:47:46] <derhass> it is clipped in x and y direction, still
[18:48:14] <anli_> How do you know it is offscreen, is it the perspective case you mean?
[18:48:29] <anli_> oh, should be, 20 degrees is not that much
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[18:49:08] <anli_> "Ah, the resulting coordinaets relative to viewport center" should have their maximum at 1?
[18:49:20] <derhass> well
[18:49:22] <derhass> indirectly
[18:49:33] <derhass> it is better to look at the clip space
[18:49:54] <derhass> 37 is never < 5
[18:49:57] <derhass> <=
[18:50:29] <anli_> Is clipspace what you are calling the "after multplying with this pmatrix" results?
[18:50:38] <derhass> yes
[18:50:44] <anli_> thx
[18:51:06] <derhass> and, please, fix the visualization of your matrices
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[18:57:07] <anli_> But shouldnt it be 0 1 2 3 at the top, then 4 5 6 7 in the next row etc?
[18:58:09] <anli_> I fix it
[18:59:05] <anli_> I updated the link, do you want to check it?
[19:00:20] <anli_> ortho seems kinda correct
[19:00:33] <anli_> Strange that I get decimals
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[19:01:40] <anli_> Hm, I am outside the screen in the perspective case
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[19:02:03] <anli_> I change the fov to 30 then
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[19:02:33] <anli_> Now its inside
[19:03:02] <anli_> I think my understanding of projection matrices begins to come close to acceptability
[19:03:15] <anli_> Thanks
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[19:05:13] <Codex_> anli: you can always learn more
[19:05:26] <anli_> You think the page shows the truth?
[19:05:36] <Codex_> I missed the url
[19:05:36] <anli_> Of course :)
[19:06:16] <Codex_> yeah, that's ok
[19:06:22] <anli_> :)
[19:06:32] <anli_> Makes me happy
[19:07:05] <Codex_> I'm currently thinking projection as "exists z.f(x,y,z)"
[19:07:26] <Codex_> but that approach requires some category theory stuff
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[19:10:16] <Codex_> basically (x,y,z)->(x,y) conversion kinda binds the z variable...
[19:12:46] <derhass> anli_: since GL matrixes are traditionally stored column major, 0 1 2 3 is the first column, not the first row
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[19:12:58] <derhass> anli_: looks OK now
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[19:13:12] <nine_milli> hey are all constants the same between es 2 and desktop gl?
[19:13:22] <anli_> derhass: thanks :)
[19:13:24] <nine_milli> like gl_texture_2d, gl_clear_buffer_bit etc
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[19:13:33] <nine_milli> the same value that is
[19:13:43] <anli_> derhass: I have to confess my code was incorrect, mat4 stores matrices as I expected
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[19:54:30] <nine_milli> can someone show me how to display a texture in modern gl
[19:54:39] <nine_milli> i have a es 2 fragment adn vertex shader
[19:54:45] <nine_milli> doesnt compile on osx
[19:56:43] <nine_milli> both versions there
[19:57:09] <Codex_> how it fails in osx?
[19:57:20] <nine_milli> nothing displays
[19:58:02] <nine_milli> i quickly googled a few of the errors and saw i need a #version, in/out, and no gl_FragColor
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[19:58:08] <nine_milli> my quick attempt is in the pastebin
[19:58:10] <Stragus> Print the info log, always
[19:58:22] <nine_milli> i do it compiles now but nothing displays
[19:58:49] <nine_milli> i have a feeling it’s the out_color
[19:58:57] <nine_milli> how does gl know to use that var?
[19:59:06] <nine_milli> instead of gl_FragColor
[19:59:13] <Codex_> you have gluniform for the sampler?
[20:00:39] <nine_milli> yes can you please look at the pastebin
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[20:01:09] <Codex_> it didnt show the C code
[20:01:30] <nine_milli> so gl_FragColor isnt used anymore?
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[20:01:37] <Codex_> yup
[20:01:42] <nine_milli> what replaces it?
[20:01:51] <Codex_> just out variable
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[20:03:21] <Codex_> dunno exactly how it chooses the right variable, you have many out vars
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[20:07:55] <Codex_> but probably the fragment only needs color and depth
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[20:14:33] <nine_milli> is there any example of just displaying a texture on a quad in modern gl
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[20:14:40] <nine_milli> this should be as basic as it gets
[20:14:58] <Stragus> Tutorials found in the channel's topic should have that
[20:15:22] <derhass> ok, that depends on how you define "basic"
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[20:18:09] <nine_milli> really only difference i see is #version 150 core\
[20:18:12] <nine_milli> let me try that
[20:18:20] <nine_milli> wtf is that opengl version or something?
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[20:21:46] <derhass> nine_milli: well, you can;t use the "texture" function without a #version directive
[20:21:58] <derhass> that one was introduced in GLSL 1.30
[20:22:19] <AndChat698676> Hi what is the problem of draw lines on opengl es 2 and above, I have gap in line strip
[20:26:26] <nine_milli> i changed the texture function to " out_Color = vec4(1.0, 1.0, 1.0, 1.0);\n" +
[20:26:36] <nine_milli> was hoping to see a white screen but still black
[20:26:53] <nine_milli> makes me think its the coords
[20:26:59] <nine_milli> but it runs fine on es 2.0
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[20:33:14] <nine_milli> are all constants the same on different gl versions?
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[20:40:22] <dahlia> nine_milli: you mean the sympolic constants? I think they add some as versions go higher and probably take out some deprecated ones. If you mean their associated values, I have no idea.
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[20:50:25] <nine_milli> im getting angry
[20:51:00] <nine_milli> does modern gl require a framebuffer or a renderbuffer or some shit
[20:51:11] <nine_milli> glDrawrArrays just seems to do nothing
[20:51:22] <derhass> a VAO
[20:51:23] <Stragus> No, you can use the default framebuffer from the window
[20:51:24] <derhass> and shaders
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[21:17:36] <nine_milli> glDrawArrays is returning error 1282
[21:18:31] <derhass> nine_milli: do you have a VAO bound?
[21:19:58] <nine_milli> no, i use ECGL.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, ECGL.GL_FLOAT, false,vertexStride, vertexBuffer);
[21:20:09] <nine_milli> pass a pointer of data to it
[21:20:32] <derhass> that's not how it works in modern GL
[21:20:58] <nine_milli> what u mean?
[21:21:30] <derhass> modern GL requires the use of VAOs
[21:21:37] <nine_milli> shit
[21:21:41] <derhass> and it does not support client-side vertex arrays
[21:22:06] <nine_milli> damn if only angle was finished for mac
[21:23:25] <nine_milli> can i override ECGL.glVertexAttribPointer to generate a buffer and bind it
[21:23:30] <nine_milli> just for testing of course
[21:23:54] <derhass> I don't even know what ECGL is
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[23:00:15] <btipling> I finally figured out depth testing in Metal heh, usually OpenGL docs help me, but in this case Metal was quite divergent
[23:00:38] <btipling> you have to set a depthStencilPixelFormat on a bunch of things
[23:01:19] <btipling> this is one case in which the OpenGL API is much simpler
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[23:06:05] <Xeek> I'm determined to make nanovg work. I really don't want to spend the next month making my own
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[23:06:21] <Xeek> at least the author of the project is communicative :-)
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[23:19:24] <slime> btipling: don't you have to in GL as well?
[23:19:30] <btipling> do you?
[23:19:48] <btipling> I think there's a sane default
[23:19:54] <slime> yeah. in the case of the default framebuffer in GL it's a bit different because you request a bitdepth for the depth buffer, when creating the context
[23:20:05] <btipling> oh
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[23:20:53] <btipling> that might have been one of those things that I was doing but didn't understand why I was doing it :S
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[23:27:44] <Xeek> maybe this is normal, glClear ignorres the alpha channel?
[23:28:45] <derhass> what do you mean by that?
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[23:29:35] <Xeek> glClear(1, 1, 1, 0) clears opaque white when I'm bound to an fbo setup with an rgba texture
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[23:30:20] <derhass> you mean glClearColor?
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[23:30:33] <Xeek> yeah .. got lazy with my typing :-)
[23:31:37] <derhass> glClear will clear to the clear color
[23:31:57] <derhass> for all the channels it is allowed to
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[23:32:22] * Xeek interprest that as yes
[23:32:28] <Xeek> or rather, "no"
[23:32:49] <btipling> glClear and glClearColor are totally different things
[23:32:51] <Xeek> how do I allow it to utilize the alpha channel? glColorMask had no effect
[23:33:05] <Xeek> btipling: yeah, two functions.
[23:33:17] <derhass> Xeek: what makes you think it doesn't?
[23:33:25] <derhass> I'm not really convinced
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[23:33:58] <Xeek> derhass: observation
[23:34:19] <derhass> but how?
[23:34:42] <Xeek> derhass: "makes me think" <-- actually I was thinking it would clear the alpha as well, but it's not, whence the question
[23:34:43] <derhass> maybe your blending setup is just screwed
[23:35:20] <Xeek> maybe so; though it's only a call to glEnable and glBlendFunc with very common parameters
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[23:36:47] <derhass> Xeek: show the code
[23:37:59] <Xeek> if glClear is indeed affect by the alpha channel set by glClearColor, then I have the answer. The code is quite a bit too involved, I just want to make sure I'm seeing what's wrong and not just chasing down a false issue with my code.
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[23:39:05] <slime> Xeek: it does clear the alpha, but that doesn't mean it will show the contents of your desktop behind it
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[23:39:19] <slime> some OS apis support that after you enable an api setting
[23:40:33] <slime> (and with a performance hit)
[23:41:19] <derhass> I don't think Xeek expects an FBO to become transparent to the desktop
[23:41:27] <Xeek> slime: certainly, this is rendering to a texture so I expect to see whats behind it not whats behind my window :-P
[23:42:17] <slime> what's your blend mode? (1, 1, 1, 0) will be full opaque white if you're using premultiplied blending
[23:42:26] <Xeek> without glClear my FBO is certainly transparent when I draw it to the screen :-\ My glClear is broken :-(
[23:42:49] <Xeek> slime: that makes me think nanovg is using premultiplied, that's an idea.
[23:42:51] <slime> (0, 0, 0, 0) would be the correct color for transparency if you're using premultiplied blending
[23:43:10] * Xeek digs in nanovg's code
[23:43:11] <slime> since premultiplied blending expects the colors you use to have their alpha component already multiplied with the rgb
[23:43:46] <Xeek> nvgCreateImageRGBA(ctx, w, h, imageFlags | NVG_IMAGE_FLIPY | NVG_IMAGE_PREMULTIPLIED, NULL);
[23:43:51] <Xeek> I think you solved the mystery.
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[23:46:44] <Xeek> yeah, 0,0,0,0 works as expected.
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[23:51:38] <btipling> nice
[23:53:04] <Xeek> actually it's good that it's doing this
[23:53:20] <Xeek> antialias will actually look right on white or black backgrounds
[23:53:57] <btipling> nvg seems pretty cool tbh
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[23:55:03] <Xeek> btipling: it is, but it's still considered a bit unpolished. It's much less of a dependency than even cairo or skia, but the license is also more open
[23:55:17] <Xeek> learning it's quirks and working around bugs, that's the issue
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[23:55:49] <btipling> well you're also helping the developer make it better by working with them to let them know about the issues
[23:55:52] <btipling> so that's good
[23:56:05] <Xeek> well I was afraid of that at first, wasn't so sure how active the dev is
[23:56:26] <Xeek> he's been replying back to me on one issue I reported, that's good
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[23:56:56] <Xeek> im using his library to make a graphics class similar to what it is in .NET or GDI+
[23:57:23] <Xeek> by default the class renders to the screen but if you construct it with a width and height it renders to an fbo, keeping it simple.
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[23:57:49] <btipling> Xeek you're making a UI for televisions?
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[23:58:32] <Xeek> btipling: no, uhm, what? heh
[23:58:45] <btipling> I thought maybe that was related
[23:58:58] <btipling> I saw your issue on nanovg and looked at your repo :P
[23:59:14] <Xeek> btipling: that's not the project I'm working on here, but I do find it funny you just picked a random github project of mine and assumed that was this
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[23:59:26] <btipling> because it was just updated :P
[23:59:33] <btipling> but it didn't have any opengl code
[23:59:34] <btipling> so
[23:59:35] <btipling> :\
[23:59:35] <Xeek> oh, that's for a friends youtube channel
[23:59:38] <btipling> nice
[23:59:39] <Xeek> it's just gfx
[23:59:47] <Xeek> he needed a logo, so I made him one :-)