[00:00:14] <Xeek> Im working on "spacetheory" right now, but I haven't even put it on github, it'll be some work to do that
[00:01:08] <btipling> space theory?
[00:01:13] <btipling> oh a game?
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[00:02:53] <Xeek> yeah
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[00:03:16] <Xeek> my first 3d project, so not expecting to have anything to show for a long time.
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[00:41:34] <btipling> same
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[00:43:32] <Codex_> I expect the world to bow to their king, the awesome 3d engine designers...
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[00:45:06] <btipling> well at least the people in the worlds we make :P
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[02:58:36] <nine_milli> derhass: u here?
[02:58:57] <derhass> it is 3am here
[02:59:02] <derhass> so why not?
[03:01:16] <nine_milli> i created a buffer with glgenbuffer
[03:01:19] <nine_milli> still no result
[03:01:26] <derhass> you need a VAO
[03:01:47] <derhass> I mentioned this 3 times by now
[03:02:07] <nine_milli> isnt that what glgenbuffer creates?
[03:02:14] <derhass> you'll also need a VBO if you plan to use vertex arrays
[03:02:29] <derhass> but glGenBuffers will be far from sufficient
[03:02:36] <derhass> nine_milli: nope
[03:02:51] <derhass> glGenBuffers creates names for buffer objects
[03:02:57] <derhass> not VAOs
[03:02:59] <Stragus> Find a complete example online from any tutorial
[03:03:25] <nine_milli> i dont want to stray too far from es2 cuz im just testing until angle is finished
[03:04:45] <derhass> why are you using modern GL if you want to match GLES2?
[03:04:52] <derhass> GL2.x would be a good choice instead
[03:05:55] <Xeek> btipling: already starting to adding pulls to nanovg :-)
[03:06:01] <btipling> nice
[03:06:07] * btipling looks
[03:06:10] <Xeek> btipling: rounded rectangles can now have varying radii for corners
[03:06:57] <btipling> I'm going to add a comment :P
[03:07:40] <nine_milli> derhass: if u can tell me how to ue gl2 it would be great
[03:08:21] <nine_milli> i was under the impression i needed angle for es 2
[03:09:19] <derhass> what are you using now?
[03:09:30] <derhass> it is not really clear
[03:10:30] <btipling> Xeek made some comments :P
[03:10:50] <btipling> nanovg could use tests
[03:10:59] <btipling> that probably explains the bugginess :P
[03:11:04] <btipling> a library without tests is pretty sketchy
[03:11:11] <btipling> especially a library
[03:11:29] <nine_milli> im just using whatever mac uses?
[03:11:39] <nine_milli> im passing this in init NSOpenGLProfileVersion3_2Core if thats what u mean
[03:11:51] <btipling> then you're using 3.2 or 4.1
[03:11:55] <derhass> but why on earth do you do that?
[03:12:08] <derhass> osx supports GL2.1
[03:12:13] <nine_milli> thats the lowest one i saw
[03:12:15] <btipling> it supports up to 4.1
[03:12:26] <derhass> btipling: but not in compat profile
[03:12:31] <btipling> right
[03:12:35] <derhass> and compat/legacy is what nine_milli needs
[03:12:41] <btipling> ohh
[03:12:45] <btipling> yeah that wont work
[03:13:02] <btipling> none of the legacy fixed functions are available with 3.2 iirc
[03:13:28] <nine_milli> NSOpenGLProfileVersionLegacy ?
[03:13:41] <btipling> that seems right
[03:13:46] <btipling> idk I avoided legacy
[03:14:25] <derhass> nine_milli: looks like it
[03:15:25] <nine_milli> so what should #version be?
[03:15:30] <nine_milli> do i even need it?
[03:15:36] <derhass> no
[03:16:12] <btipling> nine_milli is your intention to make something for an iphone?
[03:16:34] <nine_milli> all platforms
[03:16:41] <btipling> ah
[03:16:44] <nine_milli> that’s why im targeting es 2
[03:16:50] <nine_milli> lowest common denominator
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[03:17:27] <btipling> makes sense
[03:20:16] <Codex_> i hate targeting the lower class devices...
[03:20:43] <Codex_> their limitations are vausing significant problems
[03:21:16] <btipling> I was going to use opengl es 3.1 for my android devices
[03:21:33] <btipling> I don't care if other people can't use it
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[03:22:02] <Stragus> You can always write fallback paths for poorer hardware later on, if you want
[03:22:12] <btipling> yeah if anything I ever make gets popular, I could think about if it's worth it then
[03:22:18] <Codex_> half of my stuff doesnt work on android...
[03:22:33] <Xeek> btipling: nanovg is C not C++ :-(
[03:22:41] <btipling> Xeek I said a struct not a class
[03:22:46] <btipling> structs are in C
[03:22:48] <Codex_> and even those that work are browser based stuff
[03:23:00] <Xeek> btipling: was just straying true to the existing coding style
[03:23:05] <btipling> Xeek C also has typedef
[03:23:09] <nine_milli> ok now we’re getting somewhere
[03:23:12] <nine_milli> the app crashed
[03:23:19] <nine_milli> better then just not working
[03:23:19] <Xeek> btipling: not sure why typedef helps
[03:23:21] <btipling> Xeek it just looks a bit repetitive, anyway I'm just leaving comments
[03:23:27] <btipling> Xeek because it's easier to use in arguments
[03:23:40] <btipling> you don't have to remember the entire type
[03:23:46] <btipling> it's not my repo
[03:23:55] <Xeek> float isn't short enough ?
[03:23:58] <btipling> I don't do manage open source projects, it's too stressful
[03:24:02] <btipling> Xeek you have four of them
[03:24:06] <btipling> that's not short enough imo
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[03:24:25] <btipling> I'm not sure you need four though
[03:24:33] <Xeek> how does a typedef make one argument work as 4? That's what I'm lost on. I'm not arguing to make you angry, it's a legitmate question.
[03:24:43] <btipling> why would you want four different radius for each corner, wouldn't you 99% of the time want them to be the same?
[03:25:44] <btipling> I prefer typedefs for structs
[03:25:45] <Xeek> btipling: I ask the same thing about various buttons in my BMW... but I'm sure someone out there enjoys them.
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[03:26:14] <Xeek> btipling: some of my ui style in the past has has differnt corner radii, it's pretty common in the graphics world.
[03:26:14] <btipling> eh
[03:26:23] <btipling> ok I dunno
[03:26:36] <nine_milli> thx derhass i think it’s working
[03:26:43] <nine_milli> now let me add back the texture code
[03:27:01] <nine_milli> so NSOpenGLProfileVersionLegacy is es 2?
[03:27:05] <Xeek> using a struct inside sounds reasonable, I can't debate that part. I just did not want to go against his existing style.
[03:27:27] <btipling> Xeek is cool that you made a PR, I didn't mean to come across as criticizing, my coworkers have to deal with my PR reviews all the time :P
[03:27:50] <Xeek> btipling: you did, but what's wrong with criticizing? It's healthy.
[03:27:57] <btipling> +1
[03:28:26] <Xeek> you should do this instead <- that is the very definition of critizing :-), it's not a bad word
[03:29:15] <btipling> I think there's a difference between I think may be helpful suggestions and portraying a negative opinion and I wasn't doing the latter
[03:29:25] <btipling> I think the PR is cool
[03:29:26] <Xeek> btipling: I will say I've had a lot experience with many different 2d graphics apis, having to create other objects and utilizing structs makes simple tasks take an amazing amount of lines.
[03:29:39] <btipling> ok
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[03:30:07] <Xeek> nvgRoundedRectEx(vg, rect.x, rect.y, rect.w, rect.h, 0.0f, 8.0f, 12.0f, 20.0f); <-- its really not that bad
[03:30:22] <Xeek> C++ would have certainly made this even better, but alas it's in C
[03:30:22] <btipling> I had a repo that started getting attention and prs and such and it stressed me the fuck out, I just gave that shit away
[03:30:30] <btipling> I couldn't deal with it
[03:30:46] <btipling> so it's cool that some people can handle that
[03:31:04] <btipling> I use my github as like a resume of what I can do or what I spend my time on and such not to be used by others
[03:31:16] <Stragus> Tech support is terrible, I'm afraid of sharing my stuff
[03:31:20] <Xeek> that PR really is inspired by my experience in WPF, not that I like WPF, but that has some amazing amount of graphical flexibility
[03:31:43] <btipling> Stragus seriously, I share stuff until it gets attention, then I'll shut it down. someone may find it helpful
[03:31:46] <Stragus> I have actually that email today: "I am a 70 year old Grandma so you can imagine am rather slow learning all this computer stuff. I think I have downloaded {software here}, at least it is on my list of downloads and placed on my desktop."
[03:31:53] <Stragus> I wish I were kidding
[03:31:57] <btipling> er
[03:32:21] <Xeek> btipling: a really good example of a use case, when a button is on the side of an edit box, where the two widgets meet, they look better when the corners aren't rounded there.
[03:32:28] <Xeek> btipling: actually I have this on my website for the search.
[03:32:28] <btipling> oh yeah
[03:32:36] <btipling> that's a good example
[03:32:39] <btipling> but that's binary
[03:32:41] <btipling> no rounded corners
[03:32:48] <btipling> hrm
[03:32:53] <btipling> yep makes sense
[03:33:05]
<Xeek> http://xeekworx.com/ <-- the top right search, it really helsp the two controls show their relationship to each other
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[03:34:31] <btipling> I like your dog
[03:34:41] <btipling> super cute
[03:34:54] <Xeek> :-D
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[03:36:50] <Xeek> I probalby would have done twice as much work today if I didn't have to do video encoding all day on here.
[03:36:56] <Xeek> my computer is 2x slow
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[03:39:20] <nine_milli> nice :)
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[03:49:12] <Xeek> time to eat then bed.
[03:49:44] <Xeek> I hav eto make even more intersting shapes to make tabview headers
[03:50:15] <Stragus> You really could consider procedurally generated graphics
[03:50:28] <Stragus> As textures, that is
[03:51:30] <Xeek> Stragus: not worried about it, the end result of how I do this is really the same. Widgets draw themselves only when changes are made to them. Ultimately they're just textures being drawn, but they're procedurally drawn at an earlier time.
[03:52:01] <Xeek> Stragus: my concept is probably the same as yours. I'm not generating these widgets rectrangle by rectangle every frame.
[03:52:21] <Stragus> Ah good, so they are stored as textures after all
[03:52:50] <Xeek> yeah, they dont reconstruct until something like resizing happens, which most widgets can't do in a game ui anyway.
[03:53:16] <Xeek> I've alrady written a UI that works this way, was very pleaed with it except that it used the SDL renderer instead of raw GL
[03:53:27] <Stragus> You shouldn't need to re-generate the graphics, unless the corner size changes
[03:54:13] <Xeek> Stragus: thats if I'm less flexible and confine the rendering of widgets based on regions (like corners and edges). I'm just not willing to do that
[03:54:57] <Xeek> Stragus: unless I do something like have multiple textures for each widget
[03:55:19] <Stragus> That consumes a lot more texture bandwidth, and a lot more memory if you end up having 200 text fields of different sizes
[03:55:48] <Xeek> really though. I'm not expecting a lot of change. it should be fine
[03:56:09] <Xeek> the worst widget for changes occurring would be something like a label
[03:57:45] <Xeek> edit control updates and redraws 2 rectangles and text ... I dont think the framerate is even going to feel it.
[03:58:19] <Stragus> Eheh, all right. I did push optimization a bit too much in my GUI, getting 4000 fps or so
[03:58:38] <Xeek> i can't even get 4000 fps if the only thing I did was clear the screen
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[03:58:54] <Xeek> but drawing several rectangles didn't really budge it
[03:59:14] <Stragus> A screen full of changing text might, just take care
[03:59:36] <Xeek> a true test of its performance will be a listview with constantly updating text in all the rows.
[03:59:49] <Xeek> Stragus: sounds like we're thinking in sync heh
[04:00:09] <Xeek> that one will be a challenge
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[04:14:10] <btipling> Xeek that looks sweet
[04:16:10] <btipling> also those sweet 2k frames per seconds lol
[04:16:50] <btipling> I also do arduino/beaglebone stuff, I was looking at your twitter
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[04:19:25] <Xeek> btipling: yeah, I have pis, odroids, chips all over th eplace in here
[04:20:10] <btipling> I want to make a space balloon with a camera and a way to track it with a beaglebone
[04:20:32] <btipling> high altitude balloon or whatever they're called
[04:21:52] <Xeek> you'll lose tracking pretty quick with any conventional means
[04:22:19] <btipling> there's a module for satellite comms and a monthly subscription
[04:22:28] <Xeek> that sounds pricey
[04:22:29] <btipling> it's cheap for data only
[04:22:30] <btipling> nope
[04:22:33] <btipling> it's not
[04:22:51] <Xeek> then I question how easy it would be to use and it's reliability :-\
[04:22:53] <btipling> er
[04:23:03] <btipling> the module isn't cheap I guess
[04:23:08] <btipling> but the monthly price isn't, especially since it's single use
[04:23:11] <Xeek> I gave up on sparkfun a while back :-\
[04:23:16] <btipling> idk, it is what it is
[04:23:23] <Xeek> adafruit won me over
[04:23:35] <btipling> there's lots of different places I check
[04:23:46] <btipling> anyway I got us a little off topic for ##OpenGL :P
[04:24:14] <Xeek> its pretty cool no doubt
[04:24:18] <btipling> it's $12 a month, but the module is $250
[04:24:30] <Xeek> I probalby wouldn't use a $30 computer for it though :-P
[04:24:47] <btipling> I'm going to test it before I use it of course
[04:24:51] <Xeek> $250 = expensive, especially for something you have justd maybe a 50/50 chance of getting back
[04:25:14] <Xeek> why not use an arduino instead?
[04:25:29] <btipling> because bb has linux on it
[04:25:41] <Xeek> esp module would be even cheaper not that you would even use it's wifi capbilities
[04:25:50] <Xeek> but you dont need linux
[04:26:29] <btipling> I want it
[04:26:36] <btipling> I want to dev in rust
[04:26:49] <btipling> an arduino due might work too though
[04:26:52] <btipling> anyway off topic :P
[04:27:11] <Xeek> i would rather make robots. I feel like with a space baloon I'm just making everything for a one time use and I may not be able to retrieve it
[04:27:22] <Xeek> off topic? who cares, they're all in bed by now :-D
[04:27:49] <Xeek> due is pricey, dont need all that i/o.
[04:28:14] <btipling> I'm in #arduino #sparkfun and #beagle we can chat in there about it some time :P
[04:28:20] <btipling> I'm going back to xcode for now :P
[04:28:21] <Xeek> i have one laying aroun dhere.. I think I paid $50 for it. It's the most expensive arduino I have. It's even more expensive than the odroid c2 that's way mor epowerful
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[04:28:35] <Xeek> im off to bed
[04:28:37] <btipling> gn!
[04:28:49] <btipling> only 7:30pm here
[04:28:58] <Xeek> 9:30 here. I'm usually in bed by 8:30 though
[04:29:07] <btipling> that's healthy
[04:29:13] <Xeek> that's being over the age of 30
[04:29:24] <btipling> I turn 40 in january :P
[04:29:26] <Xeek> when I'm 50, will I be in bed by 5?
[04:29:49] <Xeek> they say as we age we need less sleep. I think it's the opposite. They lie.
[04:30:05] <Xeek> Then again I have a chronic disease. Maybe that's it.
[04:30:10] * Xeek chugs medication.
[04:30:18] <btipling> I think our ability to sleep reliably breaks down or something, it's not that we need less sleep, but that's at a really advanced age
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[04:31:00] <Xeek> well nanovg tired me out, but I have it working. The fbo coordinate crap was nearly making it a lost cause.
[04:31:15] <btipling> it's nice when I overcome some opengl/metal challenge
[04:31:21] <Xeek> well really it's the imagepattern not that it's an fbo
[04:31:33] <btipling> there's when it didn't work, and then a struggle and then I learn something and then it works
[04:31:34] <btipling> repeat
[04:31:39] <btipling> that's why I love this stuff
[04:31:42] <Xeek> this means I can move forward. I've been stuck on this 2d ui graphics stuff and not but a line drawn for almost a month
[04:31:44] <btipling> it's so rewarding
[04:31:50] <btipling> nice
[04:32:14] <btipling> you should sleep well then, you accomplished something
[04:32:27] <Xeek> tomorrow I can figure out how this UI is going to be organized
[04:33:26] <Xeek> I want to draw the entire ui on an fbo so I can do post processing on it. Maybe a static effect when things happen. :-D
[04:33:38] <Xeek> maybe an analog ripple every so often
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[04:37:50] <Xeek> btipling: in my graphics2d class I'm going to use a vec4 for the radius :-) does that please you?
[04:38:08] <btipling> well radius isn't a vector :P
[04:38:18] <btipling> but a data structure is good
[04:38:23] <btipling> it's probably ok to abuse vectors like that
[04:39:13] <Xeek> it almost fits the generic definition of vector :-\
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[04:39:51] <Xeek> I could use a struct perhaps
[04:41:09] <btipling> you could have a struct that describes your rectangles
[04:41:26] <Xeek> I alrady have that
[04:41:38] <btipling> you should add your radius floats to it then
[04:41:51] <Xeek> that's an idea.
[04:42:06] <Xeek> .NET does it this way, though it's a differnt class
[04:42:09] <btipling> those corners are part of your rectangle's states
[04:42:15] <btipling> state*
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[04:42:58] <btipling> Xeek can you abuse your rounded rectangle to make a circle?
[04:43:30] <Xeek> btipling: yes lol
[04:43:36] <btipling> :P
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[04:43:52] <Xeek> btipling: ends up being 4 arcs with no sides
[04:43:56] <btipling> yup
[04:44:09] <btipling> now add physics
[04:44:15] <btipling> have them bounce around
[04:44:18] <Xeek> I'm leaning towards a new type CornerRadius
[04:44:20] <btipling> and collide
[04:44:41] <Xeek> that's what WPF does
[04:44:48] <btipling> what's WPF
[04:45:16] <Xeek> Windows Presentation Foundation.
[04:45:21] <btipling> ah
[04:45:30] <Xeek> I love what it can do as far as GUIs, but I also hate it for more rasons than I can count.
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[04:45:56] <nine_milli> is glviewport an expensive call?
[04:45:57] <Xeek> another things to add to nanovg, varying border thicknesses for rects
[04:48:21] <Xeek> nine_milli: I dont think that question has a straight forward answer
[04:51:53] <Xeek> its probalby not as bad as som eother calls, probably not a function you would worry about that much. Then again you could abuse it and call it a crap load per frame, but then why would you do that
[04:51:57] <Stragus> Yes nine_milli, but since you would call it at most 3-4 times per frame (I assume), it's no big deal
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[04:55:29] <Serus> hello
[04:56:17] <xaxxon> hi
[04:56:40] <Xeek> hi
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[04:56:48] <upgrdman> are there any statistics on roughly what percentage of actively used computers support gl2, gl3, etc.?
[04:57:05] <xaxxon> I'd check steam
[04:57:06] <Serus> Not sure if this is the right place to ask, but what kind of version control do you use for your projects? I know that perforce is the industry standard for big games, but it's also expensive. Is there anything else fit for games/applications with big binary assets?
[04:57:11] <xaxxon> Serus: git
[04:57:22] <xaxxon> that's what I use -- dunno about big binary assets
[04:57:29] <Xeek> github is big
[04:57:38] <Codex_> serus: pretty much everyone uses git
[04:57:46] <Xeek> svn is pretty damn old I hear. My company is slowly trying to move to git
[04:57:55] <xaxxon> I can't imagine anyone using a non-distributed VCS these days
[04:58:00] <Xeek> git does a lot, a lot better.
[04:58:01] <btipling> I use perforce
[04:58:03] <btipling> jk
[04:58:05] <xaxxon> haha
[04:58:13] <Serus> Xeek: but do you have big binary assets?
[04:58:29] <Xeek> there are people who use dropbox version history. They are typically insane.
[04:58:29] <xaxxon> I've used it at jobs in the past. it's competant for an old-ass non-distributed VCS, but it's no fun to use. also MS has a offshoot of it, I believe
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[04:58:45] <Xeek> Serus: whah? how dare you ask such a vulgar question.
[04:58:59] <btipling> git is not great for binary assets
[04:59:05] <btipling> you could version those separately
[04:59:06] <Xeek> Serus: The company I work for has a massive amount of code and assets, they're moving to git.
[04:59:16] <Xeek> binary? like graphics?
[04:59:24] <Serus> yeah
[04:59:26] <btipling> yep, it's a known issue
[04:59:30] <Serus> textures, models, etc
[04:59:32] <Xeek> I use git for that too, but it doesn't suit it very well.
[04:59:58] <btipling> you should git checkout intellij's source code sometime when you have 8 hours to spare
[05:00:06] <btipling> because that's how long it takes lol
[05:00:14] <Xeek> my company does the same, thats also in git, but we dont make the graphics and they rarely change
[05:00:15] <btipling> from github
[05:00:20] <Serus> I know epic, EA, and valva all use perforce for that reason, Xeek, btipling
[05:00:26] <Serus> valve*
[05:00:28] <btipling> yeah
[05:00:32] <Xeek> I'm not famliar with perforce
[05:00:39] <Serus> I'm neither
[05:00:39] <btipling> git is not great for binary assets, but I would still use git with source code
[05:00:48] <xaxxon> Serus: it's not difficult to simply try git with the amount of data you expect and see if it works ok.
[05:00:58] <xaxxon> just make up some bogus data and chuck it in
[05:01:04] <Xeek> github especially if you want to let outsiders contribute adn all that.
[05:01:21] <xaxxon> and if you odn't plan on having many many gigabytes, then don't even bother and just use git
[05:01:43] <Xeek> xaxxon: I dont think there should be a question of how much data git can handle.
[05:01:49] <Serus> but I'm looking for the best tool I can get when it comes to version control
[05:01:53] <btipling> we use dropbox for our assets where I work :P
[05:01:57] <btipling> and git for our code
[05:02:07] <Serus> I don't like that
[05:02:10] <btipling> me neither
[05:02:19] <btipling> we use zeplin too
[05:02:31] <Serus> I had the experience in class, it's pretty hellish
[05:02:33] <btipling> I don't know if that has versioning
[05:02:38] <xaxxon> Serus: there is no "best tool"
[05:02:40] <btipling> well for source code it's awful
[05:02:43] <Serus> but it made the artists happy, and we didn't have to explain git
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[05:04:11] <Serus> I don't think git is the optimal solution for storing assets, since git mirrors the whole history, afaik
[05:04:16] <btipling> you might find those answers helpful
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[05:04:25] <Serus> btipling: that boils down to "perforce", already read it
[05:04:34] <btipling> I guess try it
[05:04:36] <btipling> maybe you like it
[05:04:57] <Serus> The pricing is my problem, there's a 5 user limit
[05:05:24] <Serus> from what I read (old info), a seat license is about 800 usd
[05:05:45] <Xeek> is perforce worth the cost if git exists?
[05:05:50] <btipling> lol
[05:05:55] <btipling> just use git then
[05:05:57] <Xeek> whats so magical about it?
[05:06:14] <Serus> it's faster, handles binary assets better
[05:06:22] <btipling> it has git support too
[05:06:30] <Xeek> git is free and is probably industry standard at least for code, and its free. It'll hold binary assets.
[05:06:36] <Serus> git just doesn't work when your game is big, since you have to pull in the whole history
[05:06:51] <slime> there's a largefiles extension for git
[05:06:54] <Serus> imagine having to pull in something to the size of valve's history
[05:07:03] <slime> we use both git and perforce at my company, each has pros and ocns
[05:07:16] <Serus> valve's p4 history is almost a petabyte in size
[05:07:25] <xaxxon> Serus: you aren't valve
[05:07:28] <slime> perforce is often better for artists but worse for programmers
[05:07:35] <btipling> I wouldn't be surprised if at valve they do dev on network, and not on their local machines
[05:07:44] <btipling> well
[05:07:54] <btipling> I guess not for games, that doesn't make sense
[05:08:00] <Serus> xaxxon: so? your server grows fast
[05:08:11] <Serus> and so does your entire history
[05:08:15] <xaxxon> Serus: you're solving problems you don't have.
[05:08:24] <Serus> how do you know?
[05:08:37] <xaxxon> you're optimizing without measuring.
[05:08:50] <Serus> the large files extension breaks git's model
[05:09:00] <xaxxon> you're making a lot of assumptions.
[05:09:01] <Serus> it's not storing the files on the git server
[05:09:18] <xaxxon> go measure.
[05:09:47] <xaxxon> and quit saying "i can't use git but svn is too expensive" and expect people to come up with a magic solution for you when you don't actually have any concrete requirements
[05:10:07] <xaxxon> other than whatever you are making up on the spot that is somehow too big for git even though you don't have anything yet and you don't know what "too big for git" even is
[05:10:16] <xaxxon> you sound like a whiney 15 year old.
[05:10:18] <Serus> I never said svn is too expensive, I said perforce is
[05:10:26] <Xeek> svn cost money?
[05:10:31] <Xeek> :-O
[05:10:31] <xaxxon> sorry
[05:10:32] <Serus> it doesn't
[05:10:34] <xaxxon> I meant p4
[05:10:44] <Xeek> I was about to say, the company I work for is in big trouble if it is hehe
[05:11:05] <btipling> I thought you were going to sleep :P
[05:11:13] <Serus> the files aren't too big for git, the files are too big for distributed history
[05:11:19] <xaxxon> Serus: measure.
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[05:11:27] <btipling> you can clean up your git history
[05:11:35] <xaxxon> also, !topic
[05:11:40] <Serus> that means deleting files
[05:12:02] <xaxxon> Serus: I already gave you a list with a bunch of options
[05:12:06] <Serus> xaxxon: you have no idea how fast repos grow with binary files
[05:12:26] <xaxxon> Serus: repos with binary files don't have a specific growth rate
[05:12:28] <xaxxon> measure.
[05:12:29] <btipling> yeah maybe more of a #gamedev topic
[05:12:37] <xaxxon> don't just complain
[05:12:42] <btipling> ^^
[05:12:54] <xaxxon> no one here can help you with what you've provided
[05:14:45] <xaxxon> also, if you make the wrong decision, there are frequently things to migrate your full history from one VCS to another, so getting it "wrong" now doesn't really matter.
[05:15:02] <xaxxon> I'm sure a commercial solution like p4 has a git importer
[05:17:59] <tcsc> i've used both git and p4 for games
[05:18:06] <tcsc> you do end up with enormous .git folders but
[05:18:11] <tcsc> idk, it's not *that* bad
[05:18:37] <kenzierocks> git is way better than p4 imo
[05:18:39] <tcsc> and not having to deal with the p4 server crashing every month is nice
[05:18:49] <kenzierocks> if only because you don't need internet to make commits
[05:18:57] <Serus> how long was pushing/pulling?
[05:19:01] <tcsc> not long
[05:19:04] <xaxxon> Serus: size/bandwidth
[05:19:10] <tcsc> only long if it decided to autopack the repo
[05:19:17] <tcsc> which would happen infrequently
[05:19:29] <tcsc> the initial clones would take a long time though
[05:19:33] <tcsc> like, a really really long time
[05:19:38] <Serus> that's to be expected
[05:19:42] <tcsc> yeah
[05:19:47] <tcsc> thats true for everything
[05:19:48] <Serus> how big would your .git folder be?
[05:20:02] <tcsc> 100GB was the biggest i saw and that was after two years
[05:20:12] <tcsc> it would probably be smaller if i had a fresh clone
[05:20:19] <tcsc> i had a lot of dead branches and crap
[05:20:27] <Serus> and how big was the game?
[05:20:41] <tcsc> you mean the end binary?
[05:20:43] <Serus> 2~3GB?
[05:20:47] <tcsc> around 1GB
[05:20:54] <tcsc> a bit less
[05:21:26] <tcsc> i don't think a 2-3GB game would have a 2-3x bigger .git folder though
[05:22:12] <tcsc> fwiw i don't think git is as big a win for game dev as it is for other development
[05:22:17] <tcsc> but i don't think its a bad choice either
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[05:22:31] <btipling> Xeek lol, I would have just gone with a small struct with four floats :P
[05:22:35] <Serus> would you recommend p4?
[05:22:48] <btipling> those operators
[05:22:49] <tcsc> uh, not really
[05:22:51] <tcsc> i mean
[05:23:00] <Xeek> btipling: but but but I have so much I can do with something so small :-O
[05:23:03] <tcsc> it has some nice features but the server would crash all the time ime
[05:23:10] <tcsc> and it was a real hassle to keep up
[05:23:16] <btipling> XD
[05:23:16] <tcsc> never had those issues with git
[05:23:18] <Xeek> btipling: .NET rubbed off on me too much :-(
[05:23:32] <Serus> and apart from the crashing?
[05:23:33] <btipling> Xeek do you write code for a living?
[05:23:34] <Xeek> btipling: I wonder if MS would hire me, they love shit like this right? lol
[05:23:43] <btipling> maybe
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[05:24:00] <tcsc> Serus: yeah apart from server maintenance it was fine
[05:24:06] <Xeek> btipling: not exactly. I'm a senior software analyst in the QA dept.
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[05:24:42] <tcsc> if you have a lot of artists it might be worthwhile. less of a learning curve since you don't have to explain branches or whatever
[05:25:04] <Xeek> btipling: I write code as it pertains to testing; though sometimes I go above and beyond and find fixes for code at work, but I dont check it in I just write a report and it gets sent to a dev
[05:25:24] <przm> tcsc being nosey here...what are you talking about? Just logged on...
[05:25:34] <Xeek> btipling: A lot less stressful than actual development :-)
[05:25:47] <Serus> branching is the best part of git though :/
[05:25:54] <tcsc> przm: vsc choice
[05:25:58] <xaxxon> Serus is trolling about git not working with "big projects" and everyone is feeding him
[05:26:03] <xaxxon> przm: ...
[05:26:11] <Serus> oh, I'm trolling now
[05:26:14] <Serus> alright
[05:26:44] <tcsc> yeah we ended up using a more or less linear branching model for git after trying something more complex on a smaller project and having a lot of confusion among designers and artists
[05:26:50] <btipling> Xeek nice, it's cool that you do dev on your own time
[05:27:16] <btipling> your job is called engineer in test in a lot of companies in the bay area (where I work)
[05:27:40] <Xeek> btipling: job titles mean very differnt things in differnet companies
[05:27:42] <przm> tcsc sorry what's vsc?
[05:27:45] <btipling> yep
[05:27:46] <tcsc> oh
[05:27:50] <tcsc> fatfinger for vcs
[05:27:52] <tcsc> >_>
[05:27:55] <xaxxon> SDET
[05:27:59] <tcsc> version control
[05:28:05] <btipling> this channel is so offtopic today :P
[05:28:13] <btipling> I think nine_milli might have given up on us guys
[05:28:14] <przm> vcs or vsc?
[05:28:18] * tcsc didn't realize he was in ##opengl
[05:28:21] <Xeek> btipling: a qa engineer in my department handles backend stuff as it pertains to our product. They're usually more aquainted with linux since our appliances run on gentoo
[05:28:32] <przm> oooh duh ok...
[05:28:41] <btipling> [19:45:56] <nine_milli> is glviewport an expensive call?
[05:28:43] <Serus> tcsc: yeah, I can at the very least try it out
[05:28:49] <btipling> we missed that
[05:28:58] <Xeek> btipling: im an analyst, but my group handles frontend stuff, mostly the client apps for the product
[05:29:04] <tcsc> Serus: honestly i'd use git if i were starting a new project
[05:29:05] <Xeek> btipling: it got answered I thought
[05:29:09] <przm> xaxxon what's a troll???
[05:29:14] <xaxxon> :)
[05:29:15] <tcsc> the downsides are pretty minimal and can be avoided
[05:29:16] <przm> hehehe...
[05:29:28] <xaxxon> przm: oh you *ohyouface*
[05:29:31] <przm> <---noob...
[05:29:32] <tcsc> buy a bigger hard drive if you're worried about .git repo getting too big
[05:29:57] <Serus> tcsc: yeah, I guess I could wipe files between tags
[05:30:03] <przm> nah seriously...what's does trolling mean?
[05:30:23] <tcsc> Serus: if you end up having a serious issue you can use something like git-annex or whatever
[05:30:52] <Serus> przm: it bascially means that somebody is being deliberately saying stupid/insane things in an attempt to get a reaction out of you, like anger for example
[05:30:55] <tcsc> or even just only check in the usable version of the binary assets and have the artists work on the source assets in a different repo
[05:31:06] <tcsc> e.g. no maya binaries in your git repo
[05:31:18] <tcsc> but every checkout still can build+run the game
[05:31:24] <przm> mmmm....yeah I've already seen one or two people like that in IRC...
[05:31:35] <tcsc> there are a lot of choices you can make
[05:32:02] <przm> thanks serus...
[05:32:18] <Serus> tcsc: I was reading about those extenions, but all of them break the git model in some way, but that might be preferred in this cas
[05:32:20] <Serus> e
[05:32:31] <tcsc> yeah ive never used them
[05:32:45] <xaxxon> Serus: you complain about "breaking the git model" and complain about "the git model is too big".
[05:32:52] <Serus> seems like annex doesn't support windows well
[05:32:55] <xaxxon> like.. what do you want?
[05:33:11] <Serus> xaxxon: yes, 100GB locally is definitely too big
[05:33:21] <xaxxon> so use git annex
[05:33:22] <tcsc> really?
[05:33:24] <xaxxon> "well it breaks the git model"
[05:33:36] <tcsc> 100gb locally doesnt' seem like a big deal to me
[05:33:41] <tcsc> 300gb locally would
[05:33:51] <xaxxon> it's not like you re-download it each time you pull
[05:33:52] <tcsc> but storage is chap
[05:33:54] <tcsc> cheap*
[05:34:15] <btipling> a 100gb repo, I'd give up
[05:34:37] <Serus> tcsc: honestly it is. It takes a long time to do the initial check out, a cvcs should make the initial check out be much shorter, no matter how big the history
[05:35:04] <tcsc> hmmm, not all day
[05:35:08] <btipling> anyway
[05:35:14] <tcsc> but long enough that it might take longer than lunch
[05:35:19] <btipling> I think all points that could have been made have been made
[05:35:23] <btipling> :P
[05:35:24] <tcsc> since i think i remember that happening before
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[05:35:42] <tcsc> you only do an initial checkout like, a handful of times per project though
[05:36:07] <tcsc> and usually its your fault you have to do one at all
[05:36:23] <Serus> tcsc: also, storage is cheap for a single machine, but having to upgrade storage for all machines suddenly isn't that cheap anymore
[05:37:02] <tcsc> your machines can probably spare 100gb or they're due for an upgrade/cleaning out anyway
[05:37:15] <xaxxon> "cheap" compared to the team you would have to have enough machiens to worry about it
[05:37:57] <tcsc> i mean my last job had a ton of shit computers and still managed to go out of business so maybe thats not true
[05:38:02] <tcsc> but again, stuff like git-annex mitigates this.
[05:38:18] <tcsc> actually they didn't go out of business, they just left game dev and became a different company
[05:38:24] <tcsc> but /shrug
[05:39:25] <tcsc> fwiw if i'm remembering correctly annex doesnt break the git model that badly
[05:39:40] <tcsc> it just download the files when you switch branches or checkout previous commits
[05:39:51] <xaxxon> yeah, it just mirrors a checkout
[05:40:31] <tcsc> i mean 99% of the time you'll be online anyway. its nice that git can work offline but i'm honestly not sure thats a feature i even care about
[05:40:52] <tcsc> one big benefit i just remembered that we had with git was we didn't have to have a checkin freeze day before releases
[05:40:59] <tcsc> where we couldn't check any code in
[05:41:02] <tcsc> or assets
[05:41:12] <tcsc> and by day i really mean few days
[05:41:25] <xaxxon> well, you can always branch on the server side, but non-git makes that hard enough it's easier to just stop all commits for a day
[05:41:33] <tcsc> yeah
[05:41:55] <tcsc> branching p4 or svn are both not fun
[05:42:03] <tcsc> especially if you have old repos
[05:42:32] <xaxxon> anyone that runs a big p4 server will likely have a full-time p4 admin
[05:42:40] <tcsc> thats probably smart
[05:42:48] <xaxxon> it's like running an oracle database without a dba
[05:42:51] <tcsc> we just had the server crash all the time and drew straws
[05:43:11] <tcsc> or really played rock paper scissors
[05:43:22] <tcsc> looser has to fuck with it
[05:43:28] <Serus> lol
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[06:30:51] <xaxxon> anyone here use eastl? anyone tried to put a move-only element into an eastl::vector?
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[06:37:46] <btipling> I've bought so many books trying to learn this stuff
[06:38:04] <btipling> this is my library so far
[06:38:10] <btipling> not including a hard cover book on rendering
[06:38:18] <btipling> nevermind the bb stuff
[06:38:49] <btipling> I'm kind of disappointed in the 3rd book there, it uses legacy opengl examples
[06:39:03] <btipling> but the math is good
[06:39:15] <btipling> it's probably the most specific opengl math book though
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[06:39:46] <btipling> the essential mathematics book is the best out of those 3 math books
[06:40:05] <btipling> the linear algebra textbooks is pretty good too
[06:41:04] <btipling> if I can't learn this stuff with those books I should probably hang it up lol
[06:41:20] <btipling> I'm doing well though for the time I get to spend on this
[06:43:31] <przm> btipling nice set...
[06:43:45] <btipling> thx
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[07:32:46] <noizex> btipling: which one? Mathematics?
[07:32:55] <btipling> noizex which one what?
[07:33:00] <noizex> ah, sorry
[07:33:06] <btipling> Mathematics has the legacy fixed function code
[07:33:06] <noizex> which one has legacy opengl
[07:33:17] <btipling> it's ok, it still has lots of useful information
[07:33:33] <btipling> but it's weird to see how you create perspective projections with the fixed functions
[07:33:45] <btipling> I much prefer shaders!
[07:33:48] <noizex> didn't know that game physics one
[07:34:03] <btipling> amazon recommended it, I like it
[07:34:04] <btipling> but I haven't used it much yet
[07:34:10] <btipling> still just trying to get basic 3d math right atm
[07:34:58] <btipling> they're all very heavy math books whereas the opengl books in that picture each just have one quick chapter on math, but lots of useful opengl information
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[07:36:16] <btipling> I really like math it turns out :O
[07:36:27] <noizex> well, math that you can apply to something IS nice
[07:36:32] <btipling> yeah
[07:36:40] <noizex> I never liked theoretical one, though this can be exciting to some people too
[07:36:57] <btipling> I did well in math in school but I didn't pursue it
[07:37:04] <btipling> yeah I like to apply stuff
[07:37:14] <btipling> I'm not interested in math for the sake of math so much
[07:37:33] <btipling> what I love about this math is that I feel like it enables me
[07:37:39] <btipling> I learn something and then I understand how I can use it
[07:37:43] <noizex> yup
[07:37:44] <btipling> and that is exciting
[07:38:47] <nine_milli> does glClear just clear the viewport or the whole window?
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[07:40:46] <tcsc> the scissor rect
[07:40:47] <noizex> whole buffr
[07:41:02] <noizex> if you want to clear certain region use ^
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[08:36:21] <Domx> Hey guys, I wanted to get your opinion on some perf questions
[08:36:44] <Domx> take a look at the following uniform setting function
[08:37:20] <Domx> do you think switching on typeid(T) is a mistake
[08:39:22] <Domx> as in, even though it's nice to have all uniform assignment done in one small function, it may be more performant to have a bunch of function overrides accepting different types: eg. setShaderProperty(int, int, float); setShaderProperty(int, int double) etc...
[08:41:49] <Codex_> I don't think the perf will be a problem
[08:42:30] <Codex_> c++ simply does not have any features that would eat perf, since c++ cannot generate large amounts of code from small aamount of c++ code.
[08:43:02] <Codex_> and it doesn't add funky while/for loops without you explicitly asking for one
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[08:43:42] <xaxxon> Domx: typeid isn't guaranteed to generate unique IDs, I don't think
[08:43:45] <mudlord> hi, is it possible to reconstruct normals from a depth buffer instead of using derivitives and cross products?
[08:43:48] <madsy__> Codex_: *cough* templates.. *cough*
[08:44:10] <Codex_> madsy_: yes, but templates doesnt have perf problems
[08:44:45] <madsy__> Nope, I just had issues with your last claim :)
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[08:45:07] <madsy__> mudlord: yep. Just compute the cross product.
[08:45:15] <Codex_> madsy_: you got compiletimes take 5 hours or something?
[08:45:26] <mudlord> i mean, doing it without a cross product
[08:45:40] <mudlord> because that would mean a sin() somewhere which hammers performance on mobiles
[08:45:57] <madsy__> mudlord: huh?
[08:46:04] <madsy__> Where does the sin come from?
[08:46:22] <xaxxon> Domx: you should use std::is_same
[08:46:23] <mudlord> isnt a sin() used somewhere in the maths of the cross product?
[08:46:29] <madsy__> no
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[08:48:29] <madsy__> mudlord: But you could probably do even better with the derivative functions. dFdX and dFdY
[08:48:39] <mudlord> my concern is performance though
[08:48:44] <mudlord> otherwise indeed, i would do that
[08:48:51] <Domx> xaxxon: didn't even know about that
[08:48:58] <madsy__> mudlord: dFdx and dFdx are fairly fast..
[08:49:10] <mudlord> hmmm, i wonder where the bottleneck is then
[08:49:10] <xaxxon> Domx: yeah, don't use typeid for anything important.
[08:49:11] <mudlord> :/
[08:49:37] <madsy__> mudlord: That said, why can't you use normals like a normal person? (pun intended)
[08:49:47] <mudlord> again, speed
[08:49:51] <madsy__> wat
[08:49:59] <mudlord> for some reason on some targets, current method is slow
[08:50:07] <mudlord> like rasp pi
[08:50:12] <mudlord> and much less
[08:50:15] <madsy__> mudlord: You think generating normals in the shader is faster than providing them as vertex attributes?
[08:50:21] <madsy__> Because that's crazy
[08:50:37] <mudlord> ah, i was afraid of that
[08:50:43] <mudlord> have to generate normals in vertex shader
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[08:51:36] <mudlord> lemme list code
[08:52:08] <mudlord> currently forced to optimize
[08:52:20] <madsy__> Whatever your bottleneck is, it does not stem from passing vertex attributes
[08:52:40] <madsy__> Do some profiling before you start optimizing stuff
[08:52:50] <mudlord> ill ask the people responsible
[08:53:06] <mudlord> currently it does
[08:53:07] <mudlord> vec3 X = dFdx(fragVertexEc);
[08:53:08] <mudlord> vec3 Y = dFdy(fragVertexEc);
[08:53:09] <mudlord> vec3 normal=normalize(cross(X,Y));
[08:53:10] <Domx> xaxxon: looks very usefull
[08:53:16] <xaxxon> quite.
[08:54:34] <madsy__> mudlord: So this isn't your code?
[08:54:45] <mudlord> correct
[08:54:51] <madsy__> They use the derivative functions I mentioned
[08:55:21] <madsy__> libretro might have a good reason to compute normals that way. I dunno.
[08:55:32] <madsy__> They probably have uncommon use cases
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[08:55:58] <mudlord> per pixel lighting?
[08:56:34] <madsy__> You don't need to generate normals that way for per-pixel lighting
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[09:08:12] <madsy__> mudlord: Seems like the vertex shader adds an y offset to the vertex positions. That's why they generate normals.
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[09:29:04] <Domx> xaxxon: is_same doesn't seem to work with glm::* types
[09:29:18] <xaxxon> it works with everything. it cannot not work
[09:29:54] <Domx> std::is_same<glm::vec2, T>::value is true for glm::mat4
[09:30:14] <xaxxon> ??
[09:30:22] <Domx> as in T is equal to
[09:30:25] <xaxxon> that seems highly unlikely.
[09:32:19] <xaxxon> print out typeinfo(T).name() right before you check
[09:32:29] <xaxxon> or put a breakpoint in with the debugger
[09:32:44] <xaxxon> if is_same is wrong, then the type system in the compiler is broken
[09:32:57] <xaxxon> because that's all it is
[09:34:39] <Domx> compile time error
[09:35:00] <xaxxon> if you need help, copy/paste the error somewhere
[09:35:01] <xaxxon> and link it
[09:36:11] <Domx> so function definition is
[09:36:14] <Domx> template<typename T> bool setShaderProperty(unsigned int, std::string, const T &)
[09:36:42] <Domx> now im not sure if the is_same check should be
[09:36:44] <Domx> std::is_same<const glm::vec2 &, T>::value
[09:36:45] <Domx> or
[09:36:50] <xaxxon> no
[09:36:53] <Domx> std::is_same<glm::vec2, T>::value
[09:36:57] <xaxxon> yes
[09:37:15] <Domx> either way
[09:37:17] <xaxxon> because T will be inferred as non-const because the const is specified
[09:37:23] <xaxxon> unless you call it with an explicit type
[09:37:34] <xaxxon> as in setShaderProperty<STUFF HERE>(...)
[09:37:47] <xaxxon> so what's the compiler error?
[09:39:13] <Domx> Error C2440'type cast': cannot convert from 'const glm::mat4' to 'glm::vec2'
[09:39:59] <xaxxon> that's because the compiler compiles ALL the code
[09:40:06] <xaxxon> it doesn't follow if statements
[09:40:10] <xaxxon> if statements are runtime
[09:40:19] <xaxxon> every code path is compiled for every type
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[09:40:40] <xaxxon> what you are trying to do you have to do with template specialization
[09:40:48] <xaxxon> or simply overloaded functinos
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[09:41:56] <xaxxon> are you understanding what I'm saying?
[09:42:09] <Domx> right yeah, I've been writing too much C# recently
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[09:42:36] <xaxxon> just write a bunch of initialize_stuff(glm::vec2).... initialize_stuff(glm::mat4)...
[09:42:42] <xaxxon> write a funciton for each
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[09:43:01] <xaxxon> let the compiler figure it out. it's actually faster that way
[09:43:18] <xaxxon> since it's not doing a bunch of needless runtime checks
[09:43:31] <xaxxon> the compiler can figure out exactly where to send each call at compile time
[09:43:40] <Domx> which was my original question
[09:44:35] <xaxxon> oh.. :( well, switching on typeid woul dhave had the same probem
[09:44:54] <xaxxon> sorry I didn't really think about this issue earlier
[09:45:22] <Domx> yeah thats cool
[09:45:32] <Domx> learnt something anyway
[09:46:18] <xaxxon> you can play yucky games and do awful casts that won't actually ever run except when they're valid in each if/else section to force it through how you wrote it
[09:46:19] <xaxxon> but don't do that
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[10:31:45] <Murii> is this piece of code correct?
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[10:32:06] <Murii> I just want to be sure I got the stride to work correctly in glVertexAttribPointer
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[10:39:13] <Domx> Murii: the second
[10:39:28] <Domx> or second
[10:39:32] <Domx> or first?
[10:39:50] <Murii> I just understand why isn't the distance between the strides: 2,2,3
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[10:40:04] <Murii> I put that 8 value a long time ago and now I'm not sure why
[10:40:18] <Murii> don't understand*
[10:40:24] <Domx> your stride is the size of a full set of attributes
[10:40:34] <Domx> in your case 8
[10:40:45] <Domx> 2 + 2 + 4
[10:40:56] <Domx> or 1 graphics_Vertex
[10:41:20] <Murii> I get it
[10:41:22] <Murii> thanks
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[10:42:35] <Domx> your pointer is the offset into that stride that the attribute is: 0 for your first set 2 * sizeof float for your second and 4 * sizeof(float) for your third
[10:43:06] <Murii> Ye,I got them messed up into my head
[10:43:10] <Murii> now it makes sens
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[10:47:50] <Domx> How do you guys feel about descriptor like patterns (i think thats what you call them)
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[10:48:44] <Domx> where you fill out a description of an object and pass it off to whatever to go ahaead and create an actual instance of it.
[10:49:10] <Domx> essentially just filling out models
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[11:12:42] <Murii> can I call glBufferData with GL_STREAM_DRAW when my vertices do not change during the draw process?
[11:12:52] <Murii> except the position but that does not count,does it?
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[11:19:02] <Stragus> Murii: It's just a hint for the drivers how to best manage the buffer, the expected usage
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[11:19:22] <Murii> ah,ok
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[11:23:36]
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[11:40:34] <anli_> Is z in the NDC coordinates interpreted as 0 = near clip plane and 1 = far clip plane?
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[12:57:42] <afl_ext> hi
[12:58:06] <afl_ext> is it valid to read from 2d array texture layer while rendering to another layer of the same texture?
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[14:02:14] <Domx> something threw an exception
[14:03:22] <Murii> Domx: can it be sdl?
[14:03:51] <Domx> maybe
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[14:06:56] <Domx> and back
[14:06:58] <Domx> sorry man
[14:07:02] <Domx> possibly sdk
[14:07:25] <Domx> something about breakpoints and being able to debug it
[14:07:32] <Domx> sdl*
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[15:03:53] <phaazon> hey
[15:04:09] <phaazon> is there any screens out there with pixels on 96 bits instead of 24?
[15:05:21] <Murii> do I need to include SDL_GL_CONTEXT_PROFILE_MASK or SDL_GL_CONTEXT_MAJOR_VERSION / MINOR on osx in sdl2?
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[15:14:02] <derhass> phaazon: nobody is going to need 96 bits, that is insane
[15:14:24] <derhass> phaazon: there is a trend to 30 bpp displays
[15:16:10] <derhass> Murii: that is up to you
[15:17:29] <phaazon> derhass: well, if you have a phong light
[15:17:33] <Cooler> derhass, 30? not 32?
[15:17:34] <phaazon> if you get away from it, you can see the banding
[15:17:53] <derhass> Cooler: 30. 10 bit per channel
[15:19:14] <derhass> phaazon: it is true that with just 8bit per channel, you still get banding in certain situations. but going from 8 to 32 bit is completely over the top
[15:19:25] <derhass> usually, 16 bit would be enough even in a linear color space
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[15:19:55] <neure> with 8 bit colors you can see banding in grayscale linear gradient
[15:19:55] <derhass> using 10 to 12 bit in a gamma-corrected space is totally sufficient
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[15:20:12] <phaazon> derhass: I was pointing out 96 bits because that’s what RGB32F is
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[15:20:51] <derhass> Cooler: that might be a format for internal calculations, but it is totally over the top for actual output and transfer to the display
[15:20:58] <phaazon> so do you think we’ll ever have 10-bit screens?
[15:21:08] <neure> 10 bit screens are here already
[15:21:09] <derhass> phaazon: they are already there
[15:21:15] <phaazon> ah?
[15:21:35] <phaazon> but software technologies don’t support them yet, right?
[15:21:39] <neure> 10 bits per component is different from 16 or 32 bits per component :/
[15:21:46] <phaazon> the OpenGL framebuffer is usually 8 bit per component
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[15:21:55] <Cooler> i was thinking rgba when i said 32
[15:22:05] <Cooler> 8 bits per channel
[15:22:23] <neure> 30 bits per rgb is.. HDR10 ?
[15:22:42] <derhass> phaazon: sure the software does support it
[15:22:46] <phaazon> does glxinfo give that information?
[15:23:00] <neure> so i would expect there to be support for HDR10 in windows as well
[15:23:05] <derhass> phaazon: in a classical render api like GL, you calculate the colors in 32 bit floating point
[15:23:18] <phaazon> derhass: yeah, I know
[15:23:26] <phaazon> and you end up with a f32 -> u8 conversion
[15:23:26] <derhass> so most applications will work out of the box with a 10 bit display
[15:23:32] <neure> i dont think opengl actually dictates the number of bits on display
[15:23:33] <derhass> you just have to switch it on in the driver
[15:23:51] <derhass> I've seen this on AMD firepro
[15:23:52] <neure> the default framebuffer - what is visible on screen - is not GL managed
[15:23:57] <phaazon> I wonder whether I can see whether my screen supports it
[15:24:04] <phaazon> neure: yeah, it’s true
[15:24:08] <derhass> I think they had the 10bpp mode reserved for the workstation market
[15:24:47] <neure> i havent seen HDR10 computer monitor yet though
[15:24:48] <derhass> but this probably changes when HDR displays are becoming available in mass market
[15:24:48] <neure> know any?
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[15:27:29] <kuma__> My understanding of glGenVertexArrays/glBindVertexArray is that they basically act as a record function and data between it's being and end gets mapped magically to the GPU somehow
[15:27:38] <kuma__> is that a fair generaization?
[15:28:23] <phaazon> I didn’t understand your sentence
[15:31:56] <derhass> neure: Eizo has some, and NEC probably too
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[15:32:22] <derhass> kuma__: no
[15:32:46] <derhass> kuma__: VAOs just are state containers, the store the pointers, no data at all
[15:32:55] <kuma__> ahh yeah ok
[15:33:04] <kuma__> i got that. sorry my bad phrasing
[15:33:11] <kuma__> bar that tho that's the general idea?
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[15:34:05] <kuma__> cool thanks
[15:34:24] <kuma__> yeah ok I got it.
[15:34:48] <kuma__> that brings another question though.. that's fine for vbo
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[15:34:58] <kuma__> what about indices for GL_ELEMENT_ARRAY_BUFFER ?
[15:35:34] <derhass> as I tried to visualize in the graphics, it stores the element array buffer _binding_
[15:35:36] <kuma__> can I have both VBO and IBO between glGenVertexArrays(1, &vao) AND glBindVertexArray(0) ??
[15:36:04] <kuma__> or should I be creating separate vao's for each?
[15:36:29] <kuma__> I'm assuming you have to put it all in one VAO ?
[15:36:30] <derhass> i've no idea what you are talking about
[15:36:47] <kuma__> lol
[15:37:31] <kuma__> in the diagram there is VBO #1 which is position/color and so forth
[15:37:43] <kuma__> #2 is the index data,
[15:38:01] <kuma__> umm, nm i think i guet it
[15:38:06] <kuma__> *get it. thank you
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[15:55:25] <Yaniel> I baguette it
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[16:47:38] <kuma__> derhass: can the vao bindbuffer for GL_ELEMENT_ARRAY_BUFFER ? I read somewhere that GL_ELEMENT_ARRAY_BUFFER need's to be done at draw time.. this is confusing..
[16:50:41] <derhass> that is just wrong
[16:51:05] <derhass> there was _once_ a bug in some intel driver which didn;t store that state correctly in the VAO
[16:51:18] <derhass> it is fixed since a decade or so
[16:51:24] <derhass> but people still bring it up
[16:51:42] <Yaniel> was that on gma "cards"
[16:52:14] <Xeek> good morning
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[16:56:57] <kuma__> derhass: ok thanks for clarifying
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[17:01:03] <swnc> Hi, whats is the fastest way of clearing a 1D texture?
[17:01:54] <swnc> btw it is a texture buffer
[17:05:24] <slime> glClearBuffer
[17:07:57] <swnc> slime: thanks i will test that
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[17:09:47] <Codex_> finally i have a way to solve (some) differential equations...
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[17:13:28] <slime> swnc: er sorry, glClearBufferData
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[17:35:35] <kuma_> it looks like my VAO's are displaying fine now. but the last one always get's correupted.. vertices going all over the place.
[17:36:15] <kuma_> any idea's what might cause that? seems like i might not be terminating correctly or something
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[17:43:02] <kuma_> seems like i wasn't calling glBindVertexArray(0); for the last one..
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[18:03:16] <kuma__> It seems like i need to call glBindVertexArray(0) a twice after I finish all my vaos??? does that make any sense
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[18:04:28] <derhass> kuma__: no
[18:04:38] <derhass> actually, you _never_ need glBindVertexArray(0) at all
[18:04:59] <kuma__> if I don't my last vao obj get's all corrupted...
[18:05:15] <kuma__> must be something wrong in my code then
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[18:08:51] <kuma__> see anything wrong there?
[18:09:23] <kuma__> it actually works fine, but if I don't add glBindVertexArray(0); right at the end whatever the last vao is it will get messed up
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[19:32:28] <btipling> all my animation problems or jankiness so far have been either bad math or bad data in buffers
[19:32:34] <btipling> but mostly bad data in buffers
[19:33:13] <btipling> I have really smooth animation now
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[19:58:26] <doek> hi ! I relized a problem with glReadPixels : when I get the depth and the color, the color I get is from the previous frame... even though I called glFlush...
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[19:59:56] <derhass> doek: that's because by default, you are reading back the front buffer
[20:00:04] <derhass> doek: see glReadBuffer()
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[20:07:11] <doek> derhass: humm I tried GL_COLOR_ATTACHMENT0 but the color is still 1 frame late
[20:07:36] <derhass> because that call had no effect besides generating an error
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[20:07:46] <derhass> GL_COLOR_ATTACHMENT0 is only for FBOs
[20:07:53] <nine_milli> derhass: do u post on stackoverflow
[20:07:56] <derhass> you need GL_BACK
[20:08:04] <doek> ok thx
[20:08:05] <nine_milli> while researching a gl problem i saw someone post with your name
[20:08:12] <derhass> nine_milli: yes
[20:08:41] <derhass> someone posting with my name? creepy
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[20:09:42] <doek> derhass: humm still have that 1 fram thing with GL_BACK
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[20:10:16] <derhass> doek: well. then, the issue must be a bot more complex
[20:11:01] <derhass> glReadPixels will read the pixels of the selected buffer, and with the correct content with respect to the sequence of gl operations
[20:11:44] <derhass> your glFlush is totally unnecessary
[20:12:27] <doek> derhass: well in this case I just made a basic SDL application with an openGL2 context, and rendered a cube before calling glReadPixels (after glReadBuffer)
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[20:12:33] <doek> ok
[20:12:54] <derhass> doek: can you show the code?
[20:13:01] <doek> yup
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[20:16:32] <derhass> doek: you must do the readback before the buffer swap, of course
[20:17:44] <derhass> doek: and I was wrong
[20:17:48] <doek> derhass: oh ok
[20:18:15] <derhass> the glReadBuffer is initially set to GL_BACK in double-buffered contexts
[20:18:25] <derhass> so what you are reading back is actually undefined content
[20:18:37] <derhass> so either you use GL_BACK and do the readback before the buffer swap
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[20:18:53] <derhass> or, you switch over to GL_FRONT and do the readback after the buffer swap
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[20:19:14] <derhass> so simply schanging to GL_FRONT with the code as on pastebin should do the trick
[20:19:17] <doek> derhass: I moved SDL_GL_SwapWindow after the pixel reading function and that seems to be working
[20:20:36] <doek> derhass: ok I try that too then
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[20:22:16] <doek> derhass: reading from GL_FRONT works, I'll look for that GL_BACK/GL_FRONT thing, I'm not very clear about how it works thout I thing I see the idea
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[21:53:47] <nine_milli> hey im trying to make my basic shader compatible with osx legacy mode and gl es 2
[21:54:10] <nine_milli> osx complains about precision syntax error
[21:54:19] <nine_milli> and es complains about not having precision
[21:54:24] <nine_milli> how can i make it work on both
[21:54:58] <nine_milli> if i fix for one it breaks the other
[21:57:21] <Stragus> #if magic
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[21:57:45] <nine_milli> can you elaborate?
[21:57:57] <nine_milli> i really wanna put this shit behind me
[21:58:24] <Stragus> When compiling shaders, include some string after the #version string but before the actual shader string. That string defines a bunch of #define that you can #if in the actual shader
[21:58:34] <btipling> nine_milli Stragus is saying to check the platform with a macro #if statement
[21:58:40] <Stragus> Can be for platform-specific stuff, or variants of the same shader
[21:59:56] <btipling> oh in the shader
[22:00:22] <Stragus> Yes, in the shader
[22:00:26] <slime> nine_milli: you can use the GL_ES define
[22:00:32] <slime> it's set when open gl es is used
[22:00:44] <nine_milli> #if GL_ES ?
[22:00:46] <slime> #ifndef GL_ES
[22:00:46] <slime> #define lowp
[22:00:47] <slime> etc
[22:00:54] <nine_milli> thx let me try that
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[22:08:45] <nine_milli> awesome worked on osx, win, and android
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[22:17:15] <anli_> Can three.js be used to load obj files where there are "bones" in other words variables?
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[22:34:38] <dahlia> anli_: I don't know three.js, but I think .obj files only define static content
[22:34:48] <dahlia> so no "bones"
[22:34:51] <anli_> oh, ok
[22:35:07] <anli_> Too bad if thats the truth
[22:35:18] <dahlia> try collada
[22:35:45] <anli_> ok!
[22:36:46] <anli_> The blender interface is so fubared so I do not even know how to change format
[22:37:34] <dav1d> export?
[22:37:42] <anli_> Ah, there it is
[22:37:51] <anli_> I thought the save dialog was appropriate
[22:37:54] <anli_> thx
[22:41:02] <anli_> A chatty format, but could be appropriate
[22:41:54] <nine_milli> sucks that processor speeds arent getting much faster
[22:42:32] <anli_> 29% left of file size after zipped
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[22:52:58] <nine_milli> any android gl devs here?
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[22:53:13] <nine_milli> is there a way to specify a custom render thread?
[22:55:07] <Codex_> sounds like it's not going to happen...
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[22:55:58] <Codex_> if I remember right, some of the gui classes are creating the opengl surface in certain way, and changing it's behaviour seems quite difficult
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[22:59:29] <chrisf> nine_milli: what are you actually trying to do? (GLSurfaceView already spawns a thread for the renderer)
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[23:08:35] <nine_milli> it’s all good just wanted to try something
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[23:21:28] <Murii> anyone here willing to help a fellow dev?
[23:21:36] <Murii> that is driving me mad
[23:24:11] <Codex_> the software you're using isnt exactly stable?
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[23:25:20] <flavi0> is that all the information you're going to provide, just pasting a stacktrace?
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[23:26:23] <Murii> I would provide more information
[23:26:31] <Murii> but I can't since I do not know what causes the error
[23:26:38] <flavi0> do you have some code to look at, did you try to isolate the error in a way, under which circumstances does it happen etc.
[23:26:39] <Murii> I get nothing from the compiler
[23:26:49] <Codex_> murii: are you using fbo's in your own code? It looks like some fbo code is causing the problem
[23:27:09] <Murii> I'm using only vbos and ibos
[23:27:14] <Murii> but I'm going to check to be sure
[23:27:34] <Codex_> I mean, line 43 in your paste is saying that isFBO function is crashing
[23:27:48] <Codex_> err, 42
[23:28:08] <Codex_> err, it's isFPO which might be different
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[23:28:49] <Codex_> some kind of substitutions are failing
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[23:31:17] <flavi0> Murii: when does this happen?
[23:31:30] <Murii> only when I open the game window
[23:31:37] <Murii> also when it starts without error
[23:31:42] <Murii> I do not the the graphics to show up
[23:31:46] <Murii> No idea why though
[23:32:09] <flavi0> i don't understand
[23:32:14] <Murii> the shaders look fine(because I have those shaders for ages) but maybe the sdl context is wrong?
[23:32:55] <Murii> flavi0: The window crashes at random like 1 out of 3 tries and when it does not crash then I do not see the graphics of my tests
[23:33:04] <flavi0> ok
[23:33:24] <flavi0> and when did that start to happen?
[23:34:24] <Murii> the crashes started to happen after I addded glfw for windows. In the mean time I did not have a macbook so I could not test anymore the project
[23:34:31] <Murii> now I have and it gives me these errors
[23:35:05] <Murii> I'm going to take an early version of the project and see if I get the same results. Maybe is not my code
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[23:36:30] <flavi0> and they are random you say... maybe uninitialised memory somewhere? have you run a memory debugger? though i wonder what on your side could make cocoa crash so deep internally.
[23:37:02] <Stragus> Heap corruption can cause crashes anywhere and everywhere
[23:38:02] <Murii> hmm
[23:38:44] <flavi0> true. what memory debuggers are there for osx? last time i looked valgrind didn't run on latest osx yet.
[23:38:57] <slime> clang's address sanitizer
[23:39:04] <Murii> idk I'll have a look
[23:39:15] <slime> with the bonus that it doesn't have the terrible performance hit that vangrind imposes
[23:39:38] <flavi0> hm seems 10.11 is supported by now
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[23:42:27] <saijanai_> If I wanted to create a window that showed a different bit of the scene as I dragged it around the screen or resized it (mimicking sorta the behavior of a real world opening), what would I do?
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[23:43:15] <saijanai_> also, my system has the ability to rotate windows. Is there any way of getting OpenGL to display to a "diamond' instead of a rectangle?
[23:45:15] <saijanai_> <> instead of []
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[23:46:29] <chrisf> saijanai_: 1/ is between you and your windowing system. assuming your system tells you where your window is, there's nothing stopping you using that to drive your camera.
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[23:47:23] <saijanai_> I['m not sure what you mean.
[23:47:40] <dav1d> saijanai_: query the window position and adjust your "ingame" camera accordingly
[23:47:48] <saijanai_> I don't think I get the "bounds" directly, but could calculate them by the angle of rotation
[23:48:25] <saijanai_> so I'd rotate teh camera and that would rotate the "scanlines" that OpenGL displays?
[23:48:43] <chrisf> for your rotation case, you want to rotate the camera back the other way so the scene appears the same, just the frame rotates?
[23:49:47] <chrisf> [presumably a window system that's doing rotation is rotating the content too, not just the decorations]
[23:49:57] <chrisf> you still draw to a rectangular region
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[23:49:58] <Murii> Ok guys, thanks for all the help. It seems like in the prev version it works just fine so clearly I messed something up. Now I just have to find that
[23:49:58] <Murii> thx a bounch have a greate night/day
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[23:50:02] <saijanai_> well, both scenarios would be entertaining. I'm trying to learn OpenGL well enough to do vidoes on it, and a video showing how to rotate the window while keeping the camera level OR rotate teh scene to show the same view, just rotated
[23:51:18] <saijanai_> chris, I could draw from the bitmap the system uses for its own content, but since Smalltalk does evertthing in software, that would slow the frame rate down considerably
[23:51:39] <chrisf> this is all silly compositor tricks, has very little to do with opengl.
[23:52:16] <saijanai_> I guess that was my real question: do I need to do things outside of OpenGL, or can opengl be coerced to do it for me using the hardware
[23:52:49] <saijanai_> but the other question, about showing different portions of the same scene, is hopefully an OpenGL issue.
[23:53:25] <Stragus> Presumably you could draw a bigger window with transparent chunks, if your compositing window manager supports it
[23:53:42] <Stragus> So you would still have a rectangular window/framebuffer, but with transparent corners
[23:54:20] <saijanai_> I know that you can have multiple viewports showing different scenes. How do you make it have a single viewport show different views on the same scene, same frustrum, just a different bit displayed
[23:54:29] <flavi0> regarding the window into world for a moving window, you have to set up the projection accordingly. i would try the following. get your desktop size and window extents from your windowing toolkit, normalize your borders to whatever your projection plane extents are supposed to be in your application, like near plane goes from -1 to 1 in x direction any y accordingly based on aspect ratio.
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[23:55:31] <flavi0> then if you e.g. use glfrustum and your window occupies only the left half of the screen, you'd set -0.5 0 for left/right
[23:55:55] <flavi0> the scaling is arbitrary of course
[23:56:18] <saijanai_> right. sorta seeing what you mean.
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[23:59:38] <saijanai_> and for the rotation.. Can openGL map its own display onto a bitmap? Seems that it can, so the solution might be to roate the texture that the window displays. Clipping might be doable the sme way