[00:00:12] <flavi0> saijanai_: why not just rotate the camera along its view direction?
[00:00:23] <chrisf> saijanai_: you need to be clear on exactly how this rotation feature works in your compositor.
[00:00:34] <flavi0> in case the window toolkit gives you that information, that is..
[00:00:46] <chrisf> (app rotates own content, vs compositor rotates content)
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[00:00:51] <saijanai_> flavi0: vouldnt't hat still draw a rectangle geared to the scanlines of the monitor?
[00:01:27] <flavi0> well yes. but as chrisf says without additional information on how the compositor does it it's difficult to tell.
[00:01:36] <saijanai_> well, its squeak. I can do almost anothing except mod the VM itself (and even that is almost possible)
[00:02:16] <flavi0> s/well yes/i don't know/
[00:02:43] <saijanai_> the "compositor is the Dan Ingall's original bitblt with color space added.
[00:03:14] <saijanai_> he got a grace hopper award for it, so its pretty powerful
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[00:10:16] <saijanai_> flavi0: the current OpenGL implementation actually draws directly to the host OS's window, bypassing the normal squeak drawing operations. A friend worked up an "OGLMorph" that honors the drawing boundaries of a GUI morph, so i can use OpenGL almost as though it were just another drawing area but it draws over any Squeak drawn areas and obcsures them. No biggie as long as you are drwing rectangles and keep the OGLMorph on top.
[00:11:35] <chrisf> right, this is nothing like the window systems the rest of us use.
[00:12:48] <saijanai_> well, xwindows on a Mac comes close, but they play completely nice and don't try anything fancy
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[00:13:49] <saijanai_> I thought fancy would be fun, but fancy isn't easy
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[00:17:51]
<saijanai_> LOL I just realized I have the first problem solved. Just hadn't thought things through. I did this video 4.5 years ago (before I got sick) and realize now its a solved problem (assuming I can understand my code from 4.5 years ago): https://www.youtube.com/watch?v=GuOVVC5queM
[00:18:10] <saijanai_> All I need to do is remove the texture that is drawing teh squeak GUI
[00:18:44] <saijanai_> and not change the arpecture as the drawing area resizes
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[00:20:34] <dahlia> oh no saijanai_ is back
[00:20:55] * saijanai_ points at dahlia and sneers
[00:21:22] * dahlia holds up a mirror
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[00:24:36] <dahlia> if I have a float texture, can I put values in it outside of the range 0-1 ?
[00:24:41] <slime> yep
[00:24:50] <dahlia> negative too?
[00:25:11] <slime> depending on the floating point format, yep
[00:25:25] <slime> r11g11b10f doesn't handle negative values, but the other float formats do
[00:25:36] <dahlia> I think its float32
[00:25:59] <slime> oops, rgb9e5 doesn't do negative either
[00:26:13] <slime> dahlia: yeah, that's regular 32 bit floats
[00:26:14] <dahlia> GL_FLOAT
[00:26:18] <dahlia> ty
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[00:30:18] <chrisf> dahlia: 16 bit floats are fine too.
[00:30:39] <dahlia> chrisf: ya but I don't know how to define them in javascript :(
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[00:39:54] <Stragus> Half-floats are never a native data type, you use uint16_t and special functions to convert floats into/from the right bits
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[00:44:48] <dahlia> if I can get this shader working with float32 bit I'll look into float16 again
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[00:45:41] <dahlia> it's mesh morph data so the textures aren't that big
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[00:46:25] <dahlia> I was putting it into uniforms before but ios limits vertex shader uniforms in webgl to 128 vectors
[00:46:40] <dahlia> when the native HW supports 512 :(
[00:47:04] <nine_milli> iOS now allows webgl?
[00:47:11] <dahlia> ya
[00:47:18] <nine_milli> oh shit ill have to try that later
[00:48:30] <chrisf> the horror show of ES on a tiny apple device, /NOW WITH JAVASCRIPT/
[00:48:51] <dahlia> my first generation android tablet has 512
[00:49:01] <dahlia> my ipad mini 4 has 128
[00:49:06] <dahlia> go figure
[00:53:28] <Waynes> what the fuck do you need 512 floats for
[00:53:44] <Waynes> *uniform
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[01:00:08] <chrisf> Waynes: he said, it's a bunch of morph data.
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[01:12:51] <dahlia> Waynes: it's a vertex shader that does skeleton animation and mesh morphing
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[03:16:25] <btipling> so that gray box there is my camera
[03:16:46] <btipling> I should just be able to take those three vectors, represented by the lines and use that as my camera space yeah?
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[03:18:37] <Codex_> that would not work easily -- it needs to be matrix
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[03:19:34] <btipling> right I'm going to put them into a matrix
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[03:20:44] <btipling> so vside is the vector for the yellow line, up is the red line and blue is the direction and the position is the position of the camera
[03:21:55] <btipling> and then i apply that matrix I move stuff to world space
[03:22:03] <btipling> and before the perspective projection
[03:22:13] <btipling> after I move stuff to world space
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[03:22:30] <btipling> that seems pretty straight forward I hope it works
[03:22:45] <btipling> I should figure out what that matrix does to stuff, like why it works
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[03:28:26] <btipling> if it works
[03:28:30] <btipling> the book says it works I think
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[03:31:05] <btipling> the book explains it I just have to reread it
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[04:02:07] <btipling> math primer book explains camera spaces only conceptually
[04:02:12] <btipling> doesn't show the math at all
[04:02:18] <btipling> very disappointing
[04:02:22] <nine_milli> what yall think of realtime rendering book?
[04:02:34] <btipling> haven't heard of it before
[04:03:01] <btipling> looks amazing
[04:03:22] <btipling> $80 for kindle
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[04:04:17] <btipling> it's beyond me for now, I'm going to put it on my wish list
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[04:28:01] <Supertanker> I'm writing a game engine. Right now it targets OpenGL 2.1+ (basically anything that has VAOs available). I want to clean it up and make it OpenGL 3.3+...but I also want to be able to implement a separate renderer for opengl es 2, which has no VAO support.
[04:28:31] <Supertanker> So...any recommendations on how to handle this sort of dual-renderer system? I was thinking that each game object might have some sort of renderer data context that wraps around it, containing vaos or just vbo bindings, as appropriate.
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[04:30:16] <grim001> a better question may be "why do you want to do this"
[04:30:41] <grim001> 3.2+ is almost universally supported
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[04:35:20] <Supertanker> grim001, I'm targeting the app for google cardboard and I'm not sure if it supports more than es2 on my phone
[04:35:23] <Supertanker> (asus padfone)
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[04:36:33] <Supertanker> padfone x *
[04:38:39] <Supertanker> Ahh it does go to ES3
[04:38:53] <btipling> Supertanker is it open source?
[04:39:00] <btipling> es 3.1
[04:39:21] <btipling> it's been es 3.1 since 5
[04:39:26] <btipling> 4 is so old now
[04:39:51] <Supertanker> btipling, the OS? It's running Asus' weird 5.0.1 build...they keep promising 6.0 but the padfone x is the lone holdout...technical issues with tehe dock I think
[04:40:01] <Supertanker> btipling, if you mean the game I'm working on, probably eventually...it's just me having fun at this point
[04:40:03] <btipling> Supertanker is your game engine open source mean
[04:40:13] <btipling> I just want to see your camera stuff :P
[04:40:36] <Supertanker> btipling, I haven't uploaded it anywhere yet. My camera class is crap. I need to merge most of its physics code with my physics class
[04:40:37] <btipling> 5.0.1 has es 3.1
[04:40:48] <Supertanker> But after I separate game objects from my rendering code.
[04:40:59] <btipling> Supertanker do you use the three camera vectors and camera position for your camera or do you do it some otherway?
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[04:41:27] <Supertanker> btipling, I store yaw and pitch and use it to generate the vectors, but otherwise yes
[04:41:28] <Supertanker> Pretty stock stuff
[04:41:41] <Supertanker> I think I had to invert one of the vectors because I screwed up yaw and made it go backwards :P
[04:41:51] <Supertanker> But it's easy to propegate over the network in pitch/yaw form at least.
[04:42:07] <btipling> and you multiply that camera matrix to each of the vertices before you apply the projection but after you translate them into world space right?
[04:42:33] <Supertanker> btipling, yes
[04:42:35] <btipling> ok
[04:42:37] <Supertanker> I am also thinking of moving that CPU side
[04:42:41] <btipling> I'm so close to having camera
[04:42:43] <Supertanker> Right now my shader is doing the model -> view -> projection mult
[04:42:45] <Supertanker> Which is dumb lol
[04:42:47] <btipling> yeah it's all gpu side for me now
[04:42:53] <Supertanker> Keep going! It's so satisfying when it works
[04:42:57] <btipling> yeah
[04:43:01] <Supertanker> My game started out as a green triangle. Then it was a green cube :o
[04:43:05] <Supertanker> Green cube was amazing.
[04:43:09] <Supertanker> Green square* then green cube
[04:46:49] <btipling> this is mine right now
[04:46:51] <btipling> :P
[04:46:55] <btipling> that's my camera back there
[04:47:07] <btipling> I'm going to use that stuff to hopefully get the camera working
[04:48:20] <Supertanker> nice!
[04:48:30] <Supertanker> After that, make the cube bounce
[04:48:32] <Supertanker> for scien e
[04:48:36] <Supertanker> sciencec
[04:48:37] <Supertanker> I can spell
[04:49:37] <dahlia> now you need a sphere so the cube can have an opponent
[04:49:46] <btipling> yeah I want to get to physics eventually
[04:49:50] <Supertanker> yes
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[04:49:55] <Supertanker> And give the sphere tentacles
[04:49:56] <btipling> and spheres
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[05:18:36] <btipling> pretty much anytime I have a rendering issue it's been a bug in my buffer alignment code
[05:18:52] <btipling> or me just not knowing what I'm doing
[05:19:08] <btipling> like that's the first place I look now
[05:19:14] <btipling> is my buffer alignment
[05:19:22] <btipling> and my vertex setup
[05:20:41] <btipling> buffer alignment issues create weird side effects too, weird colors, weird jittery animation, weird positioning, weird rotations, because it's reading data from the void
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[05:25:52] <Supertanker> lol yeah
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[05:26:01] <Supertanker> I tend to crash my app more often though :P
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[05:33:21] <btipling> that happens when I don't have enough buffer space
[05:33:26] <btipling> like if I didn't allocate enough
[05:33:35] <btipling> but more often I don't write the data correctly
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[05:33:49] <btipling> when there is a bug
[05:33:57] <btipling> running out of space is really obvious
[05:34:01] <btipling> where the problem is
[05:34:19] <btipling> whereas when it's just a janky thing on the screen I wouldn't know if it was the math, or what
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[05:39:15] <mudlord> oops
[05:39:17] <mudlord> sorry
[05:39:19] <mudlord> wrong chat
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[05:54:20] <Supertanker> Can opengl es 3.0 code run on an opengl 4.0+ desktop?
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[05:59:26] <btipling> maybe with some ifdefs
[05:59:36] <btipling> idk
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[06:08:53] <chrisf> Supertanker: best: actually create an ES3 context if your driver supports doing that.
[06:09:32] <chrisf> Supertanker: failing that, a 4.x desktop driver that exposes ARB_ES3_compatibility is going to be fairly painless (4.3+, or ext)
[06:10:20] <chrisf> Supertanker: (you can continue to use your ES shaders unmodified, etc)
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[06:10:35] <chrisf> Supertanker: failing /that/, ... fix stuff until it works
[06:13:31] <Stragus> You would have several little details to fix, but it should be fairly quick
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[10:36:04] <Domx> Okay semantics guys
[10:36:57] <Domx> Suppose I have a class that opens a .fbx file and returns the resources from it: mesh data, materials, animations, etc...
[10:37:07] <Domx> what would you call that?
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[10:37:39] <noizex> FbxLoader? :)
[10:37:41] <Stragus> FbxLoader
[10:37:43] <Domx> or more like if a mesh is the vertex data what is the composite object name of the mesh with material data and animations
[10:37:44] <Stragus> Eh :)
[10:37:44] <noizex> *5*
[10:37:54] <Domx> not the class name
[10:38:06] <Domx> it's called FbxImporter btw
[10:38:29] <Domx> the name of the return type of loadFromFile()
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[10:38:44] <Domx> which should follow a "descriptor" pattern
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[10:39:19] <Domx> AssetDesc / MeshDesc / ModelDesc / ???
[10:39:32] <CuriousMan> Hello :) is anyone here familiar with clipmaps and toroidal addressing?
[10:41:42] <CuriousMan> I was wondering why the linear interpolation in the physical texture of a clipmap doesn't have texture bleeding issues since it unrelated texels are stored right next to each other.
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[10:48:49] <Domx> fuck guys i cant continue working till i figure out this type name
[10:50:09] <Stragus> Name it Xkrg and later do a search/replace in all files
[10:50:15] <karalaine> I would use Model
[10:50:25] <karalaine> or ModelDesc if you want to use that pattern
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[10:52:22] <Domx> cheers karalaine
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[11:11:35] <kuma_> is it better or worse to have separate glBufferData for position/normals etc , or should I use a struct with each defined and make just one call?
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[11:12:01] <exDM69> kuma_: it's better to have them in one buffer
[11:12:05] <kuma_> ok
[11:12:09] <exDM69> but it's acceptable to have them separate
[11:12:20] <kuma_> right so a follow on question then
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[11:13:18] <kuma_> i have them in separate vectors, should i restructure it into a vector<struct> and then supply to glBufferData vector<struct>.data()
[11:13:23] <kuma_> if you know what i mean
[11:13:43] <exDM69> OR you can omit your std::vector completely
[11:13:52] <exDM69> create a buffer and then map it with glMapBuffer
[11:13:52] <kuma_> right
[11:14:01] <exDM69> and write your vertex data there
[11:14:04] <kuma_> oh..
[11:14:04] <Stragus> Mapping the buffer is a (much) more efficient solution, yes
[11:14:18] <exDM69> there's no reason to have another copy of the data "CPU side" in a std::vector
[11:14:23] <kuma_> yeah right
[11:14:31] <kuma_> ok awesome, this is the answer i was looking for
[11:14:42] <kuma_> I'll read up on it
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[11:20:24] <kuma_> here they talk about batching and mapping
[11:21:02] <kuma_> so is it ok to map them in a non interleaved fashion?
[11:21:27] <exDM69> "mapping" is not the word you're looking for
[11:21:39] <exDM69> but yes, it's acceptable to have them interleaved or non-interleaved
[11:21:45] <exDM69> either will do
[11:22:11] <exDM69> interleaved has slightly better performance (on large amounts of data) due to cache locality
[11:22:52] <kuma_> aha yeah ok
[11:23:34] <Stragus> Interleaved can drastically reduce the count of memory transactions for indexed rendering (DrawElements()) jumping all over the place
[11:23:55] <Stragus> Especially if the stride is aligned on a nice round number, like 16 or 32
[11:24:33] <kuma_> interesting
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[12:42:11] <xaxxon> entertain me
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[14:56:17] <joshsyn> hello
[14:56:23] <joshsyn> anybody here?
[14:56:36] <Yaniel> nobody but us chickens
[14:56:41] <joshsyn> what is this gamma encoding?
[14:57:25] <joshsyn> I am curious how an image is able to control the luminence of the displaying hardware, i.e monitor and projectors
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[15:00:05] <Yaniel> it's not :P
[15:00:39] <Yaniel> monitors take values in a 0..1 range as input and map that to some brightness range
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[15:01:19] <joshsyn> hmm
[15:01:30] <joshsyn> so you can't control gamma from software?
[15:01:47] <Yaniel> I think you are mistaken about what gamma means
[15:02:00] <joshsyn> yes, please ELI5
[15:02:08] <Yaniel> the mapping from the 0..1 input value to a brightness is not linear
[15:02:10] <joshsyn> enlighten me
[15:02:22] <joshsyn> hmm
[15:02:32] <Yaniel> the gamma curve describes the mapping
[15:02:34] <joshsyn> you mean the luminence is not linear?
[15:02:44] <Yaniel> and since you know the mapping, you can easily invert it
[15:02:49] <joshsyn> is this something done by the hardware itself?
[15:03:04] <Yaniel> so you can write linear values, and correct them according to the gamma curve so they show up "linearly"
[15:03:57] <joshsyn> hmm how would you know the mapping?
[15:04:21] <Yaniel> it's pretty standard
[15:04:42] <Yaniel> there's like two different curves that are commonly used
[15:04:44] <joshsyn> sorry, i have 0 knowledge about colors and brightness, monitors
[15:04:52] <karalaine> and if user doesnt use the standard one, games usually provide slider to adjust gamma
[15:05:08] <joshsyn> i just know when you mix different color you get a magic combination
[15:05:16] <joshsyn> I see
[15:05:24] <joshsyn> Yaniel, whats that?
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[15:08:36] <joshsyn> hmm, interesting I didn't stumble across that page, but there is just too much information on that wiki
[15:08:56] <Yaniel> look at the pictures first
[15:09:05] <Yaniel> and their captions
[15:10:41] <grim001> it's pretty standard to assume a gamma of 2.2
[15:11:48] <CuriousMan> What is the state of the art tone mapping for games?
[15:12:42] <Yaniel> the one that looks nice to you
[15:13:08] <Yaniel> there's everything from linear to adaptive local filmic tone mapping
[15:13:34] <joshsyn> disclosure: I am looking for a software solution when 2 projectors overlap
[15:14:07] <Yaniel> you'll have to know the brightness of both projectors
[15:14:21] <Yaniel> and ideally their color profiles
[15:15:06] <joshsyn> the problem is that this projector supports 16:9 resolution and 4:3 resolution, we are using 4:3
[15:15:44] <joshsyn> so, the resolution has shrinked but you see a dark light around the edges
[15:15:51] <joshsyn> as if its cropped
[15:16:24] <joshsyn> This dark black patches is casting some light onto other projectors which is doing the same thing
[15:16:47] <Yaniel> so you want to compensate for the "black" of the projector that lands on the other's image?
[15:17:17] <joshsyn> Yeah,
[15:17:32] <joshsyn> or somehow reduce this on software
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[15:17:47] <Yaniel> so you want to remove a constant lightness from that part
[15:17:54] <Yaniel> if your image is in linear space then it's easy
[15:18:15] <joshsyn> sorry, i don't understand
[15:18:20] <joshsyn> what is linear space?
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[15:18:35] <joshsyn> yes, i do want to remove the constant lightness
[15:19:02] <joshsyn> in essense, if you throw all black pixels in the projectors, it will project black with some luminence in it.
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[15:19:48] <joshsyn> this luminence/brightness is more brighter/visible when its overlapped
[15:19:55] <Yaniel> so prior to gamma-correcting your image, remove a constant value
[15:20:02] <Yaniel> what value that is you'll have to measure or guess
[15:20:29] <joshsyn> what is even gamma-correcting? :( still confused.
[15:20:45] <joshsyn> is this something done on projector settings or software frame?
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[15:21:33] <joshsyn> I get the sense that brightness is not exactly one to one or linear with colors, so this mapping is called gamma?
[15:21:40] <Yaniel> gamma correcting is done in your app before blitting the image to the screen
[15:21:57] <joshsyn> how would you apply gamma correcting only to that overlapped region?
[15:22:03] <Yaniel> you don't
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[15:22:08] <Yaniel> you apply it to the entire image
[15:22:30] <Yaniel> but only remove the error on the region of interest
[15:24:45] <joshsyn> hmm, how
[15:28:08] <karalaine> suggestion: use 16:9 resolution, and place images next to each other, and draw only to 4:3 region
[15:28:42] <karalaine> unless there is something in image which actually should overlap?
[15:29:17] <joshsyn> karalaine, we have 4 projectors in a square room
[15:29:30] <joshsyn> left, right, front and back
[15:29:43] <joshsyn> so not possible to avoid it
[15:30:15] <joshsyn> Yaniel, so gamma correction/encoding means in bit level, to alter rgb color space values?
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[15:31:55] <Yaniel> why can't you use them in 16:9 and just emulate 4:3 on *that* ?
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[15:33:59] <karalaine> hmm, so the casted light is coming from angle to adjacent screens? I would imagegine that its not constant
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[15:35:07] <karalaine> in terms of OpenGL, gamme correction is usually done to the final image, either on fragment shader or by using sRGB framebuffer
[15:35:07] <joshsyn> Yaniel, sure I can, but what advantage would that give us?
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[15:35:22] <Yaniel> joshsyn: no overlapping regions to worry about?
[15:35:33] <Yaniel> you'd just have some black on the sides
[15:35:43] <joshsyn> karalaine, yes
[15:35:45] <karalaine> the black has still some light in it
[15:36:07] <joshsyn> Yaniel, ^ black still has some light in it
[15:36:08] <karalaine> it would work if you could turn off the unused pixels totally
[15:36:14] <Yaniel> yes but it should not be an issue since it is outside of the actual image
[15:36:29] <Yaniel> no overlaps -> nothing to correct in the image
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[15:36:47] <karalaine> he just explained it, there is 4 projectors in square room
[15:36:53] <karalaine> so each of them overlap each
[15:38:09] <joshsyn> its not usually a problem when you have vibrant pictures of images like sky, lighted scene, since there is brightness which I suppose lits the entire room. But we mostly run underground scene which are dark themed
[15:38:20] <joshsyn> hence you see those overlapped bright patches
[15:38:31] <joshsyn> Yaniel, just what karalaine said
[15:38:47] <karalaine> best solution would be to have 4:3 projectors to start with
[15:39:04] <joshsyn> agree, but we couldn't find in the market anymore
[15:39:10] <Yaniel> oh the projectors are aimed at different walls each
[15:39:17] <joshsyn> yes
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[15:39:25] <joshsyn> walls are 90 degree to each other
[15:39:34] <Yaniel> the lazy solution would be to just say screw it and zoom out a bit
[15:39:50] <Yaniel> doesn't utilize the entire height of the wall then though
[15:40:11] <joshsyn> yeah, only if I could convince everyone this ^
[15:40:58] <joshsyn> tried to think that there would be some kind of lenses that would occlude those regions outside 4:3, but that didn't work either
[15:41:18] <Yaniel> you could add blinds yes
[15:41:29] <Yaniel> to cover the sides of the image
[15:41:29] <joshsyn> our hardware dept gave up their hands and its now up to software dept
[15:41:42] <Yaniel> lol
[15:42:05] <Yaniel> gotta run now ->
[15:42:19] <joshsyn> looks like they are pretty reluctant to any hardware based idea
[15:42:31] <joshsyn> since they "tried it all"
[15:42:44] <joshsyn> oh no :( Yaniel
[15:42:51] <joshsyn> see ya
[15:42:59] <Yaniel> sounds like they didn't try the oldest trick in the theatre lighting book
[15:43:05] <karalaine> do you have them installed already? so you could take some reference data whats the actual effect
[15:43:59] <joshsyn> yeah, I wasn't brief thoroughly about this. I kept insisting to try hardware based solution again, but got slapped back and do some more work
[15:44:02] <karalaine> like displaying black image and checking how much lighter it is in edges and could you calculate some approximation which compensates it
[15:44:33] <joshsyn> karalaine, how?
[15:44:46] <joshsyn> Yaniel, amen to that
[15:44:51] <joshsyn> yes they didn't
[15:45:02] <karalaine> its physically impossible to get rid of everything, since you will probably see it on totally black image as well
[15:45:22] <karalaine> but on brighter images you could compensate
[15:45:25] <joshsyn> they tried but they just gave up their hands and concluded it can't be fixed from hardware side
[15:45:53] <Yaniel> Just do it yourself :P
[15:46:30] <karalaine> you could show black screens, and then take a photos with good camera, and then analyze pixels whats the difference
[15:47:56] <joshsyn> hmm, did try that but that wouldn't be a good approximate
[15:48:14] <joshsyn> lot of errors, i assume
[15:49:06] <joshsyn> I did try and take an image, and tried using masks and some filters using gimp, but still not getting closer to the problem
[15:49:33] <joshsyn> I mean I want to actually understand the theory and then fix the problem now
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[15:50:06] <joshsyn> I looked up existing solutions, thats when i stumbled across this gamma thing
[15:52:11] <karalaine> you would still need some kind of curve, so it doesnt affect whole image
[15:52:21] <Yaniel> The fix is literally duct tape
[15:52:42] <karalaine> or anything that can stand heat :P
[15:54:17] <Yaniel> Matte black painted steel ideally
[15:56:17] <joshsyn> can we discuss more one the software solutions? my manager wasn't so happy when i brought this up
[15:56:26] <joshsyn> to push it onto hardware
[15:57:27] <joshsyn> I need to bit more investigations, even if we can't solve it eventually
[15:57:31] <Yaniel> Is there a specific reason why doing it with hw is a problem?
[15:57:32] <joshsyn> software wise
[15:58:04] <joshsyn> when asked, they just mention they tried everything hardware wise
[15:58:15] <joshsyn> thats his response
[15:58:21] <joshsyn> and failed
[15:58:41] <joshsyn> that this issue was brought up a year ago
[15:59:36] <karalaine> crazy idea: put your projetors sideways so leakage goes to floor and roof
[16:00:43] <Yaniel> Well yes you can solve it in software to some extent
[16:01:23] <joshsyn> impossible, karalaine mounts are fixed
[16:01:36] <karalaine> too bad
[16:02:45] <Yaniel> You just lose the dark level's worth of dynamic range
[16:03:23] <Yaniel> Namely everything darker than 2*black
[16:03:24] <karalaine> joshsyn, did you try some sort of gradients with gimp? like haveing white image, some gradient black on the edge, and then adjusting the gradient to compensate
[16:03:47] <kuma_> question: glMapBuffer throws a 1282 invalid_operation error if I don't first allocate memory with glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), NULL, GL_STREAM_DRAW);
[16:03:51] <kuma_> is that normal?
[16:03:52] <joshsyn> karalaine, exactly what I am doing without any understanding though
[16:03:54] <Yaniel> Why so dificulto
[16:04:13] <Yaniel> Put image in linear space, remove constant on border areas, put back in gamma space
[16:04:58] <joshsyn> Yaniel, can this be replicated in gimp?
[16:05:06] <karalaine> that would only give you visual borders on the area
[16:05:24] <Yaniel> Sure
[16:05:38] <karalaine> I would assume that you would need at least some sort of smoothing
[16:05:39] <Yaniel> Not conveniently and accurately but it can
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[16:05:56] <joshsyn> would you know how?
[16:06:19] <Yaniel> You also need to remove it from everywhere else, clamp to zero and add the value back
[16:06:27] <joshsyn> karalaine, hmm smoothing how?
[16:07:22] <karalaine> like adjusting the removed constant when going near the edge of overlapping area
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[16:10:25] <kuma_> Stragus: maybe you know/
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[16:22:21] <Domx> fucking hell
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[16:22:49] <Domx> Fbx SDK doesn't provide a way to get UV data per control point, only per polygon vertex
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[16:44:15] <INSANU> Im wodendering how should i choose the size of my image plane for my raytracing, im going to render to a 1024 x 1024 window, what should i take in consideration?
[16:44:18] <INSANU> thanks
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[17:25:16] <bsdbeard> I'm doing deferred rendering and I was wondering, is it better to disable depth testing when doing post-processing/rendering to screen or is it best to leave it on all the time (less glEnable/glDisable calls)
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[17:26:11] <bsdbeard> also my post-processing framebuffers have no GL_DEPTH_ATTACHMENT, I don't know if OpenGL is smart enough to figure out it shouldnt do depth testing or I should explicitly tell it
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[17:37:19] <bsdbeard> ah shit, I just tested it and found out that if I dont disable the depth testing for my final rendering pass I need to clear the depth buffer, since drawing a full screen quad still writes to the depth buffer
[17:37:28] <bsdbeard> I guess that should have been obvious :/
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[19:17:18] <flavi0> bsdbeard: i don't get the context but if you don't want to clear it maybe you can set glDepthMask(GL_FALSE) to disable writing to the depth buffer while you draw that quad.
[19:17:49] <flavi0> so you don't have to disable depth testing but only disable writing.
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[19:26:15] <bsdbeard> flavi0, I see, I'll keep that in mind... I was just trying to minimize calls to the opengl driver as much as possible and got carried away a bit :-)
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[20:28:44] <SHC> I'm looking into cross platform shaders, any idea on how to write cross platform shaders in GLSL?
[20:29:25] <SHC> I'm writing a wrapper that runs on WebGL (GLES 2), GL3.3 Core, and Android (GLES 3),
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[20:29:51] <SHC> Is there any way that I can write my shaders such that single copy of shaders works on all backends?
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[20:30:38] <Stragus> Through preprocessor magic, sure
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[20:31:46] <SHC> Can you please explain Stragus?
[20:32:17] <Codex_> shc: you might need to do several versions of the same shader
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[20:33:51] <SHC> Codex_: The issue is that I have some large shaders, and maintaining them in different versions will not be easy when more shaders come in
[20:34:10] <Stragus> SHC: Such as #ifdef GL_ES and/or your own #define as an extra string before the shader's code (but after the #version)
[20:34:22] <Codex_> shc: in practise you'll need one big uber shader, and few versions of that code
[20:34:30] <dawik> just like how you would write cross platform C/C++ code..
[20:35:20] <dawik> but instead of different architectures you check for ES or not :p
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[20:36:02] <bsdbeard> Codex_, why one big shader?
[20:36:18] <SHC> So I can do #define attribute in etc., interesting
[20:36:43] <Codex_> bsdbeard: that way different shader pieces can communicate.
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[20:36:57] <SHC> Thanks for the idea guys, I'm gonna see how this goes right now
[20:37:34] <SHC> And by the way, I'm learning 3D, and got to the point of implementing lighting, and rendering OBJ models
[20:38:02] <SHC> I'm looking into making a unified material system like there is in Unity etc.,
[20:38:09] <SHC> Any tutorials on how to do that?
[20:38:18] <SHC> I think Unity do use OpenGL
[20:39:30] <bsdbeard> I thought the big picture was to have separate shaders for specific situations (i.e. to avoid using branches/loops)
[20:39:35] <bsdbeard> Instead of one big one...
[20:39:40] <Stragus> Aim for specialized code that does what you want, don't aim for an engine that does everything with a big all-purpose material system
[20:39:50] <Stragus> bsdbeard; Correct
[20:40:11] <bsdbeard> Right, so I was surprised when Codex_ mentioned one big shader.. I guess I don't understand something
[20:41:03] <Codex_> bsdbeard: my reason for using big uber shader is "allowing shader combinations"... But other people are using uber shaders for different reasons.
[20:41:05] <Stragus> A big shader with #if preprocessor branches is fine, you can compile different versions from the same code
[20:41:34] <Codex_> bsdbeard: it's kinda important feature in my library that different shaders can be combined...
[20:41:38] <bsdbeard> Oh
[20:42:43] <bsdbeard> I just gotta figure out how to get music in my shader like shadertoy does :(
[20:42:54] <bsdbeard> Somehow upload it into a texture
[20:43:25] <Stragus> Music in a shader? o.O
[20:43:46] <bsdbeard> Yeah, shadertoy puts music channels into a texture and uploads them into the fragment shader
[20:43:57] <bsdbeard> So e.g. you can synchronize colours to the music
[20:44:09] <btipling_> music in your shader?
[20:44:11] <dawik> thats neat
[20:44:18] <btipling_> oh
[20:44:27] <dawik> would need a time uniform also
[20:44:28] <btipling_> you'd probably use a uniform or attribute buffer
[20:44:41] <bsdbeard> I have a big uniform buffer object
[20:44:50] <bsdbeard> With all my program data
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[20:44:58] <btipling_> sounds like you got it then
[20:45:16] <bsdbeard> I just dont know how to work with music at all :(
[20:45:18] <btipling_> are you doing ray casting
[20:45:19] <derhass> it would be neat if you would play back the tune via coil whine
[20:45:49] <bsdbeard> I did a shader some years ago on shadertoy that used music...
[20:45:50] <btipling_> just find some interesting thing in the audio
[20:46:19] <btipling_> what format is your audio data in
[20:46:45] <btipling_> I shouldn't load shadertoy links on this computer it keeps killing webgl
[20:46:57] <btipling_> work laptop just has integrated graphics :<
[20:47:02] <bsdbeard> btipling_, Anything really, later on I want it to use midi or .mod (if you heard music from old games like jazz jackrabbit that used .mod)
[20:47:15] <bsdbeard> But that would be harder
[20:47:18] <btipling_> you probably want a format that's good for creating visualizations
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[20:47:42] <bsdbeard> Webgl seems to work on my intel integrated card very well
[20:47:42] <btipling_> you're not going to want to er decode audio data in a shader
[20:48:00] <btipling_> yeah I don't know what's up with this mbp
[20:48:03] <btipling_> it hates webgl
[20:48:12] <bsdbeard> Device: Mesa DRI Intel(R) HD Graphics 530 (Skylake GT2)
[20:48:18] <btipling_> System Information: Model: MacBook Pro (Retina, 15-inch, Mid 2015) • CPU: Intel Core i7-4770HQ (8 Threads, 4 Cores) @ 2.20 GHz • Memory: 16.00 GB • Uptime: 4 days • Disk Space: 499.07 GB • Graphics: Intel Iris Pro • Screen Resolution: 2560 x 1440 • OS: OS X El Capitan (Version 10.11.6, Build 15G31)
[20:48:24] <btipling_> :<
[20:48:34] <bsdbeard> My integrated card even supports GL 4.4 with the open source driver
[20:48:38] <bsdbeard> :D
[20:48:41] <btipling_> nice
[20:49:28] <dawik> I have one of those for work
[20:49:31] <btipling_> did you just put the binary blob in a unfiform?
[20:49:35] <btipling_> uniform*
[20:49:37] <btipling_> :P
[20:49:45] <bsdbeard> No btipling_, i gotta figure out how to decode it...
[20:49:48] <btipling_> do the audio processing cpu side, get a signal you like
[20:49:56] <btipling_> you probably want ffmpeg
[20:50:09] <btipling_> it's gold for that
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[20:53:39] <bsdbeard> btipling_, The way shadertoy does it from the code I've seen is a 2 pixel high texture, 512 pixels wide... row 1 has the loudness of each frequency (1 frequency per one of the 512 pixels) and row 2 has a sort of wavelength
[20:54:04] <bsdbeard> and in the shader you just use texture2D to sample the loudness at a specific frequency
[20:58:19] <bsdbeard> would using an array instead of a texture be faster?
[20:58:51] <bsdbeard> I guess with an array I lose the interpolation you can get with textures
[20:58:55] <bsdbeard> So it's not that good
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[21:34:08] <foobaz> can anyone suggest a way to calculate movement in a scene, given two images?
[21:34:28] <foobaz> like video encoders use for motion
[21:35:07] <foobaz> the only way i can think of is an exhaustive search of possible movement vectors, ranked with cross-correlation, but that's computationally expensive
[21:39:30] <Stragus> I once used edge detection, followed by multi-resolution line detection, followed by line matching by iterative convergence. It wasn't computationally cheap
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[21:42:20] <foobaz> sounds like a good approach but the edges of my data are probably too soft for that
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[21:42:35] <foobaz> i'm tracking waves not solid objects
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[21:42:53] <foobaz> on the plus side i don't have to distinguish them from a background
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[21:49:51] <bsdbeard> calculate movement? you use a hessian for that
[21:50:01] <bsdbeard> if i understood what youre doing right
[21:50:16] <bsdbeard> hmm
[21:51:09] <bsdbeard> no idea how that would work in a shader though
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[21:53:15] <bsdbeard> oh and its computationally expensive so i guess you already thought of that and discarded the idea :(
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[21:55:12] <LSpiro> WHhere is RTFM?
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[21:55:53] <derhass> LSpiro: is this a trick question?
[21:56:34] <LSpiro> He is not here, so No.
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[21:56:51] <LSpiro> He is normally a moderator.
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[21:57:54] <LSpiro> He has a different name but I’ve forgotten it.
[21:59:11] <LSpiro> Is something suspicious about my question?
[21:59:16] <foobaz> but i'm gonna look up this hessian matrix thing
[21:59:50] <Stragus> foobaz: I didn't do any research before implementing my approach, so there could easily be better out there
[22:00:11] <Stragus> Although my code ran smoothly for HD video on a single CPU core... after a bunch of SSE/AVX optimization
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[22:32:43] <foobaz> that's pretty impressive you don't get much time per-pixel in HD
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[22:37:33] <Stragus> It really comes down to SSE/AVX processing 8/16 pixels at a time
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