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[00:09:57] <foobaz> how can you use SIMD in raytracing? shading adjacent pixels that you have already determined to be on the same shape?
[00:10:56] <Codex_> foobaz: the same way how shaders are doing it
[00:11:17] <Codex_> use of the same algorithm, but following different path through it
[00:11:28] <foobaz> seems like tracing the rays is a very serial process because they can go down different paths in your spatial geometry tree
[00:11:34] <Stragus> You can use SIMD when the rays are coherent, until the bundle breaks up
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[00:11:50] <foobaz> but maybe once you find out what rays intersect what geometry you can shade them in parallel
[00:12:30] <Stragus> Codex_: GPU hardware can do very cheap scatter/gather, CPU SIMD can't
[00:12:40] <Stragus> Same for branching
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[00:13:58] <foobaz> i wonder if there's any data structure with good random access time like a tree but which is less branch-heavy so it's more parallelizable
[00:14:57] <Stragus> Sure, non-hierarchical graphs
[00:15:11] <Stragus> Hierarchy and trees are terrible, it's just easy to implement
[00:15:15] <Stragus> Hierarchies*
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[00:16:30] <foobaz> trees are great for huge data sets and for worst-case performance
[00:17:18] <Stragus> Meh, they are never great to me, this jumping all over the place in memory impossible to parallelize
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[00:17:58] <foobaz> yea you have to protect the whole tree with a mutex
[00:18:11] <foobaz> can't even do copy-on-write to make a new tree
[00:18:55] <foobaz> although i've heard about a structure called finger trees which is immutable and copy-on-write, that doesn't need the mutex but still has terrible memory access patterns
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[00:19:44] <foobaz> for decades computing has been built on binary trees but they do seem to be at odds with 21st century hardware
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[00:20:22] <chrisf> barely made sense on 90s hardware ;)
[00:20:26] <foobaz> these non-hierarchical graphs seem like an undeveloped area, i hope they find good solutions
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[01:03:31] <}> finger trees are mostly used in pure functional languages like haskell
[01:03:40] <}> and even there they're a huge pain in the ass to work with
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[01:09:35] <dahlia> afl_ext: yes, all c#, no gpu
[01:09:37] <Codex_> stragus: oh, if you make the data structure constant, parallerizing is very easy. (and c++ allows making it constant, if you just make all member functions const)
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[01:11:03] <Stragus> What? How does making it "constant" help?
[01:11:05] <dahlia> using the octree
[01:11:22] <afl_ext> dahlia move it to gpu or at least to c++
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[01:11:44] <dahlia> afl_ext: it was just me learning the concept
[01:11:54] <dahlia> not meant for real stuff
[01:11:56] <afl_ext> dahlia the example you sent should be > 60 fps on gpu
[01:12:01] <Codex_> stragus: read-only data structure never changes, so the operations different threads are doing will never cause problems.
[01:12:13] <}> dahlia, needs more GL_TEXTURE_MAX_ANISOTROPY_EXT :-D
[01:12:16] <}> hehe
[01:12:37] <dahlia> well its slow because of searching the trimesh for intersections
[01:12:43] <Stragus> I'm aware of that Codex_, the problem is SIMD parallelism. Or GPU warp parallelism, which far prefer coherent memory transactions
[01:13:01] <Codex_> stragus: when the problems are things like race conditions and data structures changing under your implementation
[01:13:24] <Codex_> oh dunno much about that
[01:13:28] <dahlia> afl_ext: and i don't know how to do trimesh raytrace on gpu
[01:13:40] <dahlia> at least in opengl
[01:13:59] <Stragus> Would be more pleasant in CUDA or OpenCL than OpenGL
[01:14:30] <Stragus> I'm doing about a billion rays per second on a GTX 980
[01:14:43] <dahlia> pics?
[01:15:34] <dahlia> theres probably a billion rays in that screenshot of mine
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[01:16:24] <Stragus> I don't really have pretty pictures, since it was written to do physics
[01:16:24] <dahlia> a tank?
[01:16:48] <afl_ext> dahlia trace sponza
[01:17:14] <dahlia> the exercise is over ;)
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[01:17:27] <afl_ext> :(
[01:18:05] <dahlia> I think I have a tank model like that, or close to it
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[01:24:30] <Codex_> dahlia: btw, are you using some acceleration structure for the ray tracing of the mesh?
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[01:25:07] <dahlia> Codex_: ya an octree
[01:25:21] <dahlia> it was like 40ish minutes without it
[01:25:27] <Codex_> it still takes couple of minutes to render that?
[01:25:28] <dahlia> couple minutes with it
[01:25:38] <Codex_> oh
[01:25:46] <Stragus> Ouch
[01:25:56] <afl_ext> c#
[01:25:58] <Codex_> how does the ray find correct triangle from the mesh?
[01:26:11] <Stragus> Even on the CPU, you can easily get 10 million rays per escond per core...
[01:26:17] <Stragus> per second* per core
[01:26:27] <dahlia> each triangle goes into the octree
[01:26:38] <dahlia> it does ray query on the octree
[01:26:49] <dahlia> then tests each triangle
[01:26:56] <dahlia> picks the closest
[01:27:00] <dahlia> and reflects
[01:27:04] <dahlia> ...
[01:27:24] <dahlia> I dont remember what the reflect limit was set at
[01:27:37] <afl_ext> dahlia every octree box intersecting the ray is tested?
[01:27:38] <dahlia> may have not been set
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[01:27:57] <afl_ext> lol you really need limit on it
[01:28:24] <dahlia> afl_ext: well if a higher level node is empty.. then there's no children to test
[01:28:42] <Codex_> dahlia: if it takes that long to render one image, how are you tweaking all shading parameters correctly without rendering the image repeatedly?
[01:28:47] <afl_ext> dahlia i mean every node that is not empty and intersect
[01:28:51] <afl_ext> you need to test them all
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[01:29:06] <dahlia> Codex_: by making the image smller
[01:29:20] <dahlia> *smaller
[01:29:55] <dahlia> its only a few seconds with a small image
[01:30:41] <dahlia> and I did most of the shading using spheres
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[01:36:19] <Codex_> dahlia: hmm, what kind of root finding are you using?
[01:36:33] <dahlia> root finding?
[01:36:54] <dahlia> you mean where it intersects the sphere?
[01:37:05] <Codex_> yes, finding the surface of the sphere
[01:37:18] <dahlia> cant remember, would have to dig the code up
[01:38:59] <Codex_> I'm normally using lipschitz based root finding from "blinn's blobs"
[01:40:49] <Codex_> it basically goes forward in x without ever jumping over the root.
[01:41:28] <Codex_> so it just requires describing the objects as distance functions where there's surface at f(x,y,z)=0.
[01:42:40] <Codex_> but I've never tried to do 2nd level rays after finding the first surface
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[01:43:59] <Codex_> oh, you have to write the intersection code for each object separately?
[01:44:16] <Codex_> there's easier way to do that
[01:45:05] <Stragus> It really helps performance if the pipeline only supports one kind of primitive, you want as little branching as possible and no function call in there
[01:45:06] <dahlia> well the intersection test was different for each object type
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[01:59:57] * thoys casts a ray to dahlia
[02:00:17] * dahlia intersects and reflects
[02:06:46] * Codex_ passes the ray to process that separates the wavelengths, and sends it to moon via normal ethernet cable...
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[02:08:19] <afl_ext> actually there are raytracers that operate on wavelenght separated channels instead of rgb
[02:10:07] * dahlia ponders the final map in portal 2
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[02:25:32] <foobaz> space space wanna go to space
[02:25:45] <foobaz> what's your favorite thing about space? mine is space
[02:26:37] <Codex_> it's so big?
[02:27:04] <Codex_> filled with plenty of energy
[02:27:25] <dahlia> it's so... curvy!
[02:27:46] <Codex_> moves faster than light
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[02:29:24] <ibouvousaime> its boring
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[04:27:53] <doek> hi !
[04:28:10] <doek> I have a question...
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[04:31:56] <doek> I have an image that had been rendered with a perspective and modelview matrices I know, I also have the depthmap. I'm trying to build a 3d model back from it. So since all positions were calculated with perspective*modelview*position, I thought that I could render the 3d coordinents back with inverse(modelview)*inverse(perspective)*vec4(x,y,depth,1)... it almost works but there is a slight error somewhere and I'm thinking
[04:31:56] <doek> that it must have something to do with the depth and [near,far] clamping... any ideas ?
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[05:04:02] <dahlia> doek: I'd try googling "unproject"
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[05:09:39] <doek> dahlia: thanks, I think this might help :¬D
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[05:16:10] <doek> dahlia: humm from what I see it seems to be what I was doing...
[05:16:47] <dahlia> doek: are your x,y,z in NDC?
[05:18:57] <doek> dahlia: ah I think I got the problem here ! thanks !
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[05:22:09] <doek> dahlia: nope it wasn't that, well no they are not in NDC
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[05:26:40] <doek> dahlia: thanks !
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[05:27:12] <dahlia> I think it takes mouse coordinates
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[05:33:05] <doek> dahlia: humm it really is the same, the only difference is (z) that is (2*z-1) in your case... but both do not work
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[05:33:35] <dahlia> doek: dunno :~
[05:34:05] <doek> dahlia: why do you amplify z ?
[05:34:05] <dahlia> maybe make sure y axis isn't inverted
[05:34:21] <doek> dahlia: the result is almost correct
[05:34:32] <xaxxon> I have a sprite with a transparent background and I want to outline the non-transparent part. What's the concept I want to learn about to do that?
[05:34:40] <xaxxon> is it scissor?
[05:35:06] <xaxxon> hrmmm, probably nto
[05:35:07] <doek> xaxxon: discard in fragment shader ?
[05:35:12] <dahlia> doek: not sure I remember, maybe because z ranges from -1 to 1
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[05:35:26] <dahlia> in NDC
[05:35:56] <xaxxon> ahh, "stencil"
[05:36:46] <doek> dahlia: the this is I render 8 times the same scene from different angles, and make a point cloud from it, they almost match, but not exactly...
[05:37:10] <doek> dahlia: woops this sentence doesn't make any sens
[05:37:17] <dahlia> lol
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[05:37:52] <doek> dahlia: just remove "the this is"
[05:38:08] <doek> dahlia: :¬P
[05:38:33] <dahlia> how far off is "almost"?
[05:39:41] <dahlia> not that I know about such things but I hear horror stories about 16 bit logarithmic depth buffers
[05:40:12] <doek> yea I hope it's not about floats being crazy
[05:40:15] <doek> dahlia: I'll show you a video
[05:41:13] <dahlia> well that unproject works fine for me for picking but I've not used it for point clouds
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[06:05:55] <dahlia> doek: "Video cannot be played because the file is corrupt"
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[06:06:01] <doek> awww
[06:06:04] <dahlia> youtube it :P
[06:06:14] <doek> I could read it on VLC
[06:06:31] <doek> dahlia: do you have VLC ?
[06:06:44] <dahlia> anyway the algorithm works, you probably have a typo or something
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[06:07:21] <doek> dahlia: well I'm almost there :¬D
[06:07:54] <doek> dahlia: btw the 2*z-1 is correct, as I checked, my cubes were not cubes :¬P
[06:08:14] <doek> dahlia: thanks :¬D
[06:08:20] <dahlia> np
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[07:00:35] <Stragus> Does anyone have ideas for a space filling curve that starts in the center of a 2D space and extend toward the edges? With mapping of an integer to 2D and back, like other space filling curves
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[07:15:18] <Codex_> stragus: can you do a spiral? But it might not hit the pixels in right positions? :)
[07:15:47] <Stragus> Really looking for an integer based curve...
[07:16:24] <Stragus> Each index must map on 2D point exactly
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[07:17:15] <Codex_> stragus: easiest space-filling curve is just like { (0.0) }, { (1.0), (0.1) }, { (2.0), (1,1), (0.2) }, etc... But it doesnt start from the center
[07:18:14] <Stragus> And I need to be able to get the 2D point from an integer directly with little arithmetic
[07:18:22] <Stragus> Like Hilbert space filling curves and friends
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[07:18:31] <Stragus> Tricky little thing :)
[07:20:09] <Codex_> what are you using the feature that it starts from the center for?
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[07:21:20] <Stragus> Need a good search patterns in photogrammetry, image analysis, trying to identify/locate things
[07:21:28] <Stragus> pattern*
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[07:21:43] <Codex_> so it needs to find stuff from the center of the image first?
[07:22:03] <Stragus> That's the best place where to begin searching, yes
[07:22:14] <Codex_> I wonder if flood fill might be able to do something like that
[07:22:30] <Codex_> linearised flood fill
[07:22:51] <Stragus> Eh, the rest of the software is complicated, it's recognizing 3D shapes from live video
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[07:23:04] <Stragus> But I still need a good search patterns because processing cycles are limited
[07:23:08] <Stragus> pattern*
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[07:24:05] <Codex_> if you know the image size beforehand, flood fill might give you an array of pixel positions...
[07:24:15] <Codex_> and that solves your problem
[07:25:01] <Codex_> the array needs to be regenerated, if image size or the center point changes
[07:25:49] <Stragus> I can generate the points and sort by distance, sure... I was looking for something more elegant ;)
[07:26:06] <Stragus> Space filling curves are nice, but I don't know of any with the pattern I'm looking for
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[07:29:24] <Codex_> I wonder how long time sorting such array would take... never tried if it works...
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[07:30:12] <Codex_> you definitely can't do it every frame :-)
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[07:31:08] <Stragus> These points aren't pixels, more like tiles to check for "new stuff of interest" that frame
[07:31:34]
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[07:39:17] <Codex_> the array solution is nice since it makes the access of the tile very simple: Tile f(int i) const { if (i<arraysize) return array[i]; else return Tile(); }
[07:40:39] <Codex_> if you do it alot, this will speed up the algorithm very much
[07:41:43] <Codex_> adding significant amount of logic to it might not be worth it
[07:43:51] <Codex_> but it requires using the same array more than once...
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[07:47:27] <funfunctor> Is this formating correct? // Create texture with empty data, we will update it using glTexSubImage2D each frame. The captured video is YCbCr 4:2:2 packed into a UYVY macropixel. OpenGL has no YCbCr format so treat it as RGBA 4:4:4:4 by halving the width and using GL_RGBA internal format.
[07:47:27] <funfunctor> glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mFrameWidth/2, mFrameHeight, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
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[08:37:42] <gellose> Hi, I have a strange problem in the app I'm developing. It's probably a memory bug that I'll have to tackle on my own, but it is driving me nuts and I wanted to try and see if anyone else has seen anything like it.
[08:41:00] <gellose> It's reproducible. Basically I removed an unused shader and that has caused a formerly translucent quad to go totally opaque.
[08:41:37] <Yaniel> suddenly it turns out that shader wasn't quite that unused
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[08:41:56] <Stragus> You may have quite a mixup in GL state or GL object names
[08:43:04] <btipling> finally resolved all my camera stuff
[08:43:05] <btipling> finally
[08:43:09] <btipling> :D
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[08:43:28] <btipling> I had put the camera rotation in my lookat function
[08:43:38] <btipling> but I needed to rotate after doing the lookat
[08:43:39] <btipling> duh
[08:43:41] <gellose> Yes, it's strange because the shader code has been commented to nothing, seems that nothing actually touches it either.
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[08:44:51] <gellose> The quads color can be changed, but the alpha value is not working.
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[08:46:10] <gellose> Stragus: what do you mean by GL object names? perhaps a dumb question
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[08:47:36] <Yaniel> basically any GLuint in your app
[08:47:52] <gellose> ah, right
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[08:47:59] <Stragus> The "names" returned by glCreateShader, glGenTextures, and so on
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[08:52:59] <gellose> I'm looking in that direction now, thank you.
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[10:26:47] <gellose> I've figured it out! I must share...
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[10:29:48] <gellose> The shader itself was a red herring. There's a std::set<string> storing a unique name for each shader. The bug could be killed by simply inserting the name of the old shader back into the set. At this point I feared the worst... some kind of dynamic allocation bug that could only be solved by C++ Jesus himself..
[10:33:00] <gellose> But switching to a std::unordered_set<string> fixed the problem, without requiring the old shader name to be inserted. It turns out, because of the order of iteration, the quad was being drawn on a black background before the actual background was drawn, so it was blended with nothing and ended up opaque!
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[10:38:35] <ibouvousaime> what would be a good way of making opengl render a variable amount of objects, I mean with an amount of object that could change at any moment
[10:41:40] <gellose> That is a very general question...
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[10:45:39] <Kragnfroll> Hi guys ! I've a question about opengl context and shaders. I've an app using Qt and OpenSceneGraph. I can have multiple views, context ID seems to be correctly managed (each opened views have a different context ID, and context ID can be reuse if I close a view and open a new one).
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[10:45:46] <Kragnfroll> My problem is that my shaders only works once per context ID. I mean if I load shader1 on view1, it's ok. Then if I close view1 and open view2, and if view1 contextID is the same as view2 context ID, then shader1 won't work, no shiny effects :(. But I can load shader2 on view2 and it's ok !
[10:45:50] <Kragnfroll> Also, textures and model rendering is always OK. When shaders are KO, fixed pipeline is used.
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[11:06:52] <Yaniel> if your textures and models work, you probably are using shared contexts
[11:07:06] <Yaniel> and shared contexts only actually share data containers, which shaders are not
[11:07:25] <Yaniel> so you have to load your shaders in every context where you want to use them
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[12:38:42] <CuriousMan> Is a cast: float->int an expensive operation in glsl?
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[13:13:37] <Yaniel> it's never been exactly cheap anywhere
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[13:25:10] <CuriousMan> Yaniel, do you have a source for it? I thought it would be possible in just a few cycles since it's in the case of 4 bytes float and 4 bytes int just a few bitwise operations
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[13:27:07] <Yaniel> uh no
[13:28:04] <Yaniel> you have to extract the sign, mantissa and exponent, raise the mantissa to the exponent, truncate, apply sign
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[13:29:10] <CuriousMan> Makes sense, thanks
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[13:37:28] <neure> there may be HW for conversion in some places
[13:37:39] <neure> for attribute data for example
[13:38:09] <Yaniel> maybe
[13:38:41] <ratchetfreak> in hardware it doesn't sound that hard, you just need a shifter for raising the mantissa to the exponent and a set of xor+half-adders for the negation.
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[13:39:00] <ratchetfreak> and running all the wires into the correct places
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[13:41:21] <ratchetfreak> though just that will not account for overflow
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[15:28:43] <Kragnfroll> Hey Yaniel ! Sorry I missed your answer ... How can I know If Qt or OSG use shared OpenGL context ? Shall I search for the wglCreateContextAttribsARB call in the source ?
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[15:53:27] <karalaine> you can give the context as parameter so it would be shared
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[16:33:23] <btipling> hello
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[16:44:55] <flavi0> hallo btipling
[16:45:24] <Xeek> howdy
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[16:45:59] <Xeek> btipling: nanovg has a scaling option, will make it nice for when I'm designing UI elements and I can zoom in without losing quality
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[16:47:16] <flavi0> oh nanovg, sweet! was looking for a gl based vector drawing lib, was considering cairo with gl backend but it seemed a bit heavyweight.
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[16:47:39] <Xeek> nanovg is much more "drop-in" and the licensing is much more open
[16:48:09] <flavi0> great to know, will check it
[16:48:58] <Xeek> i want to make a ui design app but I can't decide on how to store the design model
[16:49:03] <Xeek> maybe XML :-\
[16:49:20] <Xeek> or maybe I should do it more .NET like and just generate python or something
[16:50:04] <flavi0> Xeek: will it perform optimizations, like having queued draw operations internally and draw using batches of primitives using VBOs in case i want to draw like a million things with it?
[16:51:09] <flavi0> for procedural 2D graphics in digital arts and such..
[16:52:38] <flavi0> (time for another round of advertisement i guess) recently I created the #audiovisual channel on freenode for all things related to sound, light, realtime rendering, interaction, camera technology, sensors, etc. related to the creation of audio/visual digital arts. come over if you're interested and spread the word! :)
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[16:54:17] <Xeek> flavi0: yes
[16:54:38] <flavi0> superb, thanks again for the tip then
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[20:30:16] <btipling_> Xeek that's sweet
[20:30:32] <btipling_> I'm excited to use nanovg when I need a UI in an opengl app
[20:30:49] <btipling_> Xeek one can use nanovg with my own shaders and such right?
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[20:33:38] <Xeek> btipling_: of course, nanovg uses it's own shaders
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[20:34:08] <Xeek> btipling_: naturally, you'll want to glUseProgram for your shader after drawing with nanovg else you'll probably still be set to nanovg's shaders
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[20:49:28] <btipling_> nice
[20:49:37] <btipling_> yup
[20:49:51] <btipling_> I change programs all the time
[20:50:24] <btipling_> I'd probably draw nanovg last though
[20:50:28] <btipling_> since it would be hud stuff
[20:50:33] <Xeek> yeah
[20:50:33] <btipling_> and menus
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[20:51:05] <Xeek> I also would prefer to render to an fbo for hud stuff
[20:51:15] <Xeek> do some cool post processing with it if I need to :-)
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[21:15:47] <btipling_> that's all beyond me for now
[21:15:58] <btipling_> at some point I'll get to learning that stuff
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[21:25:41] <Xeek> i prefer to jump into the 2d stuff, makes it easier to throw some diagnostic info on the screen if some simple ui stuff is already built
[21:26:20] <saijanai_> how would I redirect OpenGL to render to a bitmap instead of the screen?
[21:26:49] <Xeek> frame buffer object
[21:26:58] <Xeek> it renders to a texture
[21:27:04] <saijanai_> xeek thanks. That sounds pretty trivial
[21:27:20] <Xeek> it's several calls to get setup, but it is quite trivial :-)
[21:28:02] <saijanai_> great. all the standard matrix for camera, perspective, etc, just redirect to the buffer instead of screen?
[21:28:17] <Xeek> pretty much
[21:29:01] <Xeek> actually that looks like more than I have when I do it :-\
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[21:33:52] <saijanai_> compiles ALL of squeak smalltalk to JS
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[22:27:06] <joe9> i am under the imprresion that the VertexArray would have store the glBindBuffer call
[22:27:30] <joe9> any kind comments, please?
[22:28:08] <joe9> I would have to do "glBindVertexArray and then glBindBuffer" to draw from a particular buffer?
[22:28:35] <joe9> Does not the VertexArray store the current bound buffer id/name too?
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[22:29:22] <derhass> no it does not
[22:29:41] <derhass> and you don't need any of that to draw
[22:29:48] <slime> it stores the state set by glVertexAttribPointer, which includes the buffer the attribute was specified for
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[22:38:00] <joe9> derhass: slime, cool . Thanks.
[22:39:11] <joe9> derhass: just to confirm "and you don't need any of that to draw" -- with this line, you mean that I do not need the glBindBuffer or the glBufferData comamnds to draw, correct? I just need them when loading the buffers with data. correct?
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[22:39:28] <derhass> yes
[22:39:34] <joe9> derhass. Thanks.
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<joe9> derhass: just to confirm, is it ok to setup the attributes before loading the buffer? do you foresee any issues with this control flow? http://bpaste.net/show/f1502f165ef8
[22:43:57] <joe9> slime ^^
[22:44:35] <joe9> set the attribute bindings for all vertex arrays and buffers. and, then load the buffer when the need arises.
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[22:46:42] <joe9> sorry for the bother. just want to doublecheck to avoid getting burnt later.
[22:47:37] <dahlia> joe9: I thought the specs say glAttribPointer copies the buffer name but I may be wrong... check it yourself to be sure
[22:49:45] <joe9> dahlia: did you mean glVertexAttribPointer?
[22:49:54] <dahlia> ya :)
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[22:51:49] <joe9> this is as per the spec: The buffer object binding (GL_ARRAY_BUFFER_BINDING) is saved as generic vertex attribute array state (GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING) for index index
[22:52:24] <joe9> I am on OpenGL 3.3 and am not sure if that is making the difference.
[22:52:28] <dahlia> oh ok I don't know if that means the name or not
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[22:55:11] <dahlia> ya it's been a while since I did 3.x, I've been using webgl mostly lately and it doesnt have vaos
[22:55:37] <dahlia> someone else here probably knows better
[22:56:00] <joe9> dahlia: ok, Thanks.
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[23:04:50] <notadeveloper> anyone compiling windows opengl apps with cl.exe? i am getting gl.h syntax errors
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