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[04:13:25] <funfunctor> Sometimes glBufferData(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, size=..) fails with "error=invalid operation" but not always? any ideas?
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[04:50:35] <nine_milli> anyone know how to get openal for osx?
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[05:33:30] <nine_milli> nice it’s baked in
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[05:39:09] <xaxxon> haha. OpenAL: Simple "if you have written opengl, you know openal". That's not how I'd sell something as simple. "It's as easy as opengl"
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[12:44:35] <anon2948141> Hello
[12:45:05] <Yaniel> hi
[12:45:33] <anon2948141> I have an opengl game installed on my macbook, but macbook graphics are no good
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[12:47:06] <anon2948141> I would like to intercept local opengl commands made by my game, send them over the network to be rendered on a system with a good gpu, and then get the results back on my macbook
[12:47:53] <anon2948141> the closest i've gotten is virtualgl, but that runs a program on the remote system instead of my local macbook
[12:49:01] <anon2948141> is there something else out there that does exactly what i'm looking for?
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[12:53:23] <ratchetfreak> that's going to be slow, too slow to be usable for a game.
[12:55:52] <anon2948141> ratchetfreak: even if they are connected by LAN?
[12:57:22] <ratchetfreak> network hop can easily take a few milliseconds and that's without sending a massive texture along
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[15:22:45] <neure> what binary shader format is 0x9551 ?
[15:22:52] <neure> i find no extension for that enum
[15:22:58] <neure> whose enum range does that belong to?
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[15:41:18] <afl_ext> SHADER_BINARY_FORMAT_SPIR_V_ARB 0x9551
[15:41:20] <afl_ext> neure ^
[15:41:37] <afl_ext> smeels like vulkan/opencl
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[18:02:32] <Forlorn> Hi I have a hard time following this page
[18:02:49] <Forlorn> float cosTheta = clamp( dot( n,l ), 0,1 )
[18:03:15] <Forlorn> - light is perpendicular to the triangle -> 0
[18:03:22] <Forlorn> - light is perpendicular to the triangle -> 0
[18:03:25] <Forlorn> ops
[18:03:32] <Forlorn> well anyhow
[18:03:35] <Yaniel> do you know how the dot product is degfined?
[18:03:39] <Yaniel> defined*
[18:03:40] <Forlorn> yes
[18:03:48] <Forlorn> the problem I am facing is this
[18:04:25] <Forlorn> I have a surface with a normal vector of (0,1), the I have a light direction of (0,-1)
[18:04:39] <Forlorn> dot(n,l) in this case is equal to -1
[18:04:47] <Forlorn> when it should really be equal to 1
[18:04:59] <Yaniel> lightDirection is supposed to be from the surface to the light
[18:05:20] <Forlorn> ah
[18:05:26] <Forlorn> that makes more sense, thank you
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[18:05:42] <Yaniel> it trips up a lot of people
[18:05:56] <Yaniel> but it should be illustrated in that tutorial
[18:06:51] <Forlorn> what tripped me off even more was that if you have a light ray and then it bounces onto a single vertex it then produces and explosion of vertices, which will intersect the eye's retina or a film at more than 1 point.
[18:07:15] <Forlorn> that is what happens in reality at least
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[18:07:49] <Forlorn> or at least how we have observed it empirically
[18:08:11] <Yaniel> ah,, yeah
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[18:08:46] <Forlorn> Yaniel, do you know of a better resource for me perhaps?
[18:08:53] <Forlorn> Like a book or something?
[18:08:58] <Yaniel> however in 3D rendering the camera is generally modeled as a pinhole camera
[18:09:20] <Yaniel> so only exactly one of the reflected rays ever hits the film
[18:09:29] <Yaniel> for each surface point
[18:09:50] <Yaniel> there's the classic "Realtime Rendering" about rendering in general
[18:10:26] <Forlorn> Is there an easier book?
[18:11:04] <Forlorn> and which describes a bit of physics as well such as
[18:11:39] <Forlorn> the inverse-square law
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[18:12:43] <Yaniel> no idea :(
[18:12:52] <Yaniel> the opengl superbible might explain things a bit
[18:13:13] <Yaniel> or if you are more into the physics part, look up raytracing tutorials/books
[18:15:00] <Forlorn> Yaniel, thanks again
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[19:47:25] <wadadli> Hello can someone please help me
[19:47:30] <wadadli> Xlib: extension "GLX" missing on display ":0".
[19:47:35] <wadadli> Error: couldn't get an RGB, Double-buffered visual
[19:47:40] <wadadli> Whenever I run glxgears
[19:48:30] <wadadli> I'm searching all over the internet and at this point I feel as if I'm just breaking it even more
[19:48:56] <wadadli> I added the BusID to my Xorg.conf as I saw on some articles on the web
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[20:14:28] <Stragus> wadadli, what's your hardware and have you installed drivers?
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[20:40:46] <Eliasvan> Hi all, I did an experiment by hooking the gettimeofday() and similar functions to produce the perfect (= no jitter, constant 60fps) video capture of Unigine Valley on Intel Skylake Mesa in 4K without post processing:
[20:41:24] <Eliasvan> I also hooked into the Pulseaudio functions to get the audio correct
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[23:06:57] <_nnead_> hello
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[23:08:10] <_nnead_> i am an opengl beginner and i want to plot a surface
[23:08:51] <_nnead_> my programm works "ok" at the moment but i am limited to 100.000 Datenpoints because of performance iussues
[23:09:23] <_nnead_> i would like to plot more datapoints
[23:10:07] <_nnead_> can somebody help me to optimize my code
[23:10:22] <Codex_> are you modifying the points with cpu?
[23:11:42] <_nnead_> jup
[23:11:59] <Codex_> usually you should keep the data constant, and just jump between different datasets once per second or so. And shader would interpolate the frames in between.
[23:12:00] <_nnead_> void Logo::convertData() { m_count = 0; grid(); if(data3d.size()>0){ int xSize = data3d.at(0).size(); int zSize = data3d.size(); double yMax2, yMin2; if(data3d.at(0).size() > 0){ yMax2 = data3d.at(0).at(0); yMin2 = data3d.at(0).at(0); } for(int i=0; i< data3d.size(); i++) { for(int j=0; j<data3d.at(i).size(); j++) { if(yMax2<data3d.at(i).at(j)) { yMax2 = data3d.at(i).at(j); }
[23:12:19] <derhass> _nnead_: use a paste service, don't paste directly to the channel
[23:12:32] <_nnead_> how do i use paste service?
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[23:13:34] <_nnead_> this i my data conversion
[23:13:56] <afl_ext> logo language implementation?
[23:14:25] <_nnead_> Logo is just my class, language is c++ with qt framework and opengl
[23:14:42] <afl_ext> ok nvm no problem
[23:14:51] <afl_ext> what does that quadShape do?
[23:15:51] <_nnead_> it creates a quad shape :D
[23:18:08] <_nnead_> my surface is some kind of high-map (red max, blue min)
[23:18:18] <afl_ext> i still dont see even a bit of opengl in it
[23:18:26] <_nnead_> *height
[23:18:27] <afl_ext> you regenerate this things every frame?
[23:18:56] <_nnead_> yup
[23:19:09] <afl_ext> you shouldnt do it every frame
[23:19:25] <afl_ext> thats the first problem that slows your app a lot
[23:20:51] <_nnead_> my openg drawing call is just glDrawArrays(GL_LINES, 0, 132); glDrawArrays(GL_LINES, 132, m_logo.vertexCount());
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[23:23:15] <_nnead_> or here the opengl drawing class
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[23:25:29] <_nnead_> afl_ext: my surface is moving every frame so the position of the points is changing, i am not sure if i can avoid calculating everthing every frame
[23:25:54] <afl_ext> then make points static and translate during rendering on gpu with shaders
[23:27:11] <_nnead_> you mean like creating 100.000 points with a predefined position and than just giving them a new height?
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[23:33:23] <foobaz> yes
[23:33:50] <afl_ext> ^
[23:33:52] <foobaz> you could upload the height map as a texture and sample from it at each vertex
[23:34:10] <foobaz> if you wanted to get real fancy you could write a tesselation shader to generate your geometry dynamically
[23:34:28] <afl_ext> geometry shader probably more approbiate
[23:34:30] <foobaz> then you would only draw one quad, and the shader would divide it as far as is necessary given screen resolution etc.
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[23:35:01] <foobaz> nah geometry shader can't output that much geometry, it's limited to roughly 100 triangles depending on hardware/driver
[23:35:18] <_nnead_> well just started using opengl a few days ago so i am still at the very beginning of understanding opengl
[23:35:24] <afl_ext> tess also has limits
[23:35:25] <foobaz> also geometry shader has a reputation for being slow
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[23:36:15] <afl_ext> its really sad that geo shader is slower than tess
[23:36:23] <afl_ext> i would like to understand why this is the case
[23:36:29] <foobaz> nice thing about tesselation shader is you get level of detail which improves visual quality
[23:36:37] <afl_ext> geo shader can do nice stuff more straightforward than tess
[23:37:10] <afl_ext> like you give it a triangle and it will generate grass foliage
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[23:37:21] <foobaz> it's more general purpose but that's what makes it slow
[23:37:55] <_nnead_> ok so a first solution would be create static points (like 1000x1000) and than upload nxm heightvalues and create a shader which translates my points and changes the color
[23:38:19] <afl_ext> _nnead_ tell us which version of OGL you target
[23:39:01] <afl_ext> like, 4.4
[23:39:33] <_nnead_> at the moment 3.3
[23:39:57] <afl_ext> then i think you will be best with generating heightvalues texture
[23:40:05] <afl_ext> and sample it from shaders
[23:40:35] <afl_ext> just update the image every frame
[23:40:36] <afl_ext> but also
[23:40:47] <_nnead_> what do you mean with "sample it from shaders"
[23:40:50] <afl_ext> you can think about updating the data lazily
[23:41:12] <afl_ext> i mean in shaders you can read textures, images for example, or values at X Y like height
[23:41:20] <afl_ext> like anything, its just numbers
[23:41:23] <_nnead_> i am updating the data every 25-40ms
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[23:41:47] <afl_ext> do whole data set change every time or just small portion of it?
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[23:42:06] <afl_ext> because if small, then you need to uplaod only this part to gpu to avoid too much work
[23:42:18] <_nnead_> it depends, i am sampling in a range of 1- 1000Hz
[23:42:40] <afl_ext> do you already have an array on c++ side with all height values?
[23:42:41] <_nnead_> every sample consists of 14.000 datapoints which i downscale to 1000
[23:43:11] <afl_ext> i guess you have
[23:43:20] <afl_ext> like samples[1000*1000] flat array
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[23:43:42] <_nnead_> yes a vector of the last data, but not all 3d data
[23:43:43] <afl_ext> then you can directly use it to create texture with red channel float (i guess its float single precision)
[23:43:53] <afl_ext> no problem
[23:44:06] <afl_ext> you then will need this texture created and accessible from shaders
[23:44:24] <afl_ext> then you can create 1 quad, or cube, or whatevr you want draw
[23:44:39] <afl_ext> and draw it instances with desires count like 1000*1000
[23:45:08] <afl_ext> instance id is accessible from shaders so it will allow you to recreate X and Y of the point you want to draw
[23:45:54] <afl_ext> then you sample the texture at this coordinates and you get Z for your object
[23:45:56] <afl_ext> and its all
[23:46:06] <afl_ext> then you can shade it in fragment shader
[23:46:48] <_nnead_> do i have to create a image file for my texture and scale my hightdata?
[23:46:55] <_nnead_> *height
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[23:47:13] <afl_ext> you dont need to scale your data if your texture will be in float format
[23:47:27] <afl_ext> you neec to create texture, but i dont mean something on disk but on gl side
[23:49:19] <_nnead_> what do you mean with "draw it instances with desires count" dont i have to create trianglestripes or something for performance ?
[23:49:22] <afl_ext> btw depending on what you are trying to visualzie and how, I think many scenarios can be visualized by fragment shader + texture only
[23:49:41] <afl_ext> see here
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[23:51:08] <_nnead_> but are the instances connected to each other
[23:51:17] <afl_ext> how?
[23:51:35] <_nnead_> not sure if the surface will be smooth or consist of many single shapes
[23:51:42] <afl_ext> the latter
[23:51:47] <afl_ext> many small shapes
[23:52:13] <afl_ext> i wonder what to do now...
[23:52:27] <_nnead_> but i would like them to be connected (like) at the moment
[23:52:57] <_nnead_> is it possible to share an image in irc?
[23:52:58] <afl_ext> i think this also can be done with instancing but it will get complex
[23:53:05] <afl_ext> no
[23:53:06] <afl_ext> use imgur
[23:53:36] <afl_ext> if you want connected mesh you can generate you 1000x1000 point mesh, it will be 1000x1000x2 triangles
[23:53:48] <afl_ext> and then deform vertices depending on their X Y reading from texture
[23:54:56] <afl_ext> btw its 2 million triangles, if you gpu is capable of this amount of triangles @30 fps then it should support opengl 4.3 at least
[23:55:08] <afl_ext> and it allows to use SSBO instead of haxy texture way
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[23:59:50] <_nnead_> this is what it looks like now @afl_ext