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[00:28:27] <Forlorn> why am I getting this annoying message? GL: Buffer detailed info: Buffer object 2 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
[00:28:34] <Forlorn> it is spamming my logs
[00:28:50] <Forlorn> log*
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[00:30:52] <slime_> you can configure what kind of messages you get from debug output
[00:31:44] <Forlorn> well, I tried following the hint but it still gives the same message
[00:31:51] <Forlorn> :/
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[00:35:09] <noizex> just ignore that id (don't prin it)
[00:35:17] <Forlorn> k
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[00:37:38] <Iarfen> Hi!
[00:37:43] <Xeek> HI!
[00:37:46] <Iarfen> Is it possible to use OpenGL with Cygwin?
[00:38:12] <Iarfen> I cannot get it working (I'm using GLFW, but if it isn't compatible with OpenGL I can use another wrapper)
[00:39:32] <Xeek> looks like you can, based on google results
[00:39:55] <Xeek> I'll assume you've probably already read what I'm seeing though.
[00:40:02] <Iarfen> yes, but how? I'm trying to link it since yesterday xD
[00:40:14] <Iarfen> It doesn't work, I get undefined references
[00:40:26] <Xeek> did you install opengl with cygwin?
[00:40:35] <Iarfen> yes!
[00:40:42] <Iarfen> I have the GL library, not the opengl32.dll
[00:40:45] <Xeek> I'll stop here, I don't know anything about wha tyou're doing, you can google as easily as I did.
[00:41:00] <Iarfen> I have, but the information there hasn't helped me
[00:41:28] <Xeek> maybe if you gave some more specific errors someone else might have ideas
[00:41:59] <Iarfen> I have gl errors, it doesn't detect the functions (I'll compile again and post here)
[00:42:16] <Xeek> don't post anything here substantial please :-)
[00:42:22] <Xeek> pastebin.
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[00:44:05] <derhass> Iarfen: if you want to use cygwin's GL, you'll have to use an x server
[00:44:17] <derhass> Iarfen: this is not the route you should be going
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[00:44:37] <Xeek> I find it intersting that someone would use cygwin for an gl app :-\
[00:45:10] <Xeek> especially if that app is ugin glfw, which should run find on windows.
[00:45:11] <Iarfen> derhass: How I use an x server? That's the problem
[00:45:26] <Iarfen> I don't know about X11 a lot
[00:45:29] <Xeek> fine*, typing too fast for my fingers
[00:45:41] <derhass> Iarfen: just don't, on windows
[00:45:53] <Xeek> Iarfen: why cygwin?
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[00:47:00] <Iarfen> Xeek: It's the best toolchain, or is it MinGW?
[00:47:13] <derhass> cygwin isn't a toolchain
[00:47:30] <Iarfen> on Eclipse it appears as a toolchain, what it's then?
[00:47:38] <derhass> it's a posix emulation layer
[00:47:45] <derhass> it is totally not what you want
[00:47:54] <Iarfen> then that's the problem?
[00:48:15] <Iarfen> what are the toolchain for usin OpenGL on Windows then?
[00:49:08] <derhass> if you want to develop on windows, use some compiler which can generate native windows binaries
[00:49:15] <derhass> mingw is one
[00:49:18] <Xeek> mingw, visual studio, ...
[00:49:29] <derhass> and opengl has nothing to do with all of that
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[00:51:03] <Iarfen> okay, thanks!
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[00:55:36] <btipling> there is this obj file
[00:55:41] <btipling> it doesn't have vt texture coordinates
[00:55:45] <btipling> but the model has colors in blender
[00:55:50] <btipling> where do the colors come from?
[00:55:56] <btipling> I don't see any colors in the obj or mtl file
[00:56:29] <btipling> I see surface normals
[00:57:41] <noizex> vertex colors?
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[00:58:36] <opl> Hi. I've been trying to pass a variable to specify which texture the polygon should use by passing a GL_BYTE (using int as the type in shaders, tried changing the buffer and using GL_INT in glVertexAttribPointer too), but unfortunately all I managed to accomplish this way was either ending up with nothing being rendered (probably due to the variable not fitting into any of the if conditions in the shader, now that I think about it)
[00:58:53] <noizex> haha, also I just noticed Blender can export animation with OBJ
[00:58:54] <opl> or a completely white polygon (which remained white after trying to mess with it so that it's in the 0..1 range).
[00:59:04] <noizex> just.. each frame = one .obj file
[00:59:10] <noizex> awesome
[00:59:39] <btipling> noizex I see v for vertex points, vn for surface normals and f for face elements and l's
[00:59:42] <btipling> I don't know what l's are
[00:59:43] <slime_> opl: you need to use glVertexAttribIPointer (note the upper case i)
[00:59:44] <btipling> I don't see any colors
[00:59:46] <noizex> show the model
[00:59:58] <opl> ...
[01:00:01] <btipling> ok I do see colors in the mtl but how do I get them out and apply them
[01:00:07] <btipling> yeah I will show the mtl
[01:00:14] <opl> You can't be serious. I'll go read the docs again.
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[01:00:46] <btipling> is the duck
[01:00:48] <noizex> btipling: well, meet the materials..
[01:00:48] <btipling> mtl
[01:00:53] <btipling> meet?
[01:01:01] <btipling> I know how to read a texture hrm
[01:01:13] <noizex> it's just plain color, think of these values as uniforms
[01:01:26] <btipling> but without texture coordinates how do I know where to put the colors
[01:01:29] <slime_> opl: that said, i'm not sure about non-uniform selection of which texture to sample, in a shader..
[01:01:30] <noizex> instead of reading from texture you pass uniform for whole mesh that has color and other props
[01:01:36] <btipling> I see
[01:01:46] <noizex> you don't because it's a single color and it applies to all vertices of that mesh/material pair
[01:01:51] <btipling> oh
[01:01:56] <btipling> but it's all a single mesh
[01:02:02] <btipling> it looks like this
[01:02:19] <btipling> hrmm
[01:02:19] <noizex> well, it obviously has 4 materials
[01:02:21] <btipling> yes
[01:02:23] <btipling> oh ok
[01:02:28] <btipling> that helps a lot
[01:02:31] <btipling> I think I can figure it out
[01:02:33] <btipling> <3
[01:02:37] <btipling> thanks
[01:02:41] <noizex> show the obj too
[01:02:57] <noizex> can't really remember how obj connects material to meshes but it has to be there
[01:03:05] <noizex> if blender reads it correctly
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[01:03:23] <opl> slime_: First of all, thank you. This channel saves my butt after hours of trying to figure it out myself yet again. Second of all, I'll explain the idea here and then you can tell me how horrible that idea is and tell me the proper way to do it.
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[01:03:37] <btipling> I got it from a website it's in the public domain
[01:03:44] <btipling> or creative commons
[01:03:45] <btipling> or something
[01:03:50] <btipling> it's just a duck
[01:04:23] <noizex> btipling:
[01:04:23] <noizex> usemtl duck_bill
[01:04:32] <noizex> this is where it defines material for a given mesh
[01:04:38] <noizex> and it defines several meshes there, not one
[01:04:46] <btipling> oh
[01:04:53] <noizex> well, it has single vertex array, but it separates where faces are defined
[01:04:54] <btipling> yes I see it now
[01:04:59] <btipling> hrm
[01:05:41] <btipling> idk how to do anything with faces hrmmm
[01:05:59] <btipling> but that helps
[01:06:04] <noizex> well, read the spec, I can't help as I don't really remember anything about obj
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[01:06:07] <btipling> right
[01:06:14] <btipling> I'm using a library to read the model
[01:06:21] <btipling> so I need to figure out how to get this from the library
[01:06:25] <noizex> then it should handle all this stuff
[01:06:37] <btipling> it probably does I just have to read through the documentation
[01:06:48] <btipling> (which I did)
[01:06:52] <btipling> it said nothing about surfaces
[01:06:57] <btipling> but I just need to look more
[01:07:03] <noizex> what lib is this?
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[01:07:38] <btipling> this is actually for metal, and the library is Model I/O, but opengl projects use obj as well so I figure I can ask about the file format in here
[01:08:01] <btipling> the documentation is practically nothing
[01:08:11] <btipling> it's just a reference library and some examples, but the examples use textures
[01:08:22] <btipling> not colors from materials
[01:08:30] <opl> slime_: I'm trying to think of a way to describe my use case but I'm doing a horrible job at it so far.
[01:08:33] <btipling> so I will scour
[01:10:13] <opl> Thing is, I can't know what size the textures will be.
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[01:13:45] <opl> The quads will always be rendered in small groups of a few at a time (x of those groups every frame), all of the quads possibly with a different texture. The amount of textures will always be smaller than 16, so I figured that it may work, since I'm not binding textures and doing a draw call for every quad but instead I'm binding 1-x textures and doing a draw call for each group.
[01:14:14] <opl> (1 to x, not 1 minus x)
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[01:15:59] <opl> Performance doesn't matter that much in this case anyway because there aren't going to be many of those groups anyway, but it makes it easier to manage the buffers holding the groups and reduces the draw calls I have to add in the code.
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[01:16:51] <btipling> I think
[01:16:56] <btipling> I think I have to count the vertices?
[01:17:13] <btipling> hrmmm
[01:18:41] <btipling> no those don't line up
[01:18:45] <opl> slime_: ^ What do you think?
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[01:20:31] <btipling> hrm
[01:20:37] <noizex> there is material info and index buffer info, ready for rendering
[01:20:43] <btipling> thanks
[01:21:26] <btipling> yeah I have to figure out more about how to use mdl with mtl
[01:21:41] <btipling> I will read now
[01:23:50] <btipling> I think I can get a mdlsubmesh from my mtksubmesh
[01:24:01] <btipling> or somehow, yeah I will figure it out
[01:24:07] <btipling> sorry to go off topic
[01:33:47] <btipling> I found some code that gets the materials
[01:33:55] <btipling> to use as a reference
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[05:04:26] <cconstantine> Hey everyone :) I'm learning OpenGL and I'm not sure how index buffers (GL_ELEMENT_ARRAY_BUFFER) and rendering ponts interact. I understnad that index buffers are used to select which indexs into the vertex buffer object to use for drawing triangles. Is it used for points too?
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[06:00:16] <dahlia> cconstantine: the man page for glDrawElements suggests it can
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[06:35:29] <btipling> :D
[06:35:56] <btipling> my repo is the only repo in all of github that has figured out materials in swift
[06:36:28] <btipling> there are 4 results for getting the mesh from a model and none of them are getting the materials
[06:36:33] <btipling> <--- I figured it out
[06:36:42] <btipling> (by looking at objective c and trial and error)
[06:37:21] <btipling> noizex thanks for your help
[06:41:35]
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[07:09:37] <btipling> now I have to learn lighting math
[07:12:30] <TheChubu> if you ignore PBR its quite asy
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[07:12:32] <TheChubu> *easy
[07:12:37] <TheChubu> if you dont, then it becomes hell
[07:12:58] <TheChubu> also you start needing cubemaps for everything because everybody wants to use IBL + PBR, not PBR alone
[07:16:54] <btipling> hrm
[07:21:37] <TheChubu> then you delve in spherical harmonics
[07:21:41] <TheChubu> and probe generation
[07:22:00] <TheChubu> im not sure how it ends. but it doesnt looks like a nice place.
[07:22:17] <TheChubu> thus why i just stopped at gamma correct rendering.
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[07:51:25] <btipling> noizex nice
[07:51:27] <btipling> er
[07:51:29] <btipling> oops
[07:51:32] <btipling> TheChubu nice
[07:51:45] <btipling> yeah I'm pretty excited about learning all this
[07:51:56] <btipling> I don't know
[07:52:02] <btipling> goal is to learn a little bit at at time
[07:52:14] <btipling> I'll probably get to some basic lighting and then learn basic physics
[07:52:24] <btipling> and then just get better at whatever a little bit at a time as I read my books
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[14:01:01] <}> Hey, if I draw a texture with a framebuffer, but I need that texture as an input to the same framebuffer, do I need 2 framebuffers and swap textures between them?
[14:01:10] <}> I was hoping theres some better way
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[14:02:43] <derhass> }: there are different possibilities
[14:03:03] <derhass> }: the classical appraoch is to use 2 FBOs in ping-pong
[14:04:13] <derhass> }: but the "I need that texture as an input to the same framebuffer" part sounds a bit fishy
[14:04:52] <}> derhass, I was talking about it yesterday with c-man but my router died so we didnt finish... basically im rendering waves in a texture, I need to remember the old wave state to continue drawing it
[14:05:26] <}> I cant just calculate the entire wave every frame from scratch
[14:05:36] <}> Because it needs the old part of the wave too
[14:05:43] <derhass> I don't see why that implies the same framebuffer
[14:05:56] <}> Not the same framebuffer, the same texture...
[14:06:14] <}> the algorithm basically colour=old_texture+new_stuff()
[14:06:24] <}> and colour is then used again as old_texture
[14:07:06] <}> so I guess I need 2 framebuffers... and swap the texture between them... but I was kind of hoping theres a smarter/better way
[14:07:40] <derhass> }: why would you have to swap the texture between them?
[14:08:25] <}> What do you mean
[14:08:25] <derhass> so far, you described a render to texture pass, followed by consuming that exture
[14:08:44] <derhass> }: i'm away from keayboard for half an hour or so, BBL
[14:08:51] <}> Ok
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<}> I guess the big picture is that I need the output of my framebuffer to be the input to the same shader program, so far this is what I came up with: http://termbin.com/0wqy
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[14:37:36] <derhass> re
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[14:38:35] <derhass> }: that is classical ping-pong FBO rendering
[14:39:06] <}> I see, but isnt there something more efficient?
[14:39:30] <derhass> depends on what exactly you are doing in the draw calls
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[14:40:07] <derhass> you _can_ sample from the same texture you are rendering to, under some well-defined restrictions (and, with a high enough GL version)
[14:40:26] <}> oh that sounds interesting
[14:40:28] <derhass> or you might even get away with additive blending
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[14:41:05] <}> how does the blending aproach work?
[14:41:11] <derhass> }: well, those restrictions are quite ... restrictive
[14:41:25] <derhass> }: the blending one depends on what exactly you try to do
[14:41:37] <derhass> }: I don't know if it is applicable for your use case
[14:41:56] <derhass> you wrote colour=old_texture+new_stuff()
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[14:42:19] <}> i guess its more like new_stuff(texture)
[14:42:24] <derhass> if I take that literally as addition (on a per-fragment level), this might be solveable via additive blending
[14:42:26] <}> texture+new_stuff(texture)
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[14:43:06] <derhass> }: it then depends on the tex coords, and sampling mode
[14:43:38] <}> I'm drawing a wave around a particle every frame, but I need the wave to 1. produce a ripple 2. dispese over time, so for 1. I need to sample the old texture (make ripple) and for 2. I just make the texture lighter every turn until its white (no waves)
[14:43:41] <derhass> if you need to sample a different texel you are writing too, then you are screwed
[14:43:48] <}> s/dispese/disperse
[14:45:02] <}> I don't think I could solve it with blending since I need to actually "move" the texture for the ripple
[14:45:23] <}> But the blending approach sounds like something I would need to know for other tasks, do you have any links I could read?
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[14:45:57] <derhass> }: dunno of any specific links. but it is straight forward once you know how GPU's blending stage works
[14:46:56] <derhass> bascially, you can combine the current fragment's output color and the current value in the color buffer at that location via some simple formulas
[14:47:11] <derhass> and additive blending is just "add both together"
[14:47:40] <}> hmm
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[14:48:15] <derhass> I agree that it doesn't sound like it would be helpful for your wave dispersion
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[15:40:00] <}> I alreuady have some ideas how to do this in 3d as well
[15:40:04] <}> already*
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[15:42:12] <Waynes> ): nice link name
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[19:37:56] <bookmark> anyone know how i can smooth out a mesh? average operation or whatever?
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[19:39:43] <bookmark> im getting spikes in my collision response
[19:40:31] <bookmark> oh sheet i'm only responding one of the 3 vertices is why
[19:40:38] <bookmark> no wonder
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[19:41:31] <noizex> that video is pretty weird
[19:41:36] <bookmark> yeah :)
[19:42:06] <bookmark> its two collision objects on the same character
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[19:59:19] <Codex_> bookmark: my best bet for smoothing a mesh, is by creating it via distance fields, and then converting those blended distance fields to a mesh. But the conversion might fail for some cases...
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[20:30:27] <UberLambda> hello everyone! Does anyone here have implemented cubical marching squares or something like that?
[20:30:38] <UberLambda> (not really opengl-specific...)
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[21:17:59] <bookmark> >} nice
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[22:04:04] <Samian> Has there ever been an animated movie in which every frame was ray traced?
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[22:06:28] <Stragus> Samian: From what I heard, artists prefer non-raytracing techniques because it gives them more control over the scene
[22:07:07] <Stragus> Or so I heard from management's talks with Disney regarding our CUDA raytracing engine
[22:07:11] <Samian> yeah but raytrace is super fucking real
[22:07:31] <Samian> Stragus I've been a coding in CUDA for over 6 years now
[22:07:55] <Samian> what's the name of your company?
[22:08:07] <Stragus> "Real" isn't what artists and creators want, they want control :)
[22:08:45] <Stragus> A defense company, occasionally producing stuff that non-defense people are interested in
[22:09:03] <Samian> So I guess the answer is that there is no movie yet in which every frame is ray traced
[22:09:29] <Stragus> It's so by choice, not because they couldn't do it
[22:09:53] <Samian> in regard to raytrace and maintaining control, maybe it's just now where there is tension between the two. As the technology progresses, I'm sure raytrace will have the same control
[22:10:13] <Stragus> Well, more or less, because raytracing is based on physics
[22:10:27] <Stragus> If you want put more light somewhere, it propagates everywhere, and artists don't necessarily want that
[22:12:16] <Stragus> And when they want a special kind of reflection in a scene, and they know what they want exactly, real physics just gets in the way
[22:12:50] <Stragus> Or like why explosions in movies are never based on physics, it would be boring to watch :)
[22:13:26] <}> huh, real explosives look way cooler, they're just expensive
[22:15:04] <}> remember those napalm scenes in apocalypse now?
[22:15:16] <}> they probably couldnt do anything that cool with cgi even if they tried
[22:15:46] <Stragus> Real explosions happen too fast to really see anything, and it's more a blast than fire
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[22:17:20] <Stragus> These are incendiaries, not explosions
[22:17:33] <Stragus> The point of these is putting stuff on fire
[22:17:50] <}> well as I said napalm scene, I don't know if they used actual napalm or whatever
[22:18:13] <}> But there were some fantastic explosions in that movie too
[22:18:38] <Stragus> Meh, it's a movie :)
[22:19:07] <derhass> lol
[22:21:00] <}> more kerosene = more fun
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[22:22:13] <}> now I want to blow something up!
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[22:23:58] <chrisf> right, this isnt about practical effects being better, this is about } being a pyro
[22:24:43] <derhass> don't call him a "pyro"
[22:24:53] <derhass> pyro reminds me on descent
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[22:26:13] <}> thats from descent 2 isnt it?
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[22:29:32] <}> the wavelet turbulence code to make smoke/fire in real movies was open sourced iirc
[22:30:01] <derhass> }: d1 or d2
[22:30:11] <}> derhass, ?
[22:30:13] <}> ih
[22:30:15] <}> oh*
[22:30:43] <}> i had one of those big ass joysticks when i was a kid and used it to play descent
[22:31:13] <derhass> I still play descent^^
[22:31:31] <}> i tried it a few years ago with mouse+keyboard but it didnt feel right
[22:31:49] <}> iirc theres ports of the graphics engine so you dont have to use the original binaries
[22:31:50] <derhass> yeah
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[22:32:21] <}> derhass, do you play it with a mouse?
[22:32:27] <derhass> no
[22:32:33] <}> good :^)
[22:32:36] <derhass> keayboard + joystick, like in the good old days
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[22:34:23] <derhass> }: have you heard of overload?
[22:34:24] <}> this is the actual source big studios like pixar use
[22:34:28] <}> derhass, I have not
[22:36:03] <}> wow that looks awesome
[22:36:19] <}> It's amazing theyre still in business after all these years
[22:37:51] <}> derhass, their FAQ also hints at a freespace sequell/remake
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[22:38:53] <chrisf> everything but the environments there looks great
[22:39:28] <}> the original descent was one of the most graphically impressive games ever made
[22:39:30] <}> for its time
[22:39:49] <}> they actually marketed GPUs of the era by bundling a descent demo floppy
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[22:41:45] <Codex_> descent wasnt too impressive compared to doom/quake
[22:42:24] <}> huh? doom was effectively 2.5d (no 2 story buildings, etc) and had no lighting effects, whereas descent had that
[22:44:08] <Codex_> yes, but the scenes with 2.5d was much more complicated than descent ones. Descent had nice freedom for movement/proper rotation, but it just messed up the playability...
[22:45:34] <}> I guess I might be remembering it with rose tinted goggles, I was a kid when I played it
[22:46:49] <derhass> descent was before quake, and it had fully polygonal enemies before quake
[22:47:11] <derhass> the source code of quake is better, though
[22:47:25] <}> descent is open source?
[22:47:26] <}> :o
[22:47:38] <derhass> }: yes, they released the source in 99 or so
[22:47:52] <derhass> that was the basis for these gl ports
[22:48:26] <derhass> but some weirdos are rewriting it to C++11 currently
[22:48:33] <}> derhass, any idea what it uses to partition the scenes
[22:48:48] <}> i.e. doom used bsps, I guess that wouldnt work in descent
[22:48:53] <derhass> iirc it doesn't
[22:48:57] <chrisf> }, descent is portal-based.
[22:49:02] <derhass> it just uses screen potal rendering
[22:50:16] <}> I was asking for some resources on portal rendering a few days ago but no one answered :-(
[22:51:30] <}> you never know if what you find on the internet is made by someone who knows what theyre talking about
[22:51:30] <derhass> }: well, descent just describes its world as (potentiall deformed) cubes. it just projects these into screen space and builds an 2D AABB around those, and recursively just draws the connected segments, until the portal area becomes zero (or some limit is hit)
[22:52:01] <}> derhass, so kind of like occlusion culling?
[22:52:08] <derhass> so it could easily abort whenever the tunnel bends
[22:52:08] <}> with cubes
[22:52:22] <derhass> }: not in the usual sense of the word
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[22:53:57] <}> I have a little 3d maze/dungeon generator that I thought of porting to android but I'd need a portal-type rendering solution to make it run smoothly on phones
[22:54:04] <}> Would be nice to know some techniques before I get to it
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[22:55:14] <}> The descent approach sounds simple enough to implement
[22:55:38] <}> Especially since I store the maze as nodes in a graph so I can easily render connected nodes
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[22:56:50] <}> So if anyone can recommend additional links about portal rendering that would be great
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[23:04:48] <}> thanks, I'll take a look
[23:05:03] <chrisf> take it all with a grain of salt, though
[23:05:11] <}> what do you mean?
[23:05:15] <chrisf> the performance landscape has changed
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[23:05:34] <}> oh
[23:07:19] <}> hmm that cant be descent source... rvalue references didnt exist in 1999
[23:07:27] <}> or did they copy the comment but rewrite the source
[23:07:32] <derhass> it is the current c++11 rewrite
[23:07:39] <derhass> but that comment is still from the original
[23:07:55] <chrisf> clowns rewriting things in c++...
[23:08:05] <}> hmm
[23:08:15] <derhass> I'm not happy with that decision either
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[23:08:37] <chrisf> but derhass, it's BETTER
[23:09:04] <}> // -- commented out by mk on 09/14/94...did i do a good thing??
[23:09:06] <}> nice comment
[23:09:21] <derhass> }: the source is full of such gems
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[23:11:23] <}> derhass, does that source include a software renderer? or its just dx/opengl
[23:11:41] <derhass> }: the original software renderer is still alive
[23:11:47] <derhass> }: nowadays, we have both
[23:11:50] <}> :o
[23:12:08] <derhass> I dunno if the original x86 asm optimizations are still in
[23:12:14] <}> 8600 commits wow, theyre serious about rewriting all of that
[23:12:29] <derhass> well, it is just kp doing the rewrite
[23:12:40] <derhass> for whatever reason, haven't found out
[23:13:04] <}> i stumbled upon a guy in some blog who was rewriting doom3 for some reason
[23:13:11] <}> i didnt really understand
[23:13:16] <}> he had a lot of code but it didnt seem to be working
[23:13:34] <}> =\
[23:13:53] <derhass> this one is at least working (if you have a recent enough gcc), he is gradually c++ifying everything
[23:14:20] <}> Very recent here, although I prefer clang
[23:15:06] <derhass> the thing is, this C++ rewrite just made compile times on the RPi exploding
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[23:15:22] <}> why compile on rpi?
[23:15:24] <}> :o
[23:15:37] <}> But yeah modern C++ has very slow compile times
[23:15:56] <}> Although theres some tricks (ccache/compiling in tmpfs, -pipe option, etc)
[23:15:57] <derhass> }: because I'm more or less maintaining the RPi port
[23:16:38] <Codex_> lol at rpi memory amounts... I had to split my .cpp file to 35 different pieces or else it wouldn't compile the file...
[23:17:03] <}> ouch :(
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[23:17:30] <}> I remember having a bad time compiling the haskell platform on a laptop
[23:17:38] <}> It took all my memory and about 6 hours
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[23:21:07] <}> I wonder what compile times were like in the 90s
[23:21:11] <chrisf> wow, valptridx
[23:21:44] <}> I recall the id team had to leave a computer overnight to generate the bsp trees for some maps(?)
[23:22:07] <Codex_> in the 90s, there was nice limit with 640kb is enough for everyone, which made all software stay pretty small with no significant problems with compile times
[23:22:14] <derhass> }: I remeber BSP tree generartion (and lighting / radiance baking) to take forever
[23:22:25] <Stragus> C code compiled pretty fast in the 1990s
[23:22:38] <Stragus> Compilers were much more stupid too, had to use assembly anywhere and everywhere
[23:22:49] <chrisf> }, brush mangling itself isnt too bad. the lighting & vis was amazingly slow.
[23:22:50] <derhass> Stragus: I compiled the linux kernel somewhere around 1998, and it took ages
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[23:23:23] <}> chrisf, what is brush mangling?
[23:23:35] <chrisf> } csg ops, and building the bsp
[23:23:42] <}> oh
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[23:24:11] <chrisf> you can make it slow by hunting for optimal planes
[23:24:23] <chrisf> but 'good enough' is fast
[23:24:40] <}> I recall doom had some interesting "bugs" due to the way the bsp tree worked which were then abused in speedruns
[23:25:03] <}> Like a certain door which was internall in the game code facing the wrong way if you were close, so you could just go over it
[23:25:07] <}> internally*
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[23:28:13] <}> Well good luck everyone, monday awaits
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[23:29:02] <chrisf> derhass: that's not just c++, it's "clever" c++.
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[23:29:25] <chrisf> derhass: nuke it from orbit
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