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[00:26:40] <knmt> when i call glGenerateMipmap(GL_TEXTURE_2D) valgrind complains of use of unitialized value of size 8 in /usr/lib/libnvidia-glcore.so
[00:26:46] <knmt> this typical?
[00:27:29] <afl_ext2> knmt small bug in the driver?
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[00:29:40] <knmt> afl_ext2: should i just ignore it? seems like the mipmaping is working
[00:29:48] <afl_ext2> knmt yeah
[00:30:46] <afl_ext2> knmt try to exploit it
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[00:32:36] <derhass_> it doesn't have to be a bug
[00:33:11] <derhass_> valgrind can't see everything
[00:33:24] <afl_ext2> it may be mapped to gpu memory or something
[00:33:30] <derhass_> especially when there is some other hardware device and a kernel mode driver involved
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[00:35:58] <slime> i've had address sanitizer complain to me when rendering a mipmapped DXT5 texture using intel's macos driver
[00:37:08] <knmt> well i feel reassured
[00:37:43] <slime> heh
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[01:59:13] <Iarfen> Hi!
[02:00:29] <Iarfen> It's possible to use the last version of OpenGL ES on all mobile devices? Or by force it has to be used the one that comes with the hardware?
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[02:06:38] <reogl_> Iarfen: you're stuck with whatever the device can actually support
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[02:07:32] <Iarfen> reogl_: Then I cannot update?
[02:07:53] <reogl_> The hardware supports what it supports
[02:08:04] <reogl_> It is not really a software package that you can just "update"
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[02:59:03] <reduz> Question! the section: "Standard Uniform Block Layout" (std140) in the GLES3.0 documentation is under the vertex shader section. Can they not be used in fragment shaders too?
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[03:03:17] <chrisf> reduz: you can use uniform blocks in any shader stage.
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[03:05:57] <reduz> oh nice, thanks!
[03:06:21] <reduz> so i can copy an uniform block in both fragment and vertex, set it once and use it in both?
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[06:15:50] <nine_milli> is everyone here on linux/
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[06:52:11] <Bloodust> nope
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[09:47:33] <HanZer0> hi
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[11:03:50] <HanZer0> it should set the screen color to orange. But it doesn't work well. My guess is I'm messing with glActiveTexture/glBindTexture
[11:04:28] <HanZer0> or maybe that the compute shader does not write in the image I use as a texture later.
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[12:59:50] <omx> does any of you have/know a game engine made in C that's open source ?
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[13:24:44] <wizardtheo> hi I got a pretty simple question... I got a player, at vec3 P, and a "thing that we are looking at", at vec3 L... So let's say the player wants to "move left" (from his perspective)... how would I do that?
[13:25:17] <wizardtheo> I can't just add (-1,0,0) because that doesn't take into account the direction the player is facing
[13:25:27] <wizardtheo> I need to rotate it but not sure how
[13:27:30] <wizardtheo> thanks a lot
[13:27:33] <wizardtheo> that should do it :)
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[13:29:43] <wizardtheo> man thats a really good article
[13:29:50] <wizardtheo> ill have to spend some time studying it
[13:29:51] <wizardtheo> thanks a lot
[13:29:58]
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[14:54:25] <Jens_> Can you use glTextureBarrier with some multidraw or command list setup? Or somehow prevalidate two states and swap between them rapidly with a glTextureBarrier in between?
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[16:33:42] <}> Bah, nanogui turned out to be a complete mess, it seems to completely tie itself into glfw which causes massive issues
[16:33:53] <}> What a waste of time
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[16:39:19] <}> Maybe some day I'll find a nice sensible gui library that doesn't think it should take control over your main loop, doesn't want to explicitly be integrated with glew/glfw/etc
[16:39:48] <odinsbane> There is Qt.
[16:40:10] <}> That is quite big for my needs I suppose
[16:40:18] <odinsbane> What would you expect them to build on other than glfw?
[16:40:35] <Th30n> But Qt usually requires control over main loop, right?
[16:40:44] <}> odinsbane, Why would a GUI library explicitly want to use glfw (system) cursors instead of drawing its own cursor?
[16:40:59] <}> Because that's what nanogui does for example
[16:41:05] <}> And it's hardcoded in
[16:41:17] <Th30n> }: Have you looked at imgui?
[16:41:26] <}> Not yet Th30n, I'll take a look now
[16:41:41] <odinsbane> Th30n: Qt has it's own loop.
[16:42:12] <}> I mean maybe I'm crazy, all I want is a bunch of widgets and a way to draw them, I don't want all that other crap these GUI libraries do
[16:43:26] <Th30n> odinsbane: Yes, that to me equals "full control of main loop should be handled by Qt". Unless you want to block the Qt loop and call yourself something like main_iteration() in your loop. But, is that a good idea, I wonder...
[16:43:31] <}> Th30n, What does "Immediate Mode" mean in the context of imgui?
[16:44:18] <}> It says its an "immediate mode" library
[16:44:24] <odinsbane> Th30n: you have your own loop, and qt has it's loop that you post to when you need to update the gui.
[16:44:30] <Th30n> }: It means that there is no "event loop" like Gtk and Qt do them. You issue a call to draw a button and the return value is if the button was pressed.
[16:44:41] <}> I see
[16:45:01] <Th30n> So what you do, is have your own main loop which draws buttons and checks if any was clicked.
[16:45:02] <}> So I can handle my own opengl state as well?
[16:45:19] <Th30n> In Gtk/Qt you would connect to a button signal. And wait for the event to call your callback.
[16:45:45] <Th30n> }: Exactly, imgui would allow you to handle your own opengl state. Unlike Gtk/Qt loops which interfere with your own loop.
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[16:46:23] <}> I guess what confuses me, ImGUi would have to activate texture units and shader programs/etc does it do that for each button draw call? that seems inefficient
[16:47:09] <Th30n> From the github page:
[16:47:10] <Th30n> A common misunderstanding is that some people think immediate mode gui == immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes, as the gui functions as called by the user. Some lazy IMGUI-style librairies may work this way but this is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls
[16:47:17] <Th30n> batches. It never touches your GPU directly. The draw call batches are rather optimal and you can render them later, in your app or even remotely.
[16:47:31] <}> Ahh I see
[16:47:38] <}> That sound very good Th30n
[16:47:52] <Th30n> }: I haven't tried it myself, but sounds exactly like what is your use case.
[16:48:08] <}> I'll try it now
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[16:48:49] <Th30n> }: I've worked with Qt and Gtk, but only editor type applications where I don't need real time control. In my real time rendering stuff I've never used either, but would roll my own immediate mode gui akin to imgui.
[16:49:09] <}> I've used qt quite a bit but not with opengl
[16:49:55] <Th30n> Like you said, I also think Qt and GUI libraries like that, take too much control out of your hands.
[16:50:17] <Th30n> Which is good in some cases, but bad in real time rendering where you want to know and control exactly when the state changes etc.
[16:50:40] <Th30n> (That's just my not so large experience talking...)
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[16:51:53] <}> imgui seems to be a lot more active than nanogui too, it would be nice to find someone who actually uses nanogui to ask how they use it
[16:52:10] <}> I haven't found any projects that actually use nanogui
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[16:52:33] <odinsbane> Their screenshot looks pretty slick too, it seems somebody has used it.
[16:52:53] <}> You mean the nanoguiscreenshot?
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[16:53:04] <Th30n> I think there's a project called open space program which uses imgui.
[16:53:36] <Th30n> Eh.. Can't find where the project is hosted :(
[16:54:33] <Th30n> I g2g, bye!
[16:54:51] <}> cya Th30n
[16:56:00] <}> I would at least expect it to be usable with GLFW_DISABLE_CURSOR but its impossible because its hard-coded in to use only that, and none of the widgets work if you disable the system cursor
[16:56:30] <odinsbane> } right, nanogui has the nice screenshots. imgui seems to have basic examples.
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[16:57:50] <Iarfen> Hi!
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[16:57:54] <}> hi Iarfen
[16:57:54] <noizex> any idea how to render solid flat shaded object with quad wireframe ?
[16:58:04] <noizex> assuming it was triangulated from all quads
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[16:58:21] <}> noizex, quad wireframe as in no triangles in the wireframe?
[16:58:35] <noizex> yeah
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[16:58:46] <noizex> mesh is triangles but I'd like to re-create how it wireframes in Blender
[16:59:02] <Iarfen> the correct way to use OpenGL is to update each time on the main bucle? allways is like that?
[16:59:17] <odinsbane> bucle?
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[17:00:02] <}> noizex, My guess is you render your flat shaded polygons first, then use glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); and render with GL_QUADS
[17:00:12] <}> on top of that
[17:00:33] <noizex> not sure GL_QUADS even exist in my GL context ;)
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[17:00:58] <}> I'm not sure I've ever tried it, always render triangles
[17:01:04] <noizex> I need to somehow skip one edge of both triangles forming the quad
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[17:02:47] <}> Don't know how blender does it
[17:03:15] <noizex> well, it has access to quad info so can even draw it with lines
[17:03:35] <noizex> I have triangles and no idea how to detect that one diagonal edge is the one that should be skipped
[17:03:49] <noizex> oh screw it, I will draw triangle wire, it's just debugging but I wanted it to look pwetty
[17:03:50] <noizex> ;D
[17:03:57] <}> @_@
[17:03:58] <noizex> with triangles it gets quite messy
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[17:20:34] <Xeek> :-P
[17:20:45] <Xeek> noizex: are you trying to smooth a quad?
[17:20:51] <Xeek> noizex: I recently had to solve that one
[17:21:12] <Xeek> noizex: well really it was for lines, but they were ultiamtely 2 triangles per line
[17:22:01] * Xeek thinnks he came in too late
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[17:27:37] <}> Xeek, he's trying to render a quad (without the line in the middle between triangles)
[17:28:01] <Xeek> oh, same technique really
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[17:28:11] <Xeek> I used texture coordinates to aid me
[17:28:13] <}> how did you do it?
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[17:28:57] <Xeek> i thas to be scaled in the shader if one side is differnt than the other
[17:29:30] <Xeek> barametric coordinates is another way, but I found texture coordinates just slightly easier to deal with
[17:29:37] <Xeek> barymetric
[17:29:53] <Xeek> dtadamnit
[17:29:59] <Xeek> barycentric
[17:30:08] * Xeek has metrics in his head
[17:31:54] <}> @_@
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[18:49:01] <noizex> Xeek: how barycentrics help here? I already draw wireframe using them, but triangular one
[18:49:30] <noizex> I would have to ditch the edge-making near the diagonal
[18:49:43] <noizex> but how do I know I shouldn't make edge there
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[19:06:09] <Xeek> noizex: I think i got it working with barycentric but I went to texture coordinates instead for a bit more simplicty
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[19:06:31] <Xeek> noizex: I still had to do some scaling with fwidth or something for retangles that weren't the same width and height
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[19:28:48] <btipling_> } that's neat
[19:29:26] <btipling_> why is it so aliased though
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[19:52:15] <}> btipling_, what's neat?
[19:52:18] * } is confused
[19:52:32] <btipling_> } what you shared
[19:52:41] <}> oh the nanogui thing?
[19:52:44] <btipling_> yeah
[19:52:49] <btipling_> by why is it so aliased
[19:53:02] <}> uhm
[19:53:26] <}> I think it's because I was rendering it at 1024xsomething when my screen resolution is 1920x something
[19:53:50] <btipling_> oh
[19:53:57] <btipling_> it's really cool
[19:54:04] <btipling_> I'm learning about lighting
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[19:54:14] <}> just a little framework im working for myself to quickly prototype things
[19:54:18] <btipling_> nice
[19:54:37] <}> it has automatic shader recompilation, shader compile time options (automatic recompile), batching multiple meshes in one vbo, etc
[19:55:24] <}> i guess the nicest thing is i can write the shader and see the output change in real time
[19:55:43] <}> also it has buttloads of error/sanity checking so i don't mess up, and it outputs 8 different debug textures
[19:56:17] <Codex_> you have to write shader manually?
[19:56:25] <}> what do you mean Codex_
[19:56:33] <Codex_> I mean with text editor
[19:56:47] <}> yes, I write it in vim, and it recompiles it as i type and when I save the file
[19:56:49] <Codex_> using vec3 etc
[19:57:06] <Codex_> oh, that sounds very annoying to use
[19:57:10] <}> but it also loads compile time options and inserts them into the shader automatically
[19:57:22] <}> and things like uniform buffers, version strings, etc. I don't write that manually
[19:57:49] <Codex_> I'm doing a builder app which can create shader from small pieces + all their combinations...
[19:58:09] <}> one sec
[19:59:00]
<}> Codex_, if I write this in the shader http://termbin.com/yrpv, I can write (in the application) recompile('OUTPUT_DISTANCE') and it will recompile the shader with that option, etc.
[19:59:26] <}> or i can set multiple options/add/remove options
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[19:59:56] <}> it also automatically re-attaches all uniform buffer objects after recompile and things like that
[20:01:02] <}> I guess that's similair to what you do with "small pieces" and their combinations?
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[20:19:02] <btipling_> nice
[20:19:19] <btipling_> I am just getting started, but automatic shader recompiling sounds cool
[20:20:09] <}> yeah it helps prototyping a lot
[20:20:27] <}> I'm not making some kind of "general" 3d engine or framework, theres millions of those out there, just want something that is comfortable for me prototype quickly
[20:20:33] <btipling_> right
[20:20:42] <btipling_> do you do game development for a living?
[20:20:45] <}> no
[20:20:53] <}> I don't do any programming for a living
[20:20:56] <btipling_> oh
[20:20:58] <btipling_> what do you do
[20:21:08] <}> Government job
[20:21:16] <btipling_> I see
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[20:21:27] <btipling_> you have skills, you could probably get paid for it if you wanted to
[20:23:15] <}> I think I finally figured out fmod so I'll go add audio input to my shaders
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[20:23:47] <}> Maybe make one of those audio visaluzers like in media players
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[20:33:21] <microcolonel> Lol
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[20:34:07] <microcolonel> so I came back to my GL 3.3 core port; and it turns out I wasn't binding the vertex attrib arrays after each vertex attrib pointer call
[20:35:22] <microcolonel> suddenly everything works
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[20:39:27] <}> :o
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[21:32:59] <chrisf> microcolonel: latching junk rather than real buffers?
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[21:41:48] <match_ita> hi all, as general idea, a shader that implements lighting, to be "general" is common to implement a dynamic shader that loads and unloads according to use or have one with a loop cycle that uses uniform lights ?
[21:44:38] <microcolonel> chrisf: I just got white
[21:44:48] <microcolonel> chrisf: or rather, just got the clear color
[21:46:26] <microcolonel> no glError or anything, even with zero calls to glEnableVertexAttribArray
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[21:48:21] <derhass> microcolonel: why would you expect an gl error with zero calls to glEnableVertexAttribArray?
[21:48:42] <chrisf> microcolonel: you shouldnt expect any. if it's not enabled, you get the constant value for that attribute.
[21:48:45] <microcolonel> derhass: seems that having layouts bound to ???
[21:48:57] <microcolonel> and calling drawArrays with apparently nothing to draw
[21:49:07] <microcolonel> would be very very very strange behaviour
[21:49:23] <microcolonel> Huh, now I'm even more confused
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[21:50:03] <chrisf> microcolonel: glVertexAttrib is still a thing, even in core.
[21:50:27] <derhass> and actually, it is quite nice
[21:50:40] <derhass> and beyond that, you can also render completely attribute-less
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[21:51:27] <microcolonel> yeah
[21:51:47] <microcolonel> hmm
[21:51:58] <microcolonel> now I actually don't know what I changed that fixed it
[21:53:20] <microcolonel> #ifdef TARGET_330_CORE
[21:53:44] <microcolonel> "#define varying out\n"
[21:54:05] <microcolonel> #endif
[21:54:08] <microcolonel> bwahahaha
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[22:01:45] <chrisf> take GLSL 1.10, 1.20, and ESSL 1.0 out the back and /shoot them/.
[22:03:20] <foobaz> yea right we can't even kill off GL 1.x
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[22:04:43] <foobaz> ES3 only has ~55% penetration on android so ESSL 1.0 is still very necessary
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[23:13:26] <btipling_> it's because ES3 doesn't work on ios right
[23:13:41] <btipling_> oh it does
[23:13:49] <microcolonel> sorta
[23:13:54] <btipling_> it doesn't have 3.1
[23:13:58] <microcolonel> yeah
[23:14:30] <microcolonel> GLES 3.0 with a couple of useful extensions available is standard on iOS since... iOS 7?
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[23:15:32] <foobaz> ES3 must have more marketshare on ios than on android, on average iphones have better GPUs and the users upgrade more often
[23:15:40] <btipling_> idk, but OpenGL on mac platform is not ever getting updated again
[23:15:52] <slime> es3 does have more marketshare on ios than android, yep
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[23:15:58] <btipling_> nice
[23:16:01] <microcolonel> foobaz: GPUs aren't really better for the same market segment, in fact they're worse
[23:16:13] <microcolonel> foobaz: but they have basically 100% deployment
[23:16:17] <microcolonel> of ES3
[23:16:30] <microcolonel> btipling_: and on top of that, it is slow
[23:16:33] <foobaz> android has a much bigger low-end market segment
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[23:16:58] <btipling_> yeah people have replaced their feature phones with an android phone not caring that it's a smartphone
[23:16:58] <microcolonel> btipling_: their intel driver is between 30 and 40% slower than Mesa i965
[23:17:07] <slime> microcolonel: the apple A-series (powervr) GPUs in the A7 and newer are pretty great
[23:17:37] <microcolonel> slime: they are quite zippy; but qualcomm is still ahead if we're looking at similarly-priced phones
[23:17:49] <slime> apple also has basically the same userbase with metal as it does with es3, which is at over 70%
[23:17:49] <btipling_> like which phone
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[23:17:53] <microcolonel> lemme see
[23:17:54] <btipling_> there aren't a lot of $800 phones
[23:18:02] <slime> (so ~70% of ios devices can use metal)
[23:18:14] <microcolonel> I don't buy smartphones anymore, so I don't know what's on the market with new qualcomm chipsets these days
[23:18:20] <btipling_> Metal <3
[23:18:27] <microcolonel> Metal </3
[23:18:30] <btipling_> I love it
[23:18:36] <microcolonel> It's a pleasant enough API
[23:18:37] <microcolonel> but
[23:18:37] <foobaz> for someone who doesn't buy smartphones you sure are opinionated about them :P
[23:18:53] <microcolonel> foobaz: I use the company smartphones; I don't enjoy using them
[23:19:11] <microcolonel> If given a choice, I would choose not to interact with them at all
[23:19:31] <microcolonel> But, that doesn't mean I can't see differences between them
[23:19:53] <microcolonel> nor does it mean that I can't compare GPU numbers
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[23:20:52] <microcolonel> slime: I must say, they seem to choke less with large texture data
[23:21:10] <slime> they also tend not to heavily throttle when under sustained load...
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[23:21:39] <slime> which is a thing that most mobile chips do
[23:21:40] <microcolonel> true, that probably has a lot to do with the fact that the chip is attached to a large piece of heat-conductive metal
[23:21:50] <microcolonel> which is exposed to the air
[23:22:04] <microcolonel> good process technology as well
[23:22:29] <microcolonel> though I think for the same price range that last bit is usually the same
[23:22:37] <foobaz> mine is a53 i don't think it could generate enough heat to throttle itself even if it tried
[23:22:43] <microcolonel> Samsung has a bit of a lead when they get a chance to actually fab the chips I think
[23:22:59] <microcolonel> though I don't have the expertise to confirm the rumours
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[23:25:49] <sphinxo> I have a glsl question, is this a good place?
[23:26:00] <foobaz> it is the best place
[23:26:24]
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[23:27:15] <sphinxo> and I want to displace everything the fragment shader generates by an offset x,y
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[23:28:38] <foobaz> change "gl_FragCoord.xy" to "gl_FragCoord.xy + offset"
[23:29:42] <microcolonel> (or add the offset to the overall position, if you want it to be resolution-independent instead of pixel-based)
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[23:31:31] <sphinxo> that's what I tried
[23:31:43] <sphinxo> it doesn't seem to produce the desired effect
[23:31:47] <}> oh nice a shadertoy alternative
[23:31:58] <derhass> sphinxo: use proper parenthesis
[23:32:00] <microcolonel> mouse.xy is in window-global coordinates
[23:32:14] <microcolonel> and if you want it to track the mouse, you need to subtract it
[23:32:30] <microcolonel> oh, actually
[23:32:32] <microcolonel> weird
[23:34:03] <sphinxo> microcolonel: why is it added instead of subtracted when you call rand on gl_FragCoord.xy ?
[23:34:07] <microcolonel> sphinxo: I think your "rand" function is a little too funky
[23:34:26] <sphinxo> lol ok
[23:34:34] <microcolonel> sphinxo: ooh
[23:34:48] <microcolonel> sphinxo: yeah, so it turns out that it's negative x, but positive y
[23:35:31] <sphinxo> microcolonel: mouse?
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[23:38:11] <microcolonel> sphinxo: yeah, I think the mouse coordinates have a Y axis which is the opposite of the position Y axis
[23:38:16] <microcolonel> but maybe I'm just a lunatic
[23:38:56] <sphinxo> ok, now as for a less funky rand function, i've tried a couple and they all seem to "random"?
[23:40:12] <sphinxo> does it need to really be a hash function?
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[23:49:13] <sphinxo> microcolonel: even with what I thought was decent hash function it still seems to be random :(
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[23:54:13] <derhass> sphinxo: this glsl sandbox seems to provide mousue coords normalized in [0,1]
[23:54:45] <sphinxo> thanks
[23:54:50] <sphinxo> that's wonderful
[23:54:59] <derhass> or maybe [-1,1] or something
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