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[01:00:06] <}> nine_milli, if you dont want to use a debugger you can use the standard addr2line utility
[01:00:47] <}> "Given an address in an executable or an offset in a section of a relocatable object, it uses the debugging information to figure out which file name and line number are associated with it."
[01:01:04] <}> you can use that to print pretty stack traces
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[01:02:09] <}> but if you use a debugger it will just print it for you at any time
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[01:43:32] <grim002> So when the GPU runs out of memory while uploading textures, does OpenGL automatically swap data between the process and the GPU to prevent an out-of-memory error?
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[01:50:02] <slime> what happens depends on the driver
[01:50:05] <dahlia> grim002: My observations suggest that yes, it does use virtual memory and swaps to disk, but I suspect it's implementation dependent and I don't have ay direct evidence
[01:50:09] <slime> the opengl spec doesn't say much about it
[01:50:12] <dahlia> *any
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[01:51:00] <grim002> I have noticed that I can cotinue uploading large numbers of textures even once the graphics card memory is full
[01:51:05] <dahlia> that said, I've used way more texture memory than I had gpu memory on a few occasions
[01:51:22] <dahlia> and had a lot of freezes with the disk light flashing :)
[01:51:49] <grim002> on a graphics card with 2GB of memory, it seems to take over 4GB of texture uploads before I get an OOM error from OpenGL
[01:52:10] <danhedron> There are extensions you can use to see how much graphics memory you are actually using
[01:53:03] <dahlia> there's also some compressed texture formats that might help
[01:53:27] <grim002> I'm just tinkering with it, not a problem in actual practice
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[08:18:41] <norotartagen> hello
[08:18:51] <norotartagen> it's as if the Z value is handled differently
[08:20:39] <norotartagen> i'm using glOrtho(0, 1, 0, 1, 0, 1) but i only see items with negative z positions
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[08:29:30] <norotartagen> confirmed
[08:29:36] <norotartagen> z handled differently
[08:30:00] <norotartagen> deIlluminati
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[11:41:07] <dsop> hmm i think i must be missing something obvious. I am flushing, finishing, then swapping buffers and then call glReadPixels with coordinates from the glfw mouse input, without any success
[11:41:12] <dsop> the output i get seems rather random
[11:41:24] <dsop> and definately not what is rendered at these positions
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[11:48:04] <xaxxon> what is the range of the glfw mouse input?
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[11:48:37] <xaxxon> dsop: glancing at teh docs, it sounds like the numbers you get from glfw aren't normalized
[11:48:37] <dsop> xaxxon: 0,0, -> width,height of the window
[11:48:59] <xaxxon> dsop: oh, nm.
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[11:49:07] <dsop> xaxxon: my understanding is that glReadPixel uses window coordinates
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[11:49:14] <dsop> xaxxon: the strang thins is, it sometimes picks, sometimes not
[11:49:40] <xaxxon> maybe your format is wrong to glReadPixel?
[11:49:50] <dsop> I am trying to implement naive object picking via colors.
[11:49:55] <dsop> sec, let me pastebin
[11:50:56] <dsop> xaxxon: it's pretty straight forward: http://pastebin.com/RGRg8nnU
[11:51:22] <xaxxon> dsop: are you sending in height-glfw_mouse_pos.y ?
[11:51:22] <xaxxon> cuz one starts at the top, the other at the bottom
[11:51:34] <dsop> ahhhhhh
[11:51:58] <xaxxon> glReadPixels and glReadnPixels return pixel data from the frame buffer, starting with the pixel whose lower left corner is at location (x, y)
[11:52:09] <xaxxon> hrmm.. maybe?
[11:52:25] <xaxxon> I'm not sure how to read that
[11:52:25] <xaxxon> but shit.. jus try it
[11:52:25] <xaxxon> glfw: This function returns the position of the cursor, in screen coordinates, relative to the upper-left corner of the client area of the specified window.
[11:52:26] <Nimmy> should you pick GL_UNSIGNED_BYTE instead of float
[11:52:54] <dsop> Nimmy: I want to change to GL_UNSIGNED_BYTE later, atm i am just cocnerned why glReadPixels doesnt return what i want it
[11:53:31] <Nimmy> you're only reading 1 pixel
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[11:54:39] <dahlia> dsop: I think the y term for glReadPixels has 0 at the bottom which may be opposite of the mouse
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[11:56:08] <Nimmy> dsop you are not allowed to use GL_FLOAT, and the 3rd and 4th parameters are the number of pixels to read
[11:56:43] <Shockk> for GL_RGBA, the format needs to be GL_UNSIGNED_BYTE iirc
[11:56:53] <Nimmy> so at the moment you are reading 1 pixel of garbage
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[11:56:59] <dsop> okay let me play around, thanks for the hint
[11:57:07] <Shockk> GL_FLOAT would mean each component (r, g, b, and a) would be GL_FLOAT, if I'm recalling correctly again
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[11:57:27] <Shockk> whereas GL_UNSIGNED_BYTE means a byte is used for each of the components
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[11:57:48] <Nimmy> the docs state clearly: type
[11:57:48] <Nimmy> Specifies the data type of the pixel data. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_4_4_4_4, or GL_UNSIGNED_SHORT_5_5_5_1.
[11:58:07] <Nimmy> oh thats old docs
[11:58:25] <Nimmy> still the framebuffer is a bytebuffer not a float buffer
[11:59:15] <dsop> Nimmy: okay thanks, that helps a great deal. I must have not read carefully enough
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[12:01:29] <Nimmy> dsop if you created a custom framebuffer with a GL_FLOAT type, reading with GL_FLOAT would make sense, but currently it's trying to read 16 bytes of float data of which only 4 are filled, so you get a random unsigned int molded into a float, and 3 undefined components
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[12:07:34] <dsop> Nimmy: thanks for the background. I am trying with your approach, without much luck yet :/
[12:08:05] <dsop> (and reversing the height))
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[12:12:07] <xaxxon> well, regardless of reversing the y, you should be able to tell if you're simply getting top/bottom swapped
[12:12:16] <xaxxon> vs garbage
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[12:13:12] <Nimmy> dsop are you reading more than 1 pixel now
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[12:18:05] <dsop> Nimmy: no i am reading one pixel into an array of 4x unsigned chars
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[12:26:08] <dsop> Nimmy: I'll figure out out from here, thanks a lot for your help. xaxxon same to you :)
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[12:31:04] <Nimmy> dsop also important is to call glReadBuffer(GL_FRONT);
[12:31:14] <Nimmy> or instead read before you swap buffers
[12:31:23] <Nimmy> the default buffer glReadPixels reads from is GL_BACK
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[12:35:11] <xaxxon> dsop: gl
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[13:08:39] <Kymps_> Hey guys, how can I set input value for compute shader?
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[13:19:21] <Nimmy> Kymps_ beep boop https://www.opengl.org/wiki/Compute_Shader#Inputs
[13:19:34] <Nimmy> https://www.opengl.org/wiki/Compute_Shader *
[13:19:51] <Nimmy> the answer you seek is enveloped in given page
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[14:50:06] <Kymps_> @Nimmy So I should use a shader storeage block and on each invocation of the shader look up the value with index gl_LocalInvocationIndex
[14:52:01] <Nimmy> yes, you can do that
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[15:12:15] <reduz> I don't completely understand if OpenGL ES 3.0 supports non power of two textures with mipmaps
[15:13:23] <reduz> spec says - "non-power-of-two textures with full wrap mode support and mipmapping" so I guess yes
[15:13:51] <Bloodust> https://i.imgur.com/y1G5HiG.png
[15:14:03] <Bloodust> no offense just thought it was funny and kind of related
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[15:27:14] <reduz> Bloodust, indeed :D
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[15:27:41] <reduz> ok next is if GLES3 supports anisotropic texture filter, the spec does not say anything about it
[15:28:39] <reduz> i found GL_EXT_texture_filter_anisotropic from 2014 so i guess to
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[19:52:07] <Jidoor> is it possible to use catmull clark on a triangle mesh
[19:52:39] <Codex_> jidoor: you want smoothing of the mesh?
[19:53:34] <Codex_> I think catmull clark required some additional information which isn't available in normal mesh data structure...
[19:54:15] <Jidoor> i was thinking about implementing catmull clark as an exercise but i'm only using triangle meshes so if it doesn't work on those i'd skip it
[19:54:44] <Codex_> https://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
[19:56:31] <Codex_> maybe best trick would be to use some software that can already implement it :-)
[19:56:41] <Codex_> no need to do it manually
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[20:07:17] <ezraanderson> question: Would instancing be better with or with out an index buffer on the orginal object?
[20:07:43] <ezraanderson> that may very well be a dumb question, but i can not seem to find an answer
[20:08:25] <Nimmy> it doesnt matter
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[20:09:09] <bookmark> hi
[20:09:58] <Nimmy> hello
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[20:27:26] <afl_ext> im very suprised that raymarchng height to render some bump map for water is faster when using texture for height map instead of noise generation on the fly
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[20:49:56] <noizex> why? noise is costly
[20:50:15] <noizex> especially the good looking one
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[21:06:53] <ezraanderson> so quick test, without an indexbuffer I get better fps by 10
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[21:11:13] <Nimmy> 10 on what
[21:11:29] <Nimmy> 20 fps instead of 30, or 490 instead of 500
[21:11:53] <ezraanderson> 30 to 40 on 1 million objects
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[21:12:12] <ezraanderson> but simple objects ie: 1 million cubs
[21:12:17] <ezraanderson> *cubes
[21:12:24] <Nimmy> which graphics card do you have
[21:12:55] <ezraanderson> older GeForce GT 720
[21:13:24] <Nimmy> alright
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[21:13:43] <ezraanderson> probably on more complex objects you might see the reverse, if there was alot more shared vertics
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[21:14:09] <ezraanderson> just a guess opengl is still very new to me (grapics programing)
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[21:16:38] <noizex> https://dl.dropboxusercontent.com/u/1040763/capsule.PNG
[21:16:55] <noizex> think I just created the most awful algorithm for drawing a capsule
[21:27:17] <slime> ezraanderson: uint or ushort indices?
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[21:39:47] <ezraanderson> GLushort
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[23:52:12] <fpro> is a framebuffer per pixel?
[23:54:00] <Codex_> it kinda stores all the pixels
[23:54:41] <afl_ext> texture stores the data
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[23:54:52] <Codex_> oh right
[23:55:04] <Codex_> I forgot you need to specify texture to it too
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[23:55:15] <afl_ext> fbo is something that allows you to render to texture (or screen directly)
[23:55:18] <afl_ext> i dont know how to say it better
[23:55:18] <fpro> I am trying to wrap my head around where bandwidth comes into play
[23:55:56] <derhass> fpro: everywhere you read or write data
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   October 1, 2016  
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