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[00:00:20] <FLHerne> There's also a CL driver, 'Clover', that's part of Mesa, which uses the same userspace infrastructure as the GL/Vulkan drivers
[00:00:35] <FLHerne> (and kernel)
[00:01:12] <FLHerne> That works on nvidia and AMD hardware at least, but it's not hugely stable and I don't think it's officially supported by any vendor
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[00:03:53] <HZun> ok.
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[01:59:43] <Yatekii> hey folks, I am having big time trouble with a multisample texture
[02:00:16] <Yatekii> can anybody assist me? :/ I think it should be straight forward for the familiar folks, but I find pretty much no docs or if so it's for dx :P
[02:01:37] <derhass> Yatekii: what is the issue?
[02:01:37] <Yatekii> basically I am trying to sample a multisample texture: https://gist.github.com/Yatekii/371929de6d32e113a3fe741ebd08fb73
[02:01:56] <Yatekii> I reach a sampler and a multisample texture to the frag shader
[02:02:50] <Yatekii> with a normal 2D texture I am just doing texture(sampler(texture_ref, sampler_ref), coord), but with a multisample texture this seems to be way different.
[02:02:56] <Yatekii> am I missunderstanding something?
[02:03:06] <Yatekii> you can see my fruitless tries in the gist :)
[02:05:22] <derhass> what is texture2DMS supposed to be?
[02:05:30] <derhass> that doesn't exist in GLSL
[02:05:47] <derhass> also; "sampler"
[02:05:49] <Yatekii> derhass: I assumed that because I didn't find anything ^^
[02:06:04] <derhass> the uniform type is just sampler2DMS
[02:06:42] <Yatekii> well, renderdoc says the texture is a "Texture 2D MS"
[02:07:17] <Yatekii> and for the sampler it says "Sampler"
[02:07:30] <derhass> that's not how this works
[02:08:03] <Yatekii> in my old renderer I used to do it like this: https://github.com/Yatekii/copper/blob/master/src/lib/drawing/shaders/render.glslf
[02:08:16] <derhass> you just have a sampler2DMS, which will reference a texture (via the texture units) and the sampler state (via texture or sampler object)
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[02:09:01] <derhass> that looks more like valid GLSL
[02:09:02] <Yatekii> hmm ok, so I have to create that on the CPU side?
[02:09:19] <Yatekii> because with the simple 2D texture (no MS) I did it like this: https://github.com/Yatekii/sailor/blob/master/config/blend.frag
[02:09:43] <Yatekii> so now I am really confused about which one is the right way and if both are right, why are they so different?
[02:10:03] <derhass> that's not valid GLSl
[02:10:45] <Yatekii> it works nice and dandy and is how the examples of gfx-rs and some mate of mine (whioch is now asleep ofc ..) do it, so now I am confused :D
[02:11:10] <derhass> you might have some extra layer(s) between this shader source code and the actual GL
[02:11:21] <derhass> but if you pass that string to a GL driver, it should error out
[02:13:13] <derhass> so, sorry. can't help you with that, because that is not about opengl
[02:13:49] <Yatekii> hmm ok, so I need to find out how to create the sampler on the CPU side
[02:13:51] <Yatekii> I see
[02:14:45] <Yatekii> thanks anyways :) helped me a lot already :)
[02:16:39] <Yatekii> derhass: ok so I just had to make the t_Color a sampler2DMS as the MS texture apparently has a sampler attached already (or IS a sampler, however you wanna call it)
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[02:19:03] <derhass> Yatekii: GL's sepation between samplers and textures isn't that strict as it probably should be
[02:19:32] <zid> hmm what was that nice opengl website for realistic rendering
[02:20:14] <zid> that isn't the right term, or I might have remembered myself
[02:20:36] <zid> ah, good ol grep, PBR
[02:21:39] <Yatekii> derhass: yep, I just figured ... I mean how can I possibly get decent results when using the same buffer as a texture2D and a sampler2DMS when a sampler and texture are entirely different things referring to eachother ^
[02:21:42] <Yatekii> what a mess ...
[02:21:55] <Yatekii> and here I thought rust strictness can save me
[02:22:02] <Yatekii> nope, nope, nope
[02:22:39] <derhass> Yatekii: actually, I don't understand the issue you're having with this
[02:23:50] <Yatekii> how can I possibly map the same value in the GPU, be it now sampler or texture or whatever to two different types (texture2D and sampler2DMS) and get valid results for both ... something is dumb lol
[02:23:57] <Yatekii> well, anyways, I am happy it works :)
[02:24:02] <Yatekii> thanks a lot! :)
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[02:46:16] <zid> derhass: What's an open-enough pbr format I'm likely to find some models in that I might stand a chance of writing a loader for?
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[07:57:33] <Yaniel> zid: glTF
[07:58:45] <Yaniel> somehow khronos has managed to specify a format that made it even to adobe's marketing slides
[07:59:34] <Yaniel> it's designed for PBR and WebGL first and that shows, but it's quite usable overall
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[08:09:36] <DarkUranium> Yaniel, gltf is not designed for PBR.
[08:10:16] <DarkUranium> It also has numerous issues, due to it using JSON (since JSON can't encode binary data).
[08:10:30] <Yaniel> the JSON doesn't encode binary data though
[08:10:42] <Yaniel> doesn't even try, unless you really want it to
[08:11:26] <Yaniel> also gltf 2 is https://github.com/SaschaWillems/Vulkan-glTF-PBR
[08:11:42] <DarkUranium> And parsing JSON is in and of itself fairly complex, all things considered (at least compared to just loading binary files).
[08:12:09] <DarkUranium> It's only "simple" if you already have a JSON library floating around, but I don't think that qualifies for calling a file format "simple" (maybe conceptually)
[08:12:24] <Yaniel> it's outright trivial if you are using WebGL
[08:12:42] <Yaniel> (did I mention that's what gltf is designed for)
[08:12:44] <DarkUranium> Yes. *IF* you are using WebGL.
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[08:18:50] <Yaniel> https://www.khronos.org/gltf/ PBR is all over the official page too
[08:19:06] <Yaniel> but yes, a simpler format would have been nice
[08:19:12] <Yaniel> and one that doesn't hardcode GL enums
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[14:33:06] <me80iq> Where can I learn about tessellation algorithm implementations?
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[14:54:47] <Neomex> is it possible to dynamicly modify only a part of VBO? what i have is a tilemap renderer, where on runtime i want to modify specific tiles coordinates. it renders the map as a single mesh
[14:55:06] <Neomex> want to avoid uploading all the data when making a change
[14:55:44] <Neomex> using opengl 3.3
[14:55:58] <derhass> BufferSubData
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   July 2, 2019  
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