[00:02:05] <derhass> Neomex: could be different reasons
[00:02:56] <Neomex> what should i check derhass? was wondering maybe floating point error could be a reason aswell, texture is 2048 and tiles 32
[00:03:54] <derhass> Neomex: first of all, you could simply output a static color )different from your background color) instead of the texture to see if the texture is the isssue at all
[00:04:53] <derhass> also I'm not sure if repeat is really what you want
[00:05:40] <derhass> but is your texture an atlas? are you sure you're not just bleeding into the neighboring tiles?
[00:06:45] <Neomex> well, background is black, when i forced fragment shader to always output green i see no issue and neighbouring tiles dont have white
[00:08:08] <Neomex> thats how i calculate uvs: tileSizeUV = (float)(mapData->TileDimensions.x) / (float)(textureDimension); startUVX = (fillID.x * tileSizeUV) / (float)(textureDimension);
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[00:09:02] <Neomex> which could translate to tileSizeUV = 32 / 2048, startUVX = (4 * tileSizeUV) / 2048
[00:09:51] <Neomex> the texture filter settings are GL_LINEAR and wrap GL_REPEAT
[00:10:47] <derhass> why dividing both by the texture size?
[00:11:08] <Neomex> to get them in a range of 0-1
[00:11:30] <derhass> well, I don't get it
[00:11:39] <derhass> I get one division, but not the two
[00:11:56] <derhass> ultimately, you divide by the square of the texure size
[00:12:37] <Neomex> ah, right, i wrote here the code where i put variables by hand, the right one is: tileSizeUV * (float)fillID.x
[00:12:39] <Neomex> my bad
[00:13:18] <derhass> how do you draw each tile?
[00:14:47] <Neomex> the issues its not constant either, sometimes the lines show and sometimes when the camera moves they dont
[00:15:12] <Neomex> all tile data goes into single vbo and then i just do drawarrays on whole terrain mesh
[00:15:40] <derhass> well, I still would say this is just filtering into neighboring tiles
[00:16:26] <Neomex> how could i solve it?
[00:16:38] <derhass> add some margin between your tiles in the atlas
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[00:16:55] <derhass> it is actually to be _expected_ to happen when you use linear filtering
[00:17:11] <derhass> the better option would be to use array textures
[00:18:11] <derhass> another option would be to implement a clamp-to-edge behavior on the actual tile edges in the fragment shader
[00:19:11] <Neomex> isnt there limited amout of textures you can have in a shader? this doesnt apply to array textures?
[00:19:26] <derhass> an array texture is one texture object
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[00:51:28] <Neomex> for sprites what would be more efficient solution, batching or instancing?
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[13:41:30] <BPL> Do you support interleaved & de-interleaved data in your opengl abstractions? Right now on my engine I just support interleaved data but I was considering to make it more flexible to support any of them but not sure what's the best way to do it... specially the way geometry is generated/stored, could anyone that has already implemented this advice? Ty in advance
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[15:22:28] <Yaniel> pick either and stick with it unless you have reasons to support both
[15:22:58] <Yaniel> separate data is more flexible and from what I've heard also faster on modern hw
[15:27:43] <BPL> "pick either and stick with it unless you have reasons to support both"... well, I've been doing this so far for years and now I think is a good time to support both. But I'm thinking what should be right abstractions
[15:39:53] <ratchetfreak> maybe that's a sign that you don't need to support both
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[15:48:39] <BPL> well, maybe... still, the question is interesting enough to me I'd like to learn what'd be the right abstractions. Right now I can think of multiple ways to code it but all of them would require some performance penalty when interleaving/de-interleaving the data from the mesh
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[15:57:59] <ratchetfreak> or it requires modifying the VAO depending on whether it's interleaved or not
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[16:20:12] <zid> what perf penalty? You just give it the right strides etc and opengl does it all for you, unless we're talking about something else
[16:28:14] <BPL> Well, let's consider a geometry/mesh generator/loader library... what I mean by performance penalty is the fact you'll need to transform the data into a suitable format to be uploaded to the GPU
[16:29:42] <zid> but if you're "supporting" interleaved data, the data is already interleaved
[16:29:48] <zid> otherwise you're pointlessly creating it out of nowhere
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[19:53:32] <Exaeta> is the best way to do vertex shading with matrices?
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[19:55:48] <derhass> that question doesn't make sense
[19:57:07] <zid> yea but is the best way to paint a house with torque wrenches
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[19:59:12] <Exaeta> I mean, should I do matrix multiplication for setting the camera angle and such?
[19:59:59] <zid> "should I use math"
[20:00:14] <derhass> Exaeta: how should we know?
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[20:00:31] <Exaeta> I'm asking if quaternions or some other mathematical structure would be faster on a gpu
[20:01:05] <Exaeta> What method is generally used?
[20:01:08] <zid> well, you didn't
[20:01:40] <Exaeta> Well, I thought it was implied
[20:01:51] <zid> wow
[20:01:57] <derhass> in general, matrices are used, because it is the most direct representation of arbitrary affine and projective transformations
[20:02:26] <derhass> you might of course come up with some conrer case where doing something else is slightly more efficient
[20:03:13] <derhass> especially if you do not need the full 12 or 16 degrees of freedom the matrix math gives you
[20:03:31] <derhass> but how the hell should we know?
[20:03:58] <zid> That and 'matrices' doesn't infer any sort of method, it just means submitting multiplies and adds in certain batching schemes
[20:04:26] <zid> it could be horrifically slow or incredibly fast, who knows
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[20:06:26] <Exaeta> I see.
[20:09:26] <Exaeta> Is it a good idea (efficiency wise) to use a geometry shader for e.g. rendering cubes?
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[20:09:52] <derhass> "Is it a good idea (efficiency wise) to use a geometry shader" no
[20:10:25] <zid> not doing work is often times faster than doing work
[20:11:02] <Exaeta> Would using the geometry shader let me store more points though? perhaps if I wanted to store a huge number of cubes?
[20:11:11] <zid> store them where
[20:11:21] <derhass> where do you want to store them?
[20:11:27] <Exaeta> on the GPU
[20:11:34] <derhass> uhm
[20:11:37] <zid> presumably your memory is.. finite, so how it'll help you get "more" will be an interesting story
[20:11:52] <zid> I promise not to rip off your idea and collect my nobel prize afterwards
[20:12:09] <Exaeta> Well, the way I see it, a cube has what, 12 trigs?
[20:12:20] <Exaeta> v.s. one point for center and any other attributes
[20:12:39] <derhass> I can use the single center point preresentation also without using a geoemtry shader
[20:12:53] <derhass> and I actually would advising doing exactly that
[20:12:58] <Exaeta> in 3d?
[20:13:04] <derhass> of course
[20:13:07] <zid> and if the bottleneck on the amount of cubes you can render is memory size and not performance, I also wish to subscribe to your newsletter
[20:14:04] <Exaeta> zid: well imagine for a moment, that most of these are not actually being rendered at once
[20:14:38] <zid> Exaeta: sending the mask for which ones to render and which ones not to render sounds like exactly as much effort as sending the location of a cube to render to me
[20:14:59] <zid> I hear gpus are very good at conditional execution also
[20:15:19] <Exaeta> Well, I'm clustering them into chunks where each has its own VBO and VAO
[20:15:47] <Exaeta> So I guess the question is, how many can I fit on the GPU at once before I have to start unloading them
[20:15:48] <zid> and you think you'll run out of memory doing this?
[20:15:55] <zid> as many as you have video memory
[20:16:05] <zid> that's what memory means, place to put things
[20:16:58] <Exaeta> 256*256*256 is 16777216 cubes
[20:17:40] <zid> 4 byte angle, 8 bytes for position makes.. 768MB total
[20:17:49] <Exaeta> That's a lot?
[20:17:59] <zid> 2GB graphics cards have been standard since the early 2000s
[20:18:09] <zid> My AGP cards had >768MB
[20:18:19] <derhass> I didn't have 2GB at the early 2000s
[20:18:34] <zid> 8800gtx had 2gb and that was 2007 I think
[20:18:46] <derhass> at the early 2000s, I still had a voodoo I with 4MB in total
[20:18:49] <zid> nice
[20:19:08] <zid> ah 6800 Ultra had 256MB, poor thing
[20:19:12] <zid> (best AGP card I can think of)
[20:19:26] <zid> so somewhere between 2004 and 2007, 1-2GB was pretty normal
[20:19:37] <zid> closer to when the berlin wall fell than to now :P
[20:19:49] <zid> math is hard out by a year there I think
[20:20:01] <zid> if you even need angle
[20:20:08] <derhass> hmm, ther gtx660Ti I bought in 2012 had 2GB
[20:20:10] <zid> if you have that many cubes I'm guessing they're all coplanar guys on a grid
[20:20:18] <zid> so you really only need 512MB
[20:20:26] <zid> or maybe less if you can pack the coords into like, a byte or short
[20:21:09] <Exaeta> hum maybe I am being paranoid about ram consumption
[20:21:44] <derhass> and there nefer was a geforce 8xxx series with 2GB of VRAM
[20:22:01] <derhass> *never
[20:22:30] <Exaeta> VAO can render from multiple buffers at once, right? I can do (in pseudocode): bind(VAO); bind(buffer0); attribpointer(0, ...); bind(buffer1); attribpointer(1, ...); ?
[20:22:34] <Exaeta> or nah?
[20:22:45] <derhass> yes
[20:23:48] <zid> derhass: wait, the 8800 was 4?
[20:24:09] <zid> I mean, I had one, but it was a while ago now :D
[20:24:16] <derhass> zid: no, max. was 1GB, the 8800 ultra came with 768 MB, and this was in 2007
[20:24:24] <zid> oh dang
[20:24:40] <zid> I guess memory got bigger faster than I remembered, sorry
[20:24:41] <derhass> you totally over-estimate memory sizes
[20:25:05] <zid> I just remember everything having nearly nothing, then everything having multiple gigabytes and not much inbetween
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[20:33:15] <Exaeta> Do I need to do attribPointer after I add data to a vertex buffer, or can I fill the vertex buffer after I do attib pointer
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[22:20:42] <Exaeta> Should I use STATIC or DYNAMIC for a data structure that is modified every ~30 frames?
[22:21:02] <Exaeta> how much overhead does static cost if I modify it?
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