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[00:03:57] <lmariscal> Guys sorry but I'm a little lost on the what is EGL, GLX and WGL used for?
[00:04:11] <lmariscal> I have done some opengl projects but have never had the need to use them
[00:06:04] <derhass> lmariscal: so you did work on macos then?
[00:06:20] <lmariscal> Have been using GLFW and yep also in macos
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[00:07:03] <derhass> GLFW is an abstraction around these platform specific APIs
[00:07:52] <lmariscal> okay, so if I wanted to create my own OpenGL instance I would need to use them together with the win32 api?
[00:08:08] <lmariscal> and now that you mentioned it, in macos it would be cocoa that is used to do all this process?
[00:08:47] <derhass> macos has several APIs, iirc.
[00:08:56] <derhass> but I forgot the details
[00:09:01] <derhass> it is all deprecated anyway
[00:09:21] <lmariscal> yeah, sadly. But I guess it's the same principle
[00:09:37] <derhass> yes
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[00:10:18] <lmariscal> great, well thank you. If I wanted to know more about them do you recommend some place or just go with win32 docs?
[00:11:12] <derhass> maybe reading the egl spec might be a not so bad idea, since egl is kind of the newest
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[00:12:29] <lmariscal> thank you again!
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[00:12:58] <derhass> lmariscal: but it really depends on what exactly you want to learn about those
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[08:27:22] <Exaeta> well my code is... not drawing anything on the screen :/
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[08:27:43] <Yaniel> ah yes, the best part of every new GL project
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[08:38:02] <Yaniel> if you want help debugging it you'll have to pastebin/gist the relevant code though
[08:40:49] <Exaeta> tried to edit out the irrelevant parts although I missed a few bits
[08:41:17] <Exaeta> the sequence is init -> update -> render ->update -> render basically
[08:42:02] <Yaniel> you are not checking program link status
[08:44:02] <Exaeta> I added an error detector and it seems to link fine
[08:44:15] <Exaeta> copied and pasted from this
[08:45:32] <Yaniel> you probably also want glVertexAttribIPointer for your material indices
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[08:47:26] <Yaniel> and if you have more than one shader, note that uniforms are stored as part of the shader program
[08:47:48] <Yaniel> so you have to make sure to switch to the program whose uniforms you want to change
[08:48:50] <Exaeta> there's only one :/
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[08:51:18] <Exaeta> okay it seems the problem is my projection
[08:52:32] <Exaeta> I messed around with it and got a tiny tiny red dot to show up
[08:52:40] <Exaeta> then I messed around some more and it was larger
[08:52:49] <Exaeta> so it was rendering... just less than one pixel
[08:53:16] <Exaeta> I can fine tune that later I guess
[08:53:19] <Exaeta> thanks for the help
[08:53:28] <Yaniel> mm yes, you are looking form quite far away
[08:53:32] <Yaniel> with a relatively high fov
[08:53:49] <Yaniel> is that actually expecting degrees or radians?
[08:53:50] <Exaeta> it should only be 10-20 blocks away, I didn't expect it to appear so small
[08:54:04] <Exaeta> humm
[08:54:20] <Yaniel> hmm yeah
[08:54:48] <Yaniel> wait no, that doesn't sound right
[08:55:56] <Yaniel> you are 110 units from the first block
[08:56:10] <Yaniel> and blocks seem to be 1 unit^3 in size
[08:57:10] <Yaniel> and you have to specify material for each vertex, not just each triangle
[08:58:23] <Exaeta> yeah each vertex is 3 data points though
[08:58:31] <Exaeta> 110 units???
[08:58:33] <Exaeta> how
[08:58:50] <Yaniel> glm::vec3 pos = glm::vec3(8,8, -100);
[08:58:55] <Exaeta> oh yeah
[08:59:00] <Exaeta> I fixed that to 0
[08:59:05] <Exaeta> it's still weird looking :/
[08:59:27] <Exaeta> but at least it's drawing stuff, so I just need to make sure my drawing math is fixed
[08:59:44] <Exaeta> thanks and goodnight I'm gonna work on this more tomorrow
[09:00:24] <Yaniel> oh and looks like you want to use integers for vertex positions too?
[09:00:37] <Yaniel> you have to use VertexAttribIPointer for them too in that case
[09:00:54] <Yaniel> instead of VertexAttribPointer
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[11:16:36] <forgon> I would like to draw a rectangle without missing pixels in its corners. Executing `glm::mat4 finalMatrix = glm::translate(originalMatrix, glm::vec3(0.5f, 0.5f, 0));` and passing finalMatrix to a shader did not solve the problem.
[11:17:52] <derhass> forgon: what do you mean by missing pixels?
[11:18:38] <derhass> forgon: I get the impression that you want some pixel-exact drawing, but then, it will heavily depend on all the other transformations which get applied
[11:19:12] <forgon> derhass: I do want pixel-exact drawing, yes.
[11:19:31] <derhass> in a pure 2D scenario?
[11:20:32] <forgon> derhass: My application uses 3D graphics, but the rectangle I want to draw is two-dimensional.
[11:22:50] <derhass> well
[11:23:33] <derhass> let me ask differently
[11:23:50] <derhass> how do you define the position and size of the rectangle pixel-wise?
[11:27:55] <derhass> I don't get this code
[11:28:26] <derhass> You draw 4 lines? but if so, what about the glVertexAttribPointer(VERTEX_POS_ATTRIB_INDEX, 4, GL_BYTE, false, 0, nullptr) stuff?
[11:29:10] <derhass> also totally unclear what transformations you apply
[11:31:29] <derhass> also, the way you draw the 4 individual lines should result in one corner missing
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[11:34:06] <forgon> derhass: Why should there be one corner missing? Because of the diamond exit rule?
[11:37:00] <derhass> forgon: the diamon-exit rule is not strictly enforced by the spec. however, the lines are half-open, meaning the fragment where the endpoint lies into is never rendered
[11:37:25] <derhass> which will prevent multiply fragments when connecting a series of line sgements
[11:37:48] <derhass> but you don't draw one loop around, just 3/4, the final line is the wrong direction
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[11:38:30] <derhass> leaving (x1,y1) always only as endpoints, so there will be never a fragment generated for this corner
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[11:43:50] <forgon> derhass: Thanks. I've changed the direction of the final line (makes no difference in rendering, though).
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[17:19:11] <HZun> Does 2 opengl applications running at the same time on a 60hz display, result in each application having a 30fps framerate? (assuming that vsync is enabled).
[17:19:32] <Foaly> no
[17:20:29] <zid> That.. is a simple thing for you to have just tested
[17:22:18] <HZun> well i thought that maybe it varied between different systems. such as glx or wgl.
[17:22:32] <zid> I mean, it could, but why would anybody write their driver like that
[17:23:50] <HZun> however, multiple windows using the same context and thread will result in the framerate being equal to (display-framerate / number of windows). right?
[17:24:10] <zid> if it's the same context, where did the round robin come from
[17:24:38] <derhass> HZun: no
[17:25:23] <derhass> HZun: there will be issues when swapbuffers is blocking
[17:25:51] <derhass> but that limit isn't there in general
[17:26:06] <zid> either someone doesn't run, or they all run, a round robin design would be extra work, heh
[17:26:26] <derhass> also note that swapbuffers is _not_ a GL function, hence it does not need a current GL context, and can in principle be done in other threads
[17:30:11] <HZun> he uses 1 thread and 1 context per window.
[17:31:00] <zid> let's just say I'd be really upset if my video player stopped working while I was using blender
[17:32:23] <derhass> HZun: who knows? There is not much information given. maybe the GPU simply has not enough power to sustaing nx60fps
[17:34:01] <HZun> but if he turns off vsync, then he gets 60fps on both windows.
[17:34:13] <derhass> which is very suspicious to begin with
[17:34:27] <derhass> why would he get 60fps without vsync?
[17:34:37] <HZun> i dont know.
[17:36:51] <derhass> so what is the point of the question?
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[17:40:18] <derhass> HZun: I have never seen an implementation where two (or more) indepenent GL apps would actually interfere with their respective buffer swaps in such an absurd way
[17:40:32] <derhass> and I've tried this on a lot of different drivers and OS
[17:40:33] <zid> derhass: Just you wait until I add opengl support to my OS
[17:40:58] <derhass> zid: can't wait!
[17:41:00] <HZun> the links was just to provide some context from where my confusion comes from. as i said i dont understand these things very well. my first questions have been answered. but i am still confused. so i guess my question is: when using multiple windows, then what determines the fps of a window. and what is independent between threads/contexts/applications, etc.
[17:42:11] <zid> things do api calls, maybe they finish in time to be on a certain time interval
[17:42:55] <derhass> HZun: a huge part of this question boils down to "when does SwapBuffers block?", and the answer to that: this is specific to the os, drvier, settings and lots of other things
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[17:49:53] <HZun> ok. what is it that makes swapbuffers never block from different applications? is it the different drawable, the different thread, or the different context? or some combination of those things? meaning if i wanted to be guaranteed that swapbuffers does not block then what should i do?
[17:50:18] <zid> disable vsync
[17:50:23] <zid> and don't od any rendering
[17:50:35] <HZun> assuming that i want vsync.
[17:50:38] <derhass> blocking always affetcs a thread
[17:50:42] <zid> then what do you think vsync is for
[17:50:50] <zid> it's specifically to block things from rendering too often
[17:53:16] <derhass> vsync doesn't have to block on swapbuffers
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[17:53:26] <derhass> and actually, on many implementations, it doesn'y
[17:53:29] <derhass> *doesn't
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[17:59:12] <Exaeta> Do I need to call glEnable(GL_DEPTH_TEST); for each VAO?
[18:01:09] <derhass> no
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[18:02:03] <Exaeta> This is happening
[18:02:47] <derhass> so?
[18:03:45] <Exaeta> so... I can see part of the back of the cube right?
[18:03:53] <HZun> does a swapbuffer on drawable-1 from thread-1 need to finish before swapbuffers on drawable-2 from thread-2 is finished? are swapbuffer calls from different threads "in order" or "out of order" ?
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[18:09:07] <Exaeta> When does enabling depth testing need to be turned on? I am doing something wrong with my cube and I'm not sure what
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[18:15:45] <Exaeta> glDepthFunc has no effect
[18:17:03] <Exaeta> glDepthFunc(GL_NEVER) still draws the triangles :/
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[18:19:41] <Exaeta> okay it's fixed there was no depth buffer.
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[18:30:47] <derhass> Exaeta: "When does enabling depth testing need to be turned on?" when you need it
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[18:33:16] <Exaeta> yeah it wasn't actually working because there was no depth buffer
[18:33:26] <Exaeta> Does GLSL have an array semantic?
[18:33:39] <Exaeta> I want to make an noise function, so I want some list of noise points
[18:40:11] <neurre> sure
[18:40:21] <neurre> you'd want to use compute shaders
[18:40:34] <neurre> you can do noise in shader as well
[18:41:34] <neurre> but that is advanced, so you might have some learning to do
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[19:05:51] <Twipply> I read a post about rendering in voxel engines (Minecraft) but I don't fully understand what the guy is saying
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[19:06:22] <Twipply> What he's saying is that instead of creating a mesh and uploading it, you can upload the block types instead (0, 1, ...)
[19:06:32] <Twipply> and then from you can render them somehow
[19:06:36] <Twipply> but I don't understand how exactly
[19:09:10] <Twipply> Overall I'm just curious how it works in general
[19:10:25] <Exaeta> Twipply: I believe a geometry shader can convert cube coordinates and etc into vertices
[19:10:41] <Exaeta> I was told that is slower than just using a mesh
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[19:16:39] <derhass> Twipply: well, that particular answer suggests grouping by block type and use a single instanced draw call for each block type
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[19:17:45] <derhass> with a texture bind for each draw call
[19:19:04] <derhass> it does not talk about uploading chunkt data at all, and it also does not suggest that there should be no mesh
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