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[03:14:24] <Kingsqueee> and yet a textured cube from blender just shows up white
[03:15:18] <Kingsqueee> (using opengl 2.1)
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[03:30:43] <immibis> Kingsqueee: do you have a texture bound?
[03:31:11] <immibis> are you setting the uv attribute?
[03:31:41] <immibis> did you remember to call glEnableVertexAttribArray?
[03:32:46] <immibis> i see that your mesh class does do those things
[03:33:30] <immibis> here's a quick test to see if your UVs are working: gl_FragColor = vec4(f_uv, 0.5f, 1.0f);
[03:38:02] <Kingsqueee> immibis, I'm just using that file
[03:38:27] <Kingsqueee> and from my perusing, it looked good
[03:38:31] <Kingsqueee> but I'm starting to suspect otherwise
[03:39:34] <Kingsqueee> immibis, output of that is blue on all visible polygons
[03:40:10] <immibis> your model uses the whole texture, right?
[03:41:45] <immibis> your UV coordinates have a problem
[03:42:15] <Kingsqueee> oh?
[03:42:56] <immibis> assimp is probably not loading them
[03:43:03] <immibis> can you check if they're in the model file?
[03:44:24] <Kingsqueee> I modified mesh.cpp's loading to printf if the texture is claimed to be properly loaded
[03:44:30] <Kingsqueee> it is
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[03:46:54] <immibis> pastebin your shaders?
[03:47:11] <Kingsqueee> maybe "triangulate faces" needs to be checked on the blender exporter?
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[03:55:40] <immibis> Kingsqueee: the mesh code is setting attribute 0 to the position, attribute 1 to the normal and attribute 2 to the UV.
[03:55:57] <immibis> what have you done to make sure the attributes have those numbers?
[03:56:35] <Kingsqueee> I'm using gl2.1, so...nothing
[03:56:53] <Kingsqueee> which definitely might be a problem
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[04:00:22] <Kingsqueee> seems like he assumes using layout(location = x) in shader
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[04:15:10] <Kingsqueee> alright, bumping it up to gl3.3 and using layouts fixed it, thank immibis
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[13:19:17] <Jubei> hello. I was wondering if anybody knows of a generic computer graphics channel on freenode, not an openGL specific one
[13:19:58] <Jubei> I want to write an algorithm that finds the outermost pixels of an RGBA .png image and I was wondering if there's a well known algorithm for that so that I don't write my own
[13:22:27] <TheFlash> I guess you won't be eaten alive if you aske here also :)
[13:22:47] <TheFlash> But what do you mean by "outermost"?
[13:25:19] <TheFlash> You want to find topmost, rightmost, leftmost and bottom most pixels with alpha > 0 ?
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[13:27:35] <TheFlash> Just loop over pixels and store their min/max x/y if they meet your requirement.
[13:29:56] <Jubei> TheFlash Thanks for offering your help. I want to generate a mesh from the pixels that have an alpha = 1.0. So basically I want to create a mesh that has vertices on the "outline" of that png
[13:31:12] <Jubei> So given a .png image, put vertices on the outside and generate a mesh
[13:33:15] <TheFlash> Aah, so you're not just trying to find axis-alligned box that can fit all the "visible" pixels, but a (possibly concave) polygon.
[13:34:13] <TheFlash> That is harder :)
[13:36:25] <Jubei> yes. a polygon
[13:36:47] <Jubei> For starters I'm going to put a vertex on every single outer pixel and then I'll go from there
[13:40:55] <TheFlash> I'd do the same.
[13:42:14] <TheFlash> Then just apply something else to get rid of excess vertices.
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[13:50:55] <upgrdman> are there any lists for how many gpu clock cycles various operations take? like matrix multiplication, dot product, float32 multiply, etc. I know it would vary depending on the gpu, but do nvidia, intel, etc publish that info?
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[17:26:03] <karalaine> HZun, well, unless there is some sharing happening between contexts, only difference I can see is that different windows might get updated with different frame with snippet-B
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[17:28:02] <karalaine> or well, frame might be wrong term, but you might get different delays between updating windows contents if that makes sense
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[17:42:49] <HZun> yeah that makes sense. thanks.
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[17:48:53] <HZun> snippet-A is also from the stackoverflow post in this pastebin.
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[19:13:52] <HZun> what is the usefulness of being able to have multiple render-contexts on a single window? what is it used for?
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[19:15:43] <derhass> HZun: how should we know? you came up with these examples
[19:17:29] <derhass> in the stackoverflow answer, this is clearly explained as an extreme case, just to get the point through that the framebuffer is part of the drawable, not of the context
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[19:20:15] <HZun> that makes sense. however i am just trying to understand the purpose of the different parts of the example code. so your saying that the example code also just loops through potentially multiple contexts in order to illustrate the point further?
[19:23:34] <HZun> but i still dont understand why multiple contexts on a single window might ever be useful. and why it is even supported at all.
[19:24:26] <derhass> why should they _forbid_ it?
[19:25:58] <derhass> I really don't know why you focus on such a completely moot sidepoint so much
[19:28:38] <HZun> well it is difficult to know ahead-of-time if something is moot when i dont know much about the subject. it could have been that multiple contexts on a single window was widely used for something very useful i dindt know about.
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[19:58:47]
<wedr> Hello, can I ask if the order of execution is correct? https://hatebin.com/cwothfifjb If so, does anyone know how to troubleshoot this "access violation" issue?
[20:01:29] <derhass> wedr: first of all, are you seriously creating a VAO and VBO for each triangle?
[20:01:43] <wedr> Just one triangle.
[20:02:00] <derhass> why are you using the ARB version of this stuff?
[20:02:18] <derhass> did you even load the extension pointers?
[20:02:28] <wedr> Yes. I have the extension pointers loaded. What should I start using then?
[20:02:37] <wedr> I mean the ARB versions
[20:03:06] <derhass> the core versions?
[20:03:19] <wedr> I'm sure ARB versions are the core versions.
[20:03:56] <derhass> seriously, VBOs are core since GL 1.5
[20:04:31] <derhass> however, from these code snippets alone it is not possible to diagnose the issue
[20:05:01] <derhass> for example, it is not know what array buffer is bound while you set up the attrib pointer
[20:06:28] <wedr> ok, but given the glVertexAttribPointerARB was never invoked before the access violation was thrown... It tells me something is wrong much earlier than that point
[20:06:45] <derhass> however, "Access violation executing location 0x000000000000000" really looks like your glEnableVertexAttribArrayARB pointer is NULL
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[20:07:26] <wedr> hmmm, I had all of the functions loaded prior to creating a new Triangle.
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[20:08:24] <wedr> I could see the function has been properly loaded via nvoglv64.dll
[20:15:42] <derhass> well, it shouldn't be hard to debug this in a debugger
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[20:16:10] <wedr> ok, so I added "glBindBufferARB(GL_ARRAY_BUFFER, this->handleVertexBufferObjectARB);" after "glEnableVertexAttribArrayARB()"
[20:16:11] <zid> Just knowing the location of the null deref would go a long way..
[20:16:19] <zid> if it's inside the nvidia driver vs inside your code, mainly
[20:16:58] <derhass> wedr: well, if it does crash at the point you suggested, it should not make any difference
[20:17:21] <wedr> yep, you're right.
[20:17:33] <wedr> In fact, it crashes after I call on "glBindVertexArray"
[20:17:49] <wedr> Just before glEnableVertexAttribArrayARB()
[20:18:45] <derhass> which is another place again
[20:20:20] <wedr> At this point, I'm clueless. All i know is that the OpenGL functions are loaded in properly.
[20:20:29] <zid> did you try.. a debugger?
[20:20:37] <wedr> I am using a debugger
[20:20:43] <zid> so where does it crash?
[20:20:43] <wedr> I just don't know where else to look for
[20:20:50] <zid> you keep giving random vague locations
[20:20:56] <derhass> then you can easily step to this point and look at the damn pointer
[20:21:49] <zid> I don't really care about lines of code
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[20:22:22] <zid> I don't think you've ever gone beyond source line debugging have you
[20:22:33] <wedr> Nope, I have not.
[20:22:57] <zid> always time to learn how to debug
[20:23:17] <wedr> Ok, where do I learn how to debug beyond source line debugging?
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[20:23:27] <wedr> And what is that "process" called?
[20:23:30] <zid> well, do you know the ISA your code is compiled for?
[20:23:59] <wedr> I'm not even familiar with what "ISA" refers to
[20:24:09] <wedr> instruction set architecture?
[20:24:14] <zid> yes
[20:24:36] <zid> So rather than the abstract machine the C++ spec specifies, your actual machine
[20:25:12] <derhass> wedr: LOL, how did you come up with using the type GLhandleARB for VAO and VBO names?
[20:25:16] <wedr> Other than my machine is Win32 running on x86-64, I don't know what ISA I should say or use to describe my machine.
[20:25:25] <zid> amd64 / x86_64
[20:25:45] <wedr> oh, then it's AMD64 I guess.
[20:25:46] <zid> If you've got a foot of bookshelf spare you could get the intel manuals
[20:25:55] <wedr> derhass I followed the OpenGL spec
[20:26:01] <derhass> lol, no
[20:26:17] <derhass> GLhandleARB is not even mentioned in the GL spec
[20:26:39] <derhass> it is also not mentioned in the ARB VAO/VBO specs
[20:26:51] <wedr> gimme a moment... I thought GLhandleARB exists.
[20:26:56] <derhass> it does exist
[20:27:24] <derhass> I know what it is for
[20:27:31] <zid> tell me, I have no idea
[20:27:43] <wedr> zid It exists in the glext.h
[20:28:03] <wedr> Since I'm using Win32, GLhandleARB is defined as an unsigned int
[20:28:22] <wedr> But I thought GLhandleARB is used literally as a "handle to XXX"
[20:28:23] <derhass> yeah, but it still is completely wrong
[20:28:30] <wedr> ok then...
[20:28:34] <derhass> on apple, it would be void*
[20:29:23] <wedr> So I should be using GLuint instead?
[20:29:43] <derhass> yes
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[20:30:06] <derhass> but it will not fix your issue
[20:30:11] <wedr> yeah, it won't
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[20:42:08] <wedr> It seems that I'm doing OpenGL calls wrong. I'm not supposed to start enabling the vertex attribute array while I'm generating the vertex array object for the Triangle.
[20:42:53] <wedr> This is the conclusion I came up with, yet I don't have any idea on how to start binding the VAOs and VBOs prior to drawing the triangle.
[20:43:10] <derhass> wedr: your conclusion is just dead wrong
[20:43:35] <derhass> setting the attrib pointers and doing the attrib array enables is actually the _point_ of VAO setup
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[20:45:08] <wedr> Like I said, I'm clueless as to why the access violation occurs. zid mentioned I need to do some debugging beyond source code debugging, but then the discussion stopped after determining my ISA is AMD64
[20:45:31] <zid> you asked what you needed to know, that's what you need to know
[20:45:37] <wedr> AMD64?
[20:45:49] <zid> if you want to debug machine code, you're going to need to understand machine code
[20:45:53] <zid> and until you can, you can't
[20:46:31] <wedr> is that hinting that I need to learn how to debug the disassembly of the compiled binary?
[20:46:43] <wedr> I feel that's a bit overkill
[20:46:43] <zid> it's not really a hint, I explicitly said it
[20:46:52] <zid> do you have an .exe available
[20:47:06] <wedr> you mean the compiled binary? Yes
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[22:37:14] <wedr> ALRIGHTY fixed my issue.
[22:37:53] <wedr> Apparently, there's a copy/paste error in the code that I didn't realize. It has nothing to do with OpenGL whatsoever, but it caused access violations.
[22:38:11] <wedr> Never never copy/paste OpenGL function pointer declarations into the namespace
[22:38:16] <wedr> lesson learned
[22:38:40] <zid> had you actually made the exe available I probably could have told you that in 15 seconds :/
[22:39:05] <wedr> zid Wait, this whole time you're asking for the executable?
[22:39:16] <zid> that's what available means yes
[22:40:37] <wedr> But just so I can completely learn something new today, zid, may I ask what were you intended to do with the executable? As in, with the executable, how would you debug the problem?
[22:40:49] <zid> I'd wait for it to crash, look at the instruction that faulted
[22:40:58] <zid> and translate it back to where in the source that instruction came from
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[22:41:44] <wedr> I actually did try that myself, but it pointed me to the address 0x00000000
[22:42:25] <wedr> And, now that I know what the issue is, how would you figure out 0x000000 is actually an extra function pointer declared variable in the main namespace?
[22:49:21] <zid> 0 is a NULL pointer
[22:49:25] <zid> not an address of an instruction
[22:49:30] <zid> it's the address the instruction tried to access
[22:49:48] <wedr> ohhh
[22:50:05] <nullpointer> Failed to initialize GLAD
[22:50:10] <nullpointer> sad face
[22:50:18] <zid> so something like 'call eax' happened where eax was 0 and was supposed to be the address of an opengl function, or something
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[22:50:24] <zid> or you did x->y where x was 0
[22:50:27] <zid> etc etc,
[22:51:02] <wedr> well apparently, Visual Studio can't tell the different between ::Foo and namespace::Foo when in disassembly mode.
[22:51:05] <wedr> difference*
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[22:51:33] <wedr> But I get what you are saying now
[22:51:34] <zid> I don't know enough C++ to know what that means, I stand a much better chance looking at the machine code instead :P
[22:51:51] <wedr> I guess
[22:52:05] <zid> and even if I don't manage to translate it back to C++, knowing *where* the fault was is 99% of what is useful
[22:52:14] <zid> is it in ::Blah or glBlahBlah
[22:52:29] <zid> one is your fault directly, one is bad parameters to gl functions
[22:53:31] <wedr> I see
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