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[18:06:54] <Smilex> Hey. I'm trying to use "layout (location = 0)" in my GLSL code and now glGetUniform isn't finding my uniforms. How come?
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[20:45:19] <RejectCode> what's the beginning of your shader look like?
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[20:47:21] <RejectCode> Smilex: ^
[20:47:43] <RejectCode> doh, he left
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[23:15:30] <rick111> Does anyone know how to update a texture buffer object on the fly?
[23:16:14] <derhass> you update it like all other buffer objects
[23:16:27] <zid> glBufferData (/sub) is my final offer
[23:17:00] <derhass> there are many ways. Buffer[Sub]Data, Mapping, persistent mapping, writing to it from the GPU
[23:32:21] <rick111> i would like to go through the various ways. starting with glBufferSubData. im trying to get it to work but its not working. it does nothing.
[23:32:30] <rick111> heres what it looks like when i initialize it
[23:33:05] <rick111> float texData[40000]={1.0};
[23:33:16] <zid> that isn't how C works
[23:33:19] <zid> fwiw
[23:33:31] <rick111> its c++
[23:33:37] <zid> or C++ to my knowledge
[23:33:52] <rick111> well i did use a for loop after that initialization to fill it in with floats
[23:33:58] <zid> okay
[23:33:59] <zid> If there are fewer initializers in a brace-enclosed list than there are elements or members of an aggregate, or fewer characters in a string literal used to initialize an array of known size than there are elements in the array, the remainder of the aggregate shall be initialized implicitly the same as objects that have static storage duration.
[23:34:02] <zid> C99 spec ^
[23:34:14] <zid> aka 0.0
[23:34:24] <derhass> well, it is valid
[23:34:31] <rick111> yeah so the entire array would be filled up with 0.0 right?
[23:34:35] <zid> i doubt he wanted a 1.0 then 3999 0.0s
[23:34:36] <derhass> not sure if it is what is intented
[23:35:20] <rick111> nah i didnt want 0.0s. actually i realized that yesterday when my data was not being sent to the shader. which is why i added the for loop to fill it in
[23:35:47] <rick111> so after i create the array, i generate the texture buffer like this
[23:36:01] <rick111> glGenBuffres(1,&tboHandle);
[23:36:10] <rick111> glBindBuffer(GL_TEXTURE_BUFFER,tboIndex);
[23:36:26] <zid> handle vs index? hmm?
[23:36:26] <derhass> rick111: it is probably better if you link to some paste site instead of pasting all those bits dircetly into the channel
[23:36:33] <rick111> glBufferData(GL_TEXTURE_BUFFER, sizeof(float)*texDataSize,texData, GL_DYNAMIC_DRAW);
[23:36:53] <rick111> derhass agreed
[23:36:53] <zid> also your use of spaces and commas is infuriating congratulations :P
[23:36:56] <rick111> will use pastebin
[23:37:02] <rick111> one sec
[23:37:13] <derhass> but zid's point is VERY relevant
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[23:44:03] <rick111> spaces and commas? what do you mean?
[23:44:05] <rick111> here is the pastebin
[23:44:31] <zid> this,nonsense is, kind, of,odd,you,know.
[23:44:48] <rick111> so the information works, after initialize. it gets sent to the shader where i use texelfetch to get the floats and render the information from the array
[23:44:55] <zid> so yea, fix your handle/index mix nonsense
[23:45:09] <rick111> however, when i use glBufferSubData to update the array nothing happens, what could i be doing wrong
[23:45:31] <rick111> swap the index and the handle?
[23:46:01] <zid> you're making 1 buffer, then binding something completely else
[23:46:12] <zid> what's the handle you made for, and what is the thing you already made?
[23:46:14] <zid> makes no sense
[23:46:17] <rick111> ohhhhhhhh
[23:46:26] <rick111> the texData
[23:46:33] <rick111> the handle points to the texData
[23:46:35] <rick111> array
[23:47:04] <rick111> oh i see
[23:47:14] <rick111> i made a mistake. you have a good point. i have two different handles
[23:47:21] <rick111> for no reason
[23:47:36] <rick111> i think you found my error. im going to make one handle and see if the update works now
[23:50:35] <rick111> ooh that actually broke it
[23:50:49] <rick111> i think i needed two different handles because on binds the buffer while the other binds the texture
[23:51:01] <rick111> one is for glBindbuffer() and the other is for glBindTexture
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