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   July 12, 2019  
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[00:06:54] <derhass> yes, you need a texture name and a buffer name
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[01:33:15] <rick111> okay i have created a andle for the buffer oject and for the texture but now the texture buffer object doesnt work at all
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[01:36:59] <chrisf> let's see what code you ended up with after whatever hacking since the last paste
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[01:49:45] <rick111> k one sec
[01:52:59] <rick111> k im not even at the updating stage anymore im just trying to get the initial upload to work because after correcting the handles it broke
[01:53:01] <rick111> https://pastebin.com/CDep8mSd
[01:53:14] <rick111> here is the initialization code, its not being sent to the shader and i cant figure out why
[01:53:45] <rick111> but something very funny is happening, when initialize the buffer with a handle that is already used by a totally different function then it works
[01:55:21] <derhass> rick111: the part you pasted looks OK
[01:55:33] <derhass> you probably screwed up the binding part for rendering
[01:59:10] <rick111> well the next part is binding it so for that i just put glBindTexture(GL_TEXTURE_2D, tboTex);
[01:59:18] <rick111> still nothing
[01:59:52] <derhass> TEXTURE_2D?
[01:59:58] <rick111> AHA~!
[02:00:05] <rick111> it should be TEXTURE_1D
[02:00:06] <rick111> correct?
[02:00:09] <rick111> trying now
[02:00:10] <derhass> no
[02:00:19] <derhass> it shuould be TEXTURE_BUFFER
[02:00:52] <derhass> and also, the texture untis and how you set the sampler uniform are not clear
[02:00:54] <rick111> k trying now
[02:01:17] <rick111> i am to set those during initialization right?
[02:01:25] <rick111> heeey that was it!
[02:01:37] <rick111> after changing TEXTURE_2D to TEXTURE_BUFFER it worked!
[02:01:39] <rick111> thank you
[02:01:51] <rick111> now its time to see if i can update it with glBufferSubData
[02:02:14] <derhass> rick111: you're supposed to set these whenever appropriate for your use case
[02:02:29] <zid> GL_IDK
[02:04:29] <rick111> okay so now the update isnt working, to update it i simply create another array of the same size and use glBufferSubdata to swap the data
[02:04:41] <rick111> glBindBuffer(GL_TEXTURE_BUFFER, tboHandle);
[02:05:00] <rick111> glBufferSubData(GL_ARRAY_BUFFER,0,size,texData);
[02:05:02] <rick111> and got nothing
[02:05:17] <derhass> GL_ARRAY_BUFFER?
[02:05:48] <derhass> seriously, do you roll some dice for the GL enums?
[02:06:17] <rick111> i thought they menat the same thing
[02:06:22] <rick111> just swapped them lets see if it works
[02:07:44] <zid> GL_SURPRISE_ME
[02:07:56] <rick111> lol
[02:08:01] <chrisf> zid: OK, GL_INVALID_OPERATION
[02:08:34] <derhass> glDisable(GL_INVALID_OPERATION)
[02:08:36] <chrisf> apparently always a surprise
[02:13:01] <rick111> i just made it glBufferSubData(GL_TEXTURE_BUFFER,0, size*4, texData); and that works like a charm. thank you
[02:13:57] <rick111> so what does everyone here do? professionals? hobbyists? backend? game programming? other graphics programming?
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[02:34:39] <zid> I draw penises on things in marker pen
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[03:26:41] <lapsang> Hi. I don't know any openGL. I'm interesting in making an interactive 3d environment, where major components are added, subtracted, and transformed in realtime. I found an app with GL context which comes default with flat shading, but I'm interested in more realistic rendering, such as GI, even if it's speckly and low-performance. I don't need hyper-realism, just some semblance of AO/nonflat
[03:26:41] <lapsang> shading. Are there pre-compiled shaders for such a thing?
[03:26:52] <lapsang> or ope-source shaders, I guess I should ask
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[03:32:52] <lapsang> ... looks like I'm asking for the holy grail, if these search results are current.
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[07:51:05] <Tjowers> What's the linker library for "gl" prefix, is that opengl?
[07:51:19] <Tjowers> I'm trying to compile I tried -l opengl
[07:51:37] <Tjowers> I got glfw glm glew
[07:51:41] <Tjowers> not glm
[07:51:53] <Tjowers> that's probably what it is, it said it couldn't find that library
[07:54:52] <Tjowers> Just this one last symbol
[07:58:08] <Tjowers> I tried -l glut didn't resolve
[07:58:20] <Tjowers> _glClear
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[09:48:44] <karalaine> lapsang: unfortunately you cannot just replace shaders, they need more data to do the lighting probably
[09:49:24] <zid> yea the trick to lighting is packing material textures and normal textures or at least normal directions into verts, etc
[09:49:29] <zid> into all your crap
[09:49:33] <zid> the actual calculations are pretty trivial
[09:49:49] <zid> you're just multiplying eveything together for the most part, and maybe doing pow() for specular
[09:52:51] <karalaine> Tjowers: -lGL, but you want to use loader/generator like glad for modern openGl versions
[09:53:15] <karalaine> yeah
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[11:37:54] <reddd> when moving a model around a scene what values does one modify, the model matrix itself?
[11:40:51] <zid> a vec3 for its position in your engine
[11:41:27] <zid> You may wish to add it in your vertex shader, either directly, or with an matrix, whatever, up to you
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[11:46:07] <reddd> ah so like its own translation matrix
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[14:37:25] <reddd> what determines the fields of a matrix in opengl? I'm wondering about the translatex, translatey, and translatez column that's commonly used. Is this used internally by opengl or is it achieved thru the matrix multiplication?
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[14:38:06] <derhass> reddd: it is matrix multiplication
[14:38:12] <derhass> ultimately, it is math
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[14:41:35] <reddd> so if i multiply a vector (representing a vertex) by a matrix, what makes it so that a multiply in the 4th column results in a rotation/shear or whatever? Is it because the 4th column is the homogenous coordinate?
[14:43:00] <derhass> reddd: the 4th column isn't a coordinate
[14:43:22] <derhass> reddd: but you specify the resulting w coordinate via that column
[14:43:38] <derhass> note that is not the default convention used in GL, though
[14:44:12] <derhass> GL convention is matrix * vector, and matrices are spceified for that order
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[14:44:24] <derhass> where 4th column is translation
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[15:20:13] <reddd> should the translate column be on the right as a column or on the bottom as a row?
[15:20:40] <reddd> assuming i'm left-multiplying in my shader (e.g Matrix*vector)
[15:21:14] <reddd> or is that even left-multiplication
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[15:23:16] <Yaniel> try writing out the matrix multiplication on paper
[15:23:20] <Yaniel> it'll be obvious then
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[15:46:43] <RejectCode> the khronos site is pretty helpful even if this is a legacy api: https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glTranslate.xml
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[15:48:17] <RejectCode> working through a simple example on paper is the best tho, like Yaniel said
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[16:04:41] <Yaniel> particularly if you write the matrix on the left and the vector on top
[16:05:22] <Yaniel> and then think a bit about dot products
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[16:06:42] <Yaniel> or was it the vector on the left.... multiplication order is hard
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[21:25:22] <Yatekii> folks, I have those values for stenciling set: https://files.gitter.im/gfx-rs/webgpu/oSVb/image.png but somehow my stencil always stays at 0 and does not draw anything, even tho the drawcalls actually output correct fragments from the fragment shader. but the stencil stage apparently doesn't let anything through. can anyone tell me whether I do this right or wrong? :/
[21:26:42] <Yatekii> what I try to do is: first I clear the stencil with 0s. then I draw the first layer and I want any fragment that was drawn to set the stencil to 1. then I draw the second layer and I only want to have it draw to the fragments that don't have the stencil bit set to 1
[21:26:51] <Yatekii> then rinse and repeat.
[21:27:00] <Yatekii> I am trying to draw an outline for context =)
[21:28:10] <zy]x[yz> did you glEnable(GL_STENCIL_TEST)
[21:32:56] <Yatekii> well to be 100% honest, I am using wgpu using vulkan. but it seems properly enabled
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   July 12, 2019  
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