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[13:16:46] <BPL> hey guys, probably an offtopic question but... which free audio library (mit/apache2/bsd/...) would you recommend to use with your opengl app? I've already discarded quite a lot of them on my github research :P , my first candidate so far would be openal
[13:17:06] <zid> sdl_mixer
[13:17:24] <BPL> can that be used outside sdl scope?
[13:18:18] <Yaniel> OpenAL-Soft, libsoundio, portaudio?
[13:19:03] <BPL> Yaniel: Yeah, already tested all of them in the past few days... there was also this one called gorilla for game development
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[13:20:27] <BPL> * my first candidate so far would be openal-soft
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[13:23:25] <BPL> maybe i should try again libsoundio, that's quite lightweight... ok, ty
[13:23:39] <Yaniel> depends on your needs
[13:23:51] <Yaniel> AL gives you decent spatial audio out of the box
[13:24:08] <BPL> sure, but it's quite heavy dep as well
[13:24:33] <Yaniel> could be worse
[13:24:41] <Yaniel> and isn't it still quite self-contained
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[13:24:54] <BPL> and spatial audio shouldn't be too difficult to add on top of libsoundio, should it?
[13:25:31] <Yaniel> well there is the HRTF stuff, where things get a bit weird
[13:30:13] <zid> why use an audio lib at all if you're doing fancy custom audio anyway
[13:30:20] <zid> those libs are for automating common boring tasks
[13:30:23] <zid> like mixing
[13:30:47] <Yaniel> libsoundio is more intended for interfacing with whatever the soundcard API for your system is
[13:31:13] <zid> either use a HAL like SDL, or something crazy like eax
[13:31:55] <zid> (crazy specific)
[13:31:57] <Yaniel> it is a HAL...
[13:35:29] <zid> just only use the sound
[13:35:35] <zid> if you don't create any windows with it who cares
[13:35:58] <BPL> meh, anyway, thx guys, {SDLMixer, libsoundio, portaudio, openal-soft}, I'll constrain myself to this set
[13:36:03] <Yaniel> b l o a t
[13:36:14] <zid> yea but sdlmixer is nice and easy, if what you want is nice and easy
[13:36:17] <zid> he didn't really mention requirements
[13:36:37] <zid> I'd personally just use libalsa and the windows port would use SpeakerBeep()
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[15:09:04] <phr34k> small question, I am using glfw in a project and requesting a 4.5 context, but the create window function just always dishes out a nullptr and says WGL doesn't support a 4.5 context. I have an NVidia 950M gpu and their driver page says the opengl version is 4.5. I checked opengl extension viewer and it basically lists all full support for 4.6 even.
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[15:09:05] <phr34k>
[15:09:22] <phr34k> I am wondering what's the deal with this, should this be considered a bug of glfw at this point or is this some kind of gray area around extensions, anybody any insights?
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[15:10:37] <Yaniel> are you asking for core or compatibility profile?
[15:11:12] <Yaniel> on mac you have to request core profil AND forward compatible in order to get newer GL than 2.1
[15:14:16] <phr34k> Well we're not specifying any explicit hints, so I think it's requesting a core profile.
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[15:14:28] <Yaniel> no that's compatibility profile
[15:14:40] <Yaniel> IIRC
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[15:15:18] <phr34k> but even if it's core or compatabillity, the official driver says it's 4.5, so shouldn't a 4.5 core context be supported in that case.
[15:15:45] <Yaniel> core yes, compatibility not necessarily
[15:17:05] <Yaniel> but yeah pretty sure you have to explicitly ask for core
[15:17:46] <phr34k> ```
[15:17:48] <phr34k> glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 5);
[15:18:33] <Yaniel> glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_PROFILE_CORE_PROFILE);
[15:18:37] <phr34k> This is basically what the init code does, it just strikes me as odd why it would fail, saying 4.5 isn't supported.
[15:20:31] <Yaniel> what does glfwinfo say?
[15:23:25] <phr34k> GLFW header version: 3.3.0GLFW library version: 3.3.0GLFW library version string: "3.3.0 Win32 WGL EGL VisualC"OpenGL context version string: "4.4.0 - Build 20.19.15.4642"OpenGL context version parsed by GLFW: 4.4.0OpenGL context flags (0x00000000):OpenGL context flags parsed by GLFW:OpenGL profile mask (0x00000002): compatOpenGL profile mask parse
[15:23:25] <phr34k> d by GLFW: compatOpenGL robustness strategy (0x00008261): noneOpenGL robustness strategy parsed by GLFW: noneOpenGL context renderer string: "Intel(R) HD Graphics 520"OpenGL context vendor string: "Intel"OpenGL context shading language version: "4.40 - Build 20.19.15.4642"OpenGL framebuffer: red: 8 green: 8 blue: 8 alpha: 8 depth: 24 stencil: 8 sam
[15:23:26] <phr34k> ples: 0 sample buffers: 0 accum red: 16 accum green: 16 accum blue: 16 accum alpha: 16 aux buffers: 0Vulkan loader: availableVulkan required instance extensions: VK_KHR_surface VK_KHR_win32_surfaceVulkan discrete GPU device: "GeForce GTX 950M"
[15:25:23] <Yaniel> pastebins exist for a reason
[15:25:43] <Yaniel> well that says your GL driver supports 4.4 compat profile
[15:26:35] <Yaniel> it also seems like it's using the intel GPU
[15:27:57] <Yaniel> what the hardware supports is irrelevant if the driver doesn't support it as well
[15:28:00] <phr34k> Hmm you're right on that but how come, is there some kind of gpu selection for glfw
[15:28:15] <Yaniel> I don't think there is for GL
[15:28:17] <phr34k> I installed the latest nvidia drivers Yaniel
[15:28:47] <Yaniel> tell your laptop to always use the dedicated GPU
[15:28:57] <Yaniel> guess it didn't switch automatically
[15:30:29] <BPL> phr34k: Just go to the NVIDIA control panel and make sure your app will use the NVIDIA gpu instead the intel one
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[15:57:05] <phr34k> Yaniel BPL - Thanks that was exactly it.
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[22:18:23] <midn> In GLSL what does mat4(mat4x3) do exactly?
[22:19:28] <midn> Asking, as I'm passing mat4x3s as the bones for skeletal animation.
[22:20:45] <Yaniel> check the spec
[22:20:57] <Yaniel> (that's what I'd have to do to answer your question anyway)
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[22:22:27] <midn> Yeah, couldn't find it in the spec, which is why I asked here in the first place
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[22:27:24] <derhass> hmm, midn is gone already
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[22:47:01] <rocketmagnet> hi everyone, i'm trying to learn opengl 4.0 and i've troubles understanding vertex/fragement shaders - can i use mutliple shaders at once or can i only use one shader at a time for rendering a scene ??
[22:47:35] <gehn> rocketmagnet, you can use as many shaders as you wish as far as I know
[22:47:54] <gehn> rocketmagnet, at first you will usually only have one vertex shader and one fragment shader, but you can grow from there
[22:48:23] <rocketmagnet> because i can use one shader to display my objects, and when rendering an object i can use another shader to create special effects for a certain object or how does this work ?
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[22:49:18] <rocketmagnet> so i have different shaders for different effects
[22:49:46] <rocketmagnet> so some objects are drawn using one shader and the other object is drawn with another shader, is that right so far ?
[22:50:50] <rocketmagnet> to achieve different effects for each object
[22:51:10] <gehn> you can change which shaders are used with glUseProgram()
[22:51:35] <gehn> so sure, you can change shaders, like if you want a shader for a special material like something metalic or emissive
[22:51:36] <rocketmagnet> so there is one shader for this effect and another shader for another effect etc.
[22:52:07] <rocketmagnet> ah ok, so i was right, different shaders for different effects for rendering objects
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[23:16:28] <Yaniel> you can use one shader of each type at the same time
[23:16:46] <Yaniel> vertex and fragment shaders are required if you want to get something on screen
[23:17:19] <Yaniel> and you can change the setup between draw calls yes
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