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[03:32:21] <macroprep> can a program write to frame buffer 0 in an opengl application? or can only Xorg write to that
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[05:09:50] <macroprep> does GL have a default surface and display
[05:10:17] <macroprep> or do users need to explicitly create one for eglSwapBuffers(display, surface) to work
[05:11:12] <macroprep> assuming GLUT handles all that stuff
[05:13:12] <macroprep> as im not sure where to find examples that DONT use glut and that are animated
[05:14:12] <macroprep> for example, a spinning cube
[05:14:30] <macroprep> made with only OpenGL
[05:14:49] <macroprep> and no external libraries such as GLUT or SDL
[05:18:36] <macroprep> as im trying to see if users need to do anything... non ordinary for them to run OpenGL applications in a windowed environment (eg purely OpenGL with no help from the OS, such as Windows CreateWindow() function)
[05:21:58]
<macroprep> as so far the ONLY thing my current application does is use a global structure for initializing and rendering, https://del.dog/WindowManager.cc
[05:23:02] <lapsang> Im extremely beginner but I think the context has to exist
[05:23:08] <macroprep> (which atm is like my own GLUT implementation but for android)
[05:23:17] <lapsang> you have to create the gl context, IOW, then you can use it
[05:23:26] <lapsang> it doesn't reach out to any kind of windowing specification
[05:23:46] <lapsang> it's for you and graphics card drivers to use with some kind of norms for output expectations
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[05:44:07] <macroprep> it would be impossible to test a window manager without being able to execute seperate applications right?
[05:46:56] <lapsang> yes im no expert I remind you again but in my previous lives, I found there was always a kind of executable stub
[05:47:11] <lapsang> the kind you no doubt have seen when downloading large web package managers
[05:47:26] <lapsang> either you're doing Java or you're doing that
[05:48:00] <lapsang> remember, we're learning a *spec*
[05:48:04] <lapsang> like W3C
[05:48:27] <lapsang> some stuff gets implemented, hopefully the full, latest versions
[05:48:36] <lapsang> but some people have video on their cpu
[05:48:44] <lapsang> intel HDgraphics etc
[05:48:59] <lapsang> NUC's might be lame in this area as welll, no experience
[05:49:19] <lapsang> also some people just never update their gfx drivers
[05:49:39] <lapsang> mine was like a year out of date when I started GLSL and realized I couldn't use 4.6 features
[05:50:07] <lapsang> and I'm almost 100% sure glsl has no provision to launch a webpage to update your drivers
[05:50:22] <lapsang> so you at least would be in lowest-common-denominator deprecation territory for this
[05:51:07] <lapsang> if you want to make it modern, bombproof, and native... code in webgl
[05:51:27] <lapsang> that way you can add all kinds of frontend checks and have a tested platform to work to
[05:51:59] <lapsang> What are you making?
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[06:00:37] <macroprep> fk it ill just duplicate the struct
[06:02:44] <lapsang> man webgl isn't cancer or anything
[06:02:53] <lapsang> load shadertoy on chrome, it's tite
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[06:03:27] <macroprep> cus i cant be bothered copying my kernel and application loader to my current application
[06:03:28] <lapsang> im old enough to remember the earliest ... vrml
[06:03:46] <lapsang> yeah what problem are you solving?
[06:04:04] <lapsang> universal distribution for basically fullscreen generative video?
[06:04:23] <lapsang> What OS does the Smart TV run, etc
[06:08:38] <wrobinson> macroprep: your GLA.h has a switch_to_context function; can you not just create two contexts as I mentioned earlier, and then switch between when necessary?
[06:09:17] <wrobinson> (again, like lapsang, I'm only a beginner, but I'm sure your problem can be solved without duplication of everything)
[06:09:38] <wrobinson> of course then I guess you would have one "window" and switch whata it is displaying
[06:10:08] <lapsang> like two persistent buffers, fragcolor1 and fragcolor2
[06:10:10] <wrobinson> might I ask what your intent is for the app?
[06:10:52] <wrobinson> lapsang: kind of I guess - but a context itself can have multiple buffers all of its' own (if I'm not mistaken)
[06:13:04] <macroprep> maybe, im not sure
[06:13:15] <lapsang> I get 30 vectors, 10 Arrays, and 10 uniforms per glsl shader in my context
[06:14:08] <lapsang> has sampler inputs as well, and matrices on materials
[06:14:27] <lapsang> oh no wait thats 10 matrices as uniforms
[06:16:40] <wrobinson> that's fine per shader, but the vao's, vbo's, ebo's, etc are created CPU-side and I think you can have as many as you need, assign several to a context, assign a shader to context, then render context; and do the same for other contexts if required
[06:18:42] <macroprep> probs cus of the 2 times rendering thing
[06:19:35] <lapsang> props on a dot-dog TLD tho... never seen that before :D
[06:20:22] <macroprep> tho i do get
[06:20:24] <macroprep> E/EglSample: eglSwapBuffers() returned error 12296
[06:20:24] <macroprep> E/libEGL: validate_display:241 error 3008 (EGL_BAD_DISPLAY)
[06:23:49] <macroprep> ok
[06:25:55] <wrobinson> If I'm misunderstanding your issue, please say
[06:27:18] <lapsang> how are you this evening wrobinson
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[06:34:05] <wrobinson> doing ok thanks lapsang - also honestly sorry yesterday if you genuinely thought I was being a dick
[06:34:10] <wrobinson> how are you?
[06:34:19] <lapsang> no I was being a dick
[06:34:47] <lapsang> im a middle aged architect who's already jaded on the sustainability scene for political reasons, but you know, aim for utopia
[06:35:06] <lapsang> I'd be the worlds biggest dick if I in any way dissuaded good work
[06:35:32] <lapsang> I was a scenester for Arcosanti
[06:35:44] <lapsang> was involved with the Occupy movement
[06:35:58] <lapsang> I'm like a more-retarded version of forrest gump
[06:36:26] <wrobinson> damn, I appreciate the info
[06:36:30] <wrobinson> hehe, I doubt it
[06:36:35] <lapsang> in case you thought I was fratboying you
[06:36:47] <lapsang> im just circumspect
[06:37:00] <wrobinson> when it comes to the politics of change, try not to be too jaded (I think I was born jaded though)
[06:37:13] <lapsang> SAVE THE PLANET: KILL YOURSELF
[06:37:19] <lapsang> the joke I keep returning to
[06:37:27] <macroprep> as most of the time only w1 renders but sometimes w2 gets rendered instead, and i want both w1 and w2 to get rendered at the same time
[06:37:29] <wrobinson> I have faith in our ability to do better things - I just don't believe it will come from "top down"
[06:37:34] <wrobinson> hehe - true!
[06:37:49] <wrobinson> macroprep: ah I see
[06:37:53] <lapsang> "DONT HAVE KIDS" vs "Imagine if the environmentally conscious people had no kids, and only the rednecks respawned"
[06:38:01] <lapsang> it's all lose:lose:lose
[06:38:05] <wrobinson> = idiocracy
[06:38:12] <wrobinson> terrifyingly plausible
[06:38:21] <lapsang> it's here
[06:38:25] <wrobinson> yep
[06:38:36] <lapsang> You know who the earliest warning came from? Neil Boorstin
[06:38:44] <lapsang> if you're a man of a certain age you'll know him
[06:38:47] <wrobinson> macroprep: I think you'll need to draw to two glViewports
[06:39:44] <wrobinson> thanks, shall read - I don't know him, but I'm probably _almost_ of a certain age
[06:39:58] <macroprep> wrobinson, i do
[06:40:04] <lapsang> He presaged the dystopia of complicit demons manufacturing consent with no credentials other than being "well known for their well-known-ness"
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[06:40:41] <lapsang> think: kardashian
[06:40:58] <wrobinson> soudns like a sensible man - must have hurt even more to see it that early on
[06:41:06] <wrobinson> ...I'd rather not think about them ;)
[06:41:45] <lapsang> yes anyway, im quite anarcho-libertarian adjacent center leftist
[06:41:47] <wrobinson> macroprep: hmm. you use two glViewports, but using different "windows" right?
[06:42:02] <lapsang> and I have a license in a few states
[06:42:10] <wrobinson> macroprep: I think you'll need one window, with two viewports, for instance each with half the resolution of the window
[06:42:43] <lapsang> uniform u_topia;
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[06:44:32] <wrobinson> lapsang: yuk :) can't stand that labelling, melts my brain. a lot have though I'm a bit of a hippy - except I am fine with violence where necessary
[06:45:34] <macroprep> <wrobinson> macroprep: hmm. you use two glViewports, but using different "windows" right? im not sure what you mean by windows
[06:45:59] <wrobinson> your WM object
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[06:46:44] <lapsang> wrobinson we're probably brothers
[06:47:02] <macroprep> yes im using 2 of those
[06:47:20] <lapsang> please map my previous hostile attitude to our mutual enemies, as that was what we both assumed about each other
[06:48:06] <wrobinson> lapsang: :) sounds good to me
[06:48:44] <wrobinson> macroprep: I think you may want only one WM object, but you might need to de-couple the conecpt of window from drawing surface
[06:48:48] <lapsang> okay I showed you my skydome for insolation... you show me yours.
[06:48:56] <wrobinson> so you can have one WM object but draw multiple surfaces to it
[06:49:14] <lapsang> I had a 4'x4' solar panel at the center of my big noon ray
[06:49:28] <lapsang> the reast was a pulldown menu for which day of the year
[06:49:53] <lapsang> i have no gl code for that, since I did it in gh
[06:50:08] <macroprep> but then wouldnt applications be able to undo whatever changes are made?
[06:50:09] <lapsang> but I want to see yours
[06:50:11] <wrobinson> gh?
[06:50:17] <lapsang> grasshopper.
[06:50:21] <lapsang> rhino3d
[06:50:36] <lapsang> sorry I used the abbreviation
[06:50:39] <wrobinson> lapsang: oh yeah, read a bit about that yesterday
[06:50:41] <wrobinson> no worries
[06:50:50] <wrobinson> as soon as I have something working, I'll be sure to link you
[06:51:06] <wrobinson> macroprep: I'm not sure what you mean
[06:51:11] <lapsang> my advice is to do it the way I did to get up and running
[06:51:15] <lapsang> then recode per your needs
[06:51:30] <lapsang> start with noon on any day, then figure out the import options
[06:51:45] <lapsang> I got red and blue filters for altitude and azimuth, for instance
[06:52:16] <lapsang> then project onto a proper dome and QC for resultant normal angle
[06:53:02] <lapsang> I can send you a dummy 3d file of this if you want, just let me know what format you would like.
[06:53:48] <wrobinson> lapsang: I only really use blender these days when it comes to modelling and such - so I guess any format it can read
[06:54:14] <wrobinson> would be interested to see how your stuff is working, but you're using it specifically for lighting ?
[06:54:27] <lapsang> i used it once in 2012. im guessing obj is better than dwg? IDK
[06:54:45] <lapsang> no I also have done solar installations.
[06:54:46] <wrobinson> i believe yes, obj is most universal i think
[06:54:50] <lapsang> I'm NABCEP certified
[06:54:52] <wrobinson> oh cool
[06:55:07] <wrobinson> so you use it to figure what angles you'll need to set them up at?
[06:55:21] <lapsang> so I calculate angle result over any year vs building a complex static rig
[06:55:31] <wrobinson> nice
[06:55:33] <lapsang> right, but also, how much racking will cost
[06:55:39] <lapsang> this feeds that
[06:56:23] <lapsang> that says, "yay works" or "whoa 5d chess truss required and your underwriters will require xraying each joint in this behemoth"
[06:56:24] <wrobinson> based on something like radiant absorption depending on location ? (I could be talking shit here)
[06:56:34] <wrobinson> haha
[06:56:47] <macroprep> wrobinson, like, for example, if i do GLIS.context = eglCreateContext(GLIS.display, GLIS.configs, nullptr, nullptr) then an application could simply do WM[index].context = EGL_NO_CONTEXT;
[06:56:58] <lapsang> you have seen staggered panel runs
[06:57:08] <lapsang> we both know what we mean :)
[06:57:16] <wrobinson> macroprep: you are writing an application or library?
[06:57:28] <wrobinson> macroprep: I see what you mean
[06:57:31] <macroprep> provided they extern WM
[06:57:45] <wrobinson> macroprep: maybe don't provide direct access to the WM then
[06:58:02] <macroprep> im making a window management library
[06:58:13] <wrobinson> ah, I see
[06:59:39] <macroprep> for example, they could also do extern WMGLCONTEXT; GLCONTEXT = EGL_NO_CONTEXT;
[06:59:46] <macroprep> WMGLCONTEXT = EGL_NO_CONTEXT; *
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[07:00:16] <wrobinson> hmm
[07:00:38] <macroprep> depending on how libs work at runtime
[07:01:20] <macroprep> eg at worst an application undoes everything that the window manager does to set itself up
[07:01:50] <wrobinson> what protects from that happening in your current code?
[07:02:14] <macroprep> nothing at the moment?
[07:02:52] <lapsang> pseudocode: if null/NaN/0 then ramp (0,1);
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[07:04:11] <macroprep> anyway, ignoring all that, how would i get two displays rendered on the same display
[07:04:25] <wrobinson> macroprep: not sure at the moment. I still feel this is probably the direction you'll have to take if you want to draw multiple areas simulteously
[07:04:41] <wrobinson> I think it's more like two surfaces on the same display
[07:04:44] <macroprep> assuming that WM itself is meant to be a per application context structure
[07:05:10] <macroprep> for GLA that it uses to set up OpenGL for rendering
[07:05:13] <wrobinson> using eglMakeCurrent() perhaps
[07:05:46] <macroprep> wouldnt that need to happen for each thread all the time?
[07:06:28] <macroprep> tho even then the entire window would be cleared right?
[07:06:37] <wrobinson> not sure (very much a beginner here)
[07:06:38] <macroprep> via GLClear
[07:07:04] <macroprep> thus effectively erasing all other windows that may get rendered
[07:07:07] <wrobinson> i think glClear takes care of the whole window ...
[07:07:30] <macroprep> ik
[07:07:32] <macroprep> idk*
[07:07:37] <wrobinson> hmm maybe not - think it will clear the "active" buffer
[07:07:53] <wrobinson> being the buffer you're manipulating (not necessarily the one being displayed)
[07:08:21] <wrobinson> hopefully someone with some real experience will be able to clear things up soon
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[07:10:08] <macroprep> tho by default, each application MUST have their own WM instance
[07:10:28] <macroprep> and that usually CANNOT be shared between address spaces
[07:11:13] <macroprep> so that part MUST remain the same more or less
[07:11:36] <macroprep> otherwise it would fail with real world applications
[07:12:07] <macroprep> if they must access WindowManager specific features just to be able to render, which is most cases they do not
[07:12:18] <macroprep> in most*
[07:14:09] <macroprep> right?
[07:15:31] <wrobinson> I believe so, yes
[07:15:49] <wrobinson> ...I'll be back in a few minutes - then I'll do some more reading around
[07:28:51] <macroprep> for example, in such a way that the window manager can be ran INSIDE of itself, eg 1 window manager can run 6 instances of itself side by side like 1 [ 2 [ 3, 4 ], 5 [ 6, 7 ] ] *
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[07:49:32] <macroprep> as i have no idea how a window manager works in such a way that allows application to not rely on special code to render themselfes with other applications at the same time
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[08:06:01] <wrobinson> apllications can have content rendered by other apps?
[08:07:39] <macroprep> yes vis IPC
[08:07:41] <macroprep> via*
[08:10:16] <wrobinson> ok, had a quick read. for now I'm gonna forget about IPC if that's ok and see if we can cross the first bridge (with consideration to not breaking the second)
[08:14:10] <macroprep> wouldnt that be the same as IPC
[08:14:37] <macroprep> eg any form of communication between 2 seperate processes
[08:17:19] <wrobinson> not sure, logically it would seem so
[08:18:01] <macroprep> ok
[08:22:02] <wrobinson> so one WM, then I'm not sure if it could be one context with multiple surfaceviews, or a context for each SurfaceView
[08:23:00] <macroprep> dont want to
[08:23:19] <macroprep> as it is difficult to call Java from C++
[08:23:54] <macroprep> also it would introduce ofervead of compiling the view in runtime
[08:23:58] <macroprep> overhead*
[08:24:41] <macroprep> id prefer to do it completely C++
[08:25:51] <wrobinson> sorry, my fault for not noticing
[08:28:27] <wrobinson> as far as I can tell, you WM object is more of a Surface than a window
[08:28:43] <wrobinson> at least when I think of window, I think it is close to what is being called the Display
[08:29:34] <wrobinson> so you could have two WM objects, each pointing to same display, but with different EGLContext and EGLSurface (or maybe same context as well)
[08:33:35] <wrobinson> let me know if I'm just making things worse at this point :)
[08:35:39] <macroprep> cant do that
[08:36:21] <macroprep> as it would violate the requirement of applications must not need to link with the window manager's code nor call it in order to behave as expected
[08:37:34] <wrobinson> do you have a list of requirements you could show?
[08:38:20] <macroprep> thats basically it lol
[08:38:25] <wrobinson> :)
[08:38:44] <wrobinson> so what should the interaction be (ideally) from the app point of view?
[08:38:52] <macroprep> otherwise applications would be windoe manager specific lmao
[08:38:56] <macroprep> window*
[08:43:02] <wrobinson> is it not normal that if you change window managers, the API will change as well?
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[09:05:10] <wrobinson> also, when I talked about using SurfaceViews above, I think it's synonymous with using multiple calls to eglCreateWindowSurface
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[09:27:51] <macroprep> ok
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[11:00:46] <BPL> I'm gonna test but... if I've got N programs that use the same vs, can this vs be compiled just once and reattached N times?
[11:03:20] <wrobinson> think so. if i'm not mistaken, when you attach a shader it is a "copy" not a "reference"
[11:04:27] <BPL> cool, I'm asking this as I'm trying to redesign my material system so all materials are resolved optimally at runtime... ie: just compiling "different" shaders
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[11:17:41] <wrobinson> good luck
[11:17:47] <wrobinson> still test, don't trust me
[11:22:31] <BPL> thx, sure \:O
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[11:42:26] <Yaniel> yes a shader can be attached to as many programs as you want
[11:42:33] <macroprep> how do i get OpenGL on windows
[11:42:45] <Yaniel> it's explicitly said that they are reference counted for that reason
[11:43:01] <Yaniel> macroprep: wgl
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[11:43:48] <macroprep> how do i install that
[11:44:11] <macroprep> also how do i install OpenGL ES on windows
[11:44:13] <Yaniel> you don't
[11:44:23] <Yaniel> you don't install opengl
[11:44:24] <macroprep> ;-;
[11:44:51] <macroprep> are they for Linux only
[11:45:16] <Yaniel> no
[11:45:18] <BPL> Yaniel: "it's explicitly said that they are reference counted for that reason", this is interesting, which section of the specs is this mentioned?
[11:45:34] <Yaniel> BPL: the part that talks about glCreateShader and glDeleteShader
[11:45:41] <macroprep> as i want to try to port my GL application to Windows
[11:45:42] <BPL> ok, checking, ty
[11:45:53] <Yaniel> delete flags them for deletion but they are not deleted as long as they are attached to at least one program
[11:46:06] <Yaniel> macroprep: OpenGL (and ES) is an API
[11:46:06] <BPL> awesome
[11:46:10] <macroprep> which uses OpenGL ES and Open GL
[11:46:15] <Yaniel> your graphics drivers implement that API
[11:46:52] <Yaniel> if you don't know what that means, learn more about your programming language because you'll be in for a world of hurt otherwise
[11:47:58] <Yaniel> particularly, OpenGL is a *specification* for an API and anyone can implement it if they want
[11:49:21] <macroprep> so i can just assume that OpenGL is pre installed and just follow a tutorial specifying how to link my application with OpenGL ?
[11:49:51] <Yaniel> assuming you know at least roughly how linking works, yes
[11:50:12] <Yaniel> and how it is done with your toolchain
[11:50:43] <Yaniel> but you need to rewrite your window creation code to make use of wgl
[11:51:24] <Yaniel> (unless you use some wrapper like glfw or sdl)
[11:53:42] <macroprep> ok
[11:55:51] <Yaniel> (sorry if that came across as rude, but I'm tired of people coming here, asking how to install opengl and following with "so how do I make this library thing work in visual studio")
[12:00:35] <wrobinson> macroprep: Yaniel is likely much better suited to help you figure out what we were discussing earlier
[12:00:47] <wrobinson> if that hasn't already happened
[12:01:05] <wrobinson> Yaniel: apologies if that's dropping you in it, so-to-speak
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[12:03:13] <macroprep> what is the equivilant of eglGetDisplay
[12:03:18] <macroprep> for windows
[12:03:42] <wrobinson> likely wglGetDisplay at a guess
[12:04:05] <Yaniel> hm, egl might also be available
[12:04:25] <Yaniel> looks like it is since microsoft docs refer to it
[12:06:08] <wrobinson> damn, sorry
[12:06:10] <wrobinson> beat me to it
[12:16:08] <macroprep> welp it is included with PowerVR SDK
[12:16:19] <Yaniel> what is
[12:16:32] <macroprep> ES
[12:16:36] <macroprep> OpenGL ES
[12:16:41] <Yaniel> umm no that sounds wrong
[12:16:47] <Yaniel> unless you have a PoverVR GPU
[12:16:57] <Yaniel> and even then it should be in the drivers
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[12:19:17] <macroprep> "While the PowerVR SDK is the biggest download, it supports the widest range of OpenGL ES versions and operating systems. If you only want to do OpenGL ES 2 on windows, go and grab the AMD one. ANGLE is the OpenGL ES backend used in Google’s chrome and wraps the OpenGL ES calls (for WebGL) to DirectX."
[12:19:42] <Yaniel> yeah GL ES is not exactly meant to be used on desktop
[12:20:11] <macroprep> ok
[12:20:33] <Yaniel> I mean it has Embedded Systems right in the name
[12:22:06] <Yaniel> but that doesn't mean you can't
[12:22:21] <Yaniel> you just need to have graphics drivers that support it, or use ANGLE
[12:22:30] <macroprep> ok
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[12:23:45] <macroprep> do you have an android device?
[12:23:59] <Yaniel> no
[12:24:05] <macroprep> ok
[12:24:43] <macroprep> anything that can use OpenGL ES ?
[12:26:44] <Yaniel> my desktop
[12:26:52] <macroprep> o.o
[12:26:58] <Yaniel> nvidia's drivers support it on linux, probably on windows too
[12:27:30] <macroprep> ok
[12:28:50] <BPL> is this always the case? not necessarily... what do you think?
[12:29:25] <macroprep> Yaniel,
[12:30:34] <macroprep> in which native_window is ONLY required for eglCreateWindowSurface
[12:30:47] <macroprep> no idea what the linux/windows equivilant is
[12:31:26] <wrobinson> I think we need to clarify what a window is in this context
[12:31:35] <wrobinson> is it an application window
[12:31:49] <wrobinson> or a "window" (panel?) within an application
[12:32:10] <wrobinson> s/panel/surface ?
[12:32:26] <zid> are those objects useful to exist outside of that context
[12:32:30] <zid> if not, who gives a shit
[12:32:59] <Yaniel> BPL it's RAII, nothing wrong with that
[12:33:10] <Yaniel> it is missing a destructor though
[12:33:54] <macroprep> a window is simply anything that can display OpenGL graphics
[12:34:03] <macroprep> eg a ViewPort
[12:34:41] <macroprep> tho the Viewport WOULD be the window in this case right?
[12:34:53] <BPL> Yaniel: Well, I've coded these type of opengl wrappers countless times and I've always thought there wasn't nothing wrong. Nowadays the fact I can't create a scene composed with opengl elements without any opengl context is disturbing
[12:39:51] <wrobinson> macroprep: the viewport can be the whole window - but if you want to display two at the same time then I think the eglSurface would represent the window and you draw two viewports to that surface
[12:40:31] <wrobinson> Yaniel: please correct me if I'm mistaken (I'm learning these concepts myself atm)
[12:40:40] <wrobinson> or anyone else for that matter
[12:42:55] <macroprep> as so far i am unable to find any window managers for Android (apart from a WIndowManager View but that is for Java and not C++
[12:44:42] <wrobinson> I'm quite interested in your situation as at some point i will likely try to port to android
[12:45:04] <wrobinson> as far as I can tell though, it's gonna be hard (impossible) to avoid java completely
[12:45:28] <macroprep> however that does not seem to be related to an actual Window Manager
[12:45:47] <macroprep> as far as its Documentation tells
[12:47:25] <macroprep> as it appears to be primarily used to display content on a secondary screen from what i can tell, im not sure
[12:48:00] <macroprep> eitherway, that is for java and not C++
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[12:51:42] <macroprep> anyway apart from that i am unable to find any window manager implementations for android
[12:52:10] <macroprep> wrobinson, not sure
[12:52:38] <macroprep> as that involves switchingcontext right?
[12:52:49] <wrobinson> nope
[12:52:52] <wrobinson> don't think so
[12:53:05] <macroprep> eg draw 1 switch draw 2 switch draw 3 switch so on
[12:53:29] <macroprep> if so i cannot do that in a threaded environment
[12:53:34] <wrobinson> yes, sorry, it is switching context (my head is getting confused)
[12:55:29] <macroprep> i did get suggested to use a scissor array and viewport array however i think that would still involve context switching
[12:58:19] <macroprep> which again cannot be done via pthreads as far as i know
[12:58:53] <macroprep> for example, 2 threads are in a rendering loop
[12:59:44] <macroprep> it would be EXTREMELY likely that the threads do not work together to switch contexts each time the current thread changes
[12:59:52] <macroprep> unlikely*
[13:00:01] <macroprep> likely*
[13:00:20] <macroprep> it would be EXTREMELY likely that the threads ARE NOT working together *
[13:04:22] <wrobinson> makes sense
[13:04:23] <macroprep> and from quick searches it seems impossible to invoke a callback every time the thread changes
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[13:06:32] <macroprep> think that is APPLICATION dependant
[13:07:18] <macroprep> not sure
[13:08:53] <macroprep> tho considering X and WAYLAND use API's to make gl applications compatible with rendering in X and WAYLAND (such as GLX)
[13:09:35] <wrobinson> I think the principle still applies
[13:13:38] <wrobinson> so you could have a thread per context, but need to wait for all to finish rendering before swapping buffers ?
[13:19:09] <wrobinson> I still have the feeling your solution lies with scissor and viewports
[13:28:02] <wrobinson> and to jump back on myself again, the scissor/viewport stuff should not involve switching context
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[13:39:44] <macroprep> how do i get an application to render to a different glFrameBuffer
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[13:46:05] <immibis> macroprep: each thread has its own context
[13:46:23] <immibis> you can make context A current in thread 1, and make context B current in thread 2, and thread 1 draws in context A, and thread 2 draws in context B
[13:48:30] <Yaniel> there is no concept of a window on android so of course you won't find any window manager
[13:55:42] <macroprep> so my current understanding of all this is that a compositor will render each application's frame buffer, and a window manager such as KDE or GNOME or I3, will work WITH the compositor retrieving information about windows and their position, then draw boarders around those windows and implement either stacking or tiling like functionality depending on the windowing system type and assumably send information back to the
[13:55:42] <macroprep> compositor such as updates on window changes for example if the window is minimized or its position changes, the compositor will then redraw itself as it sees fit
[13:55:57] <macroprep> this would be more or less correct, right?
[14:04:27] <Yaniel> depends on your setup
[14:04:32] <Yaniel> wayland and X11 work quite differently
[14:04:55] <LunarJetman> also, hedgehogs.
[14:05:03] <macroprep> oh
[14:05:06] <Yaniel> they work differently too
[14:05:37] <macroprep> in what ways do they work differently?
[14:06:00] <Yaniel> uhh
[14:06:05] <Yaniel> pretty much all of them
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[14:06:47] <Yaniel> anyway most of the time you don't need to care
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[14:13:19] <macroprep> so ho would i go about this then?
[14:13:22] <macroprep> how*
[14:13:55] <Yaniel> about what exactly
[14:19:10] <macroprep> #wayland suggests that i should use buffers to draw each application
[14:19:24] <macroprep> <kennylevinsen> The only thing you need is: An android app with two buffers that you render to one at a time. That's just like every other app in existence.
[14:19:24] <macroprep> <kennylevinsen> Then for windows you create a Windows window with two buffers, etc.
[14:19:24] <macroprep> <kennylevinsen> As for how two do that, ask in #android-dev.
[14:20:11] <macroprep> which is also more or less what #xorg-devel also suggested
[14:21:00] <Yaniel> you seem to be missing a lot about how all this works
[14:21:52] <macroprep> yea
[14:22:03] <Yaniel> so *what are you trying to do*
[14:22:14] <macroprep> implement a compositor
[14:22:21] <Yaniel> for what
[14:22:55] <macroprep> displaying multiple graphical applications on my screen that run via OpenGL
[14:23:22] <Yaniel> no for what hardware/platform
[14:23:36] <macroprep> applications which run OpenGL on*
[14:23:42] <macroprep> for Android ARM64
[14:23:57] <macroprep> (aarch64-v8a i think)
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[14:24:10] <Yaniel> then why are you asking about windows and linux
[14:24:27] <macroprep> i dont know
[14:31:20] <macroprep> anyway, what would i need to do in order to acomplish this
[14:32:26] <Yaniel> I'm not sure you even can do that on android without replacing half of the display stack
[14:33:13] <Yaniel> unless you make it so that all the applications you want to see are actually subprocesses of your compositor or something
[14:34:09] <macroprep> how would the subprocess's thing work?
[14:34:31] <macroprep> as my applications are currently just pthreads
[14:35:01] <Yaniel> if they are just threads then you can just act like a normal GL application
[14:35:27] <Yaniel> create shared GL contexts and render those applications to textures instead of the screen
[14:35:38] <Yaniel> then use those textures in your compositor thread
[14:36:36] <Yaniel> shared gl contexts means that you can use the same texture (handles) in both contexts
[14:36:37] <macroprep> or more specifically, my applications are 1 of two API's a standard linux pthread API which just pthread's main(), and a more complecated Windows32 API subset which has a full Process execution and threadpool implementation along with a minimal Messaging API
[14:37:11] <macroprep> but either way they are both executed from a thread
[14:38:19] <macroprep> Yaniel, could you give me an example of this?
[14:38:26] <macroprep> if possible
[14:38:46] <macroprep> nvm
[14:39:07] <macroprep> what do you mean by texture
[14:39:29] <Yaniel> a thing where you can put pixels
[14:39:44] <Yaniel> and read them later in order to put them somewhere else
[14:40:34]
<macroprep> https://del.dog/GLA.h as this is my current method of initializing OpenGL for every application
[14:41:21] <Yaniel> yeah so instead of doing that you don't
[14:42:11] <Yaniel> and instead only call eglCreateContext but pass the compositor context as share_context
[14:44:46] <macroprep> in which i just call as so: init_display(WM); init_config(WM); init_surface(WM); create_context(WM); switch_to_context(WM); get_width_height(WM)
[14:45:07] <macroprep> (ith error checking)
[14:45:10] <macroprep> with*
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[14:50:40] <Yaniel> idk about android
[14:51:03] <macroprep> its ok
[14:53:23] <macroprep> but that requires a compositor right?
[14:54:35] <Yaniel> technically no
[14:54:54] <Yaniel> a compositor is only really needed when you want transparent windows
[14:55:21] <Yaniel> a window manager is needed in that example since it has two actual windows
[14:55:32] <macroprep> oh
[14:55:46] <macroprep> and i currently have no window manager
[14:55:47] <Yaniel> but you could simply keep the other window hidden, render to a texture and display the texture in the other window
[14:57:38] <Yaniel> and just pass your compositor context to eglCreateContext at the end
[14:57:51] <Yaniel> and don't call swapbuffers in the subprocesses/threads
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[15:09:50] <macroprep> if so nothing is rendering
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[15:24:33] <macroprep> should be able to compile and run it on the Android Emulator on Android Studio
[15:26:55] <macroprep> it currently compiles for Android Q but it should run on Nougat and above (Nougat, Oreo, Pie, Q) (my current test device is Pie)
[15:27:27] <macroprep> gtg to bed
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[16:39:09] <glman> are new opengl versions still in development?
[16:41:35] <Yaniel> if there is a need for it
[16:41:52] <Yaniel> new extensions do pop up time to time
[16:42:25] <glman> ah
[16:42:27] <glman> ok
[16:42:48] <Yaniel> not in the same sense that 3.0 was being developed though
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[16:56:30] <TheProgrammer> Why is OpenGL not supported by VNC ?
[16:57:24] <Yaniel> I'd ask in a VNC-related channel
[16:57:29] <TheProgrammer> I mean everything is running on the server side and the final render window is transferred to the client right?
[16:57:54] <zid> and you think the opengl specification body is responsible for that?
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[17:05:32] <TheProgrammer> Can you guide me to a channel?
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[17:22:46] <Shockk> I have an issue with quaternions (great way to start the day) and wondered if someone could assist/advise me on it;
[17:23:04] <zid> make someone else do them is my advice
[17:23:07] <Shockk> :D
[17:25:51] <Shockk> basically I have an angular acceleration represented in terms of euler angles, and rigth now I convert this to a quaternion before using it as my acceleration
[17:27:06] <Shockk> the issue I'm facing is, if the euler angles become too big, the quaternion actually wraps around, maybe that's the wrong terminology but I see that the equivalent roll angle becomes negative instead of the positive roll value that I originally constructed the quaternion from
[17:29:12] <Shockk> is there a way for me to construct a quaternion that would retain the full values of my euler angles rather than representing the shortest way to get to that orientation?
[17:29:56] <Shockk> my use case is, I later do a spherical lerp from the unit quaternion, to the acceleration quaternion, with the alpha being the amount of time that passed in the current frame
[17:42:51] <Shockk> I did some more searching and it seems I need to use euler angles to represent rotations greater than 360 degrees
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[19:11:28] <wrobinson> Shockk: seems like you'd have to break the rotation into several steps
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[19:13:23] <Shockk> wrobinson: ah what I ended up doing was representing my acceleration as euler angles and only converting to a quaternion at the point where I had already calculated how much of it to apply as a rotation
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[19:15:37] <wrobinson> nice
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[19:35:17] <jokoon> oops bad channel
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