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[01:41:37] <BPL> do you know any robust math solution for this well-known issue when orbiting the camera with the mouse https://dl.dropboxusercontent.com/s/b5i9sh81l9hfbcc/2019-07-29_01-39-15.gif ?
[01:43:42] <zy]x[yz> isn't that gimble lock?
[01:44:32] <zy]x[yz> or also gimbal lock if you're some kind of nerd who prefers correct spelling
[01:45:02] <zy]x[yz> https://gamedev.stackexchange.com/questions/51410/how-to-avoid-gimbal-lock
[01:49:04] <BPL> maybe, dunno... I was refactoring some bits of my good old engine and I've found this little piece of shaky mathy code https://bpaste.net/show/9o8w , i decided to test it and i've found this really annoying issue. Even I forgot why i've used that hardcoded value at #9... all I know is that code looks quite crapy :/
[01:53:34] <zy]x[yz> yeah, the problem is that you're storing independent rotations, and so after the first rotation of 90 degrees, your other two dimensions become aliased. or something like that. you can probably find a better explanation somewhere out there by a person with a better mathematical understanding of it
[01:55:11] <BPL> i see, tsk... i've forgotten how many youtube videos I've seen about gimbal lock already, yet still this thing beats me... guess I'll watch another one again xD
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[02:13:16] <BPL> so if I've understood correctly... gimbal lock can't be avoided, just minimized by choosing the direction the camera is least likely to face. No matter which order of rotations you pick up, ie: {xyz, xzy, yxz, yzx, zxy, zyx} :/
[02:13:49] <zy]x[yz> it can be avoided if you don't do your rotations in two steps
[02:14:04] <zy]x[yz> store a single rotation value as a matrix or a quaternion
[02:14:59] <BPL> mmm... in the link you posted before there is a comment which says "Quaternions are still prone to gimbal lock if you use them wrong - it's not what you use to represent your rotations, it's concatenating multiple rotations that causes it. So don't concatenate rotations. –"
[02:15:29] <zy]x[yz> shows what i know!
[02:18:49] <BPL> I think I'll try to find the mathematical explanation about this issue, mostly of the yt videos use a gyroscope to explain this effect, they're quite confusing to me :) . I think the section which says "Loss of a degree of freedom with Euler Angles" in this one https://en.wikipedia.org/wiki/Gimbal_lock will clarify better
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[03:28:05] * macroprep tries to find GLES off screen rendering examples
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[03:32:11] * macroprep found this https://github.com/ragnraok/GLESOffScreenRenderingDemo which is based on... FK it uses java ;-;
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[03:35:09] <macroprep> developer.download.nvidia.com/assets/gamedev/docs/PixelBuffers.pdf this is for Desktop OpenGL right (as it uses WGL) ? thus would be incompatible with GLES right?
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[03:41:48] <macroprep_> https://mkonrad.net/2014/12/08/android-off-screen-rendering-using-egl-pixelbuffers.html ES2.0 is completely different from 3.0 right? as this uses 2.0
[03:45:01] <macroprep_> tho it seems to just initialize it to use 2.0 ...
[03:47:13] <macroprep_> so it should be usable in GLES 3 with almost no changes right? (except setting the correct GLES version)
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[06:11:15] <macroprep> if i try to create a eglCreatePbufferSurface i get EGL_BAD_ATTRIBUTE
[06:12:31] <macroprep> this is my attr_list: EGL_RENDERABLE_TYPE, EGL_OPENGL_ES3_BIT, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_RED_SIZE, 8, EGL_ALPHA_SIZE, 8, EGL_DEPTH_SIZE, 16, EGL_NONE
[06:13:10] <macroprep> EGL_RENDERABLE_TYPE, EGL_OPENGL_ES3_BIT, EGL_SURFACE_TYPE, EGL_PBUFFER_BIT, EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_RED_SIZE, 8, EGL_ALPHA_SIZE, 8, EGL_DEPTH_SIZE, 16, EGL_WIDTH, w, EGL_HEIGHT, h, EGL_NONE *
[06:13:34] <macroprep> in which w is 500 and h is 500
[06:14:22] <macroprep> and my context attributes are EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE
[06:14:38] <macroprep> and i have no configuration attributes
[06:17:46] <macroprep> do i need to set my configuration attributes to EGL_RENDERABLE_TYPE, EGL_OPENGL_ES3_BIT, EGL_NONE ?
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[06:21:09] <macroprep> if so i still get EGL_BAD_ATTRIBUTE, my EGL version is 1.4
[06:30:18] <macroprep> i can create a window surface tho
[06:34:08] <macroprep> https://github.com/mgood7123/AndroidCompositor/blob/master/app/src/main/jni/GLA.h#L210#L232
[06:36:03] <macroprep> im setting it up correctly right?
[06:44:52] <macroprep> as i get "Initializing, Got window 0x77abc2b010, EGL init with version 1.4, creating pixel buffer surface, EGL_NO_SURFACE, eglCreatePbufferSurface() returned error 12292, EGL_BAD_ATTRIBUTE"
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[12:03:43] <phr34k> GLubyte* ptr = (GLubyte*)glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, downOp.size, GL_MAP_READ_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
[12:04:30] <phr34k> howcome this complains about invalid operation for the access bits.
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[12:37:18] <Matthijs> https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glMapBufferRange.xhtml
[12:41:51] <phr34k> @Matthijs, yeah i don't really see anything in the spec that should hint why READ_BIT with unsynchronized is forbidden.
[12:56:04] <Matthijs> phr34k: I don't know the "why" of this. I assume it simply doesn't make sense to use it, or that it would mean you read garbage. But that's just a guess, maybe Google knows more.
[13:01:33] <phr34k> Yeah I suppose so, but it's just weird, all I want is a have a pointer with glMapBuffer and that I synchronize myself with fences. I am basically forced to use persistent mapped buffers, what a mess hehe.
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[19:04:31] <englosh> Hello. When I render two triangles (forming a rectangle) and render with glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); then I see this: https://i.imgur.com/vOmetVV.png The first pixel of the rectangle is missing. What could be causing this? It doesn't happen without glPolygonMode
[19:04:45] <englosh> Here's a closer version: https://i.imgur.com/Jr04SQL.png
[19:05:25] <englosh> I mean it's not a problem for me since I will normally render without glPolygonMode but I'm still curious
[19:06:37] <derhass> englosh: it might be an effect of where exactly your vertices lie inside the pixel
[19:07:02] <englosh> vertices inside a pixel?
[19:07:13] <mefesto_> like an aliasing effect
[19:07:16] <englosh> oh
[19:07:22] <englosh> well the first corner is the only one
[19:07:26] <englosh> all other corners are perfect
[19:07:39] <englosh> the first corner is the only one where it happens*
[19:08:18] <englosh> I'm pretty sure antialiasing is off
[19:08:29] <englosh> I didn't enable it
[19:08:38] <derhass> i wasn't talking about antialiasing
[19:08:50] <englosh> what do you mean by vertices inside a pixel?
[19:09:01] <mefesto_> i was just saying its _like_ an aliasing effect
[19:09:21] <derhass> I'm talking about the sub-pixel position of your vertices
[19:09:35] <englosh> oh
[19:09:52] <englosh> well all values are either -0.5, 0.5 or 0.0
[19:10:02] <derhass> could also be some weird bug, though
[19:10:05] <englosh> there's nothing like 0.51128129 or something precise like that
[19:10:10] <englosh> yeah probably
[19:10:15] <derhass> englosh: 0.5 in which space?
[19:10:15] <englosh> can anyone reproduce this?
[19:10:28] <englosh> the normal space where you render things
[19:10:32] <derhass> rasterization happens in window space
[19:10:39] <derhass> englosh: there is no such thing
[19:11:12] <derhass> if you use a viewport wich is a multiple of 4 in size, NDC value 0.5 will lie exactly on the edge between two pixels
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[19:12:59] <englosh> ooh you are right! it is related to the viewport size. I tried resizing the window a bit and one time it was correct: https://i.imgur.com/gqNhv7c.png
[19:13:16] <englosh> the pixel is no longer missing on that one
[19:17:00] <derhass> it is not about a missing pixell, but about missing fragments
[19:17:13] <derhass> and it is still not 100% clear what really happens
[19:17:52] <derhass> GL's line rasterization rules are a bit vague, in that the allow an implementation to deviate from the optimal results described in the spec, in certain defined ways
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[19:18:15] <derhass> and I'm actually too lazy to check if the case you're seeing would fall under that rules
[19:19:06] <englosh> oh so it's related to my graphics driver
[19:19:14] <derhass> I don't know
[19:19:24] <derhass> I do not know your code
[19:20:11] <englosh> I'm pretty sure it's my graphics driver's manufactuers fault
[19:20:15] <derhass> but OpenGL does not define pixel-exact results, so the renderings of different implementations might be a little bit different in some well-defined, and also in some not-so-well-defined (if defined at all) ways
[19:20:23] <englosh> manufacturers*
[19:32:17] <englosh> it is good practice to keep the packets I send to my shaders as small as possible, right? Like I should do gl_Position = vec4(position, 0.0, 1.0); instead of delivering 0.0 and 1.0 too from the CPU
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[19:33:54] <derhass> it is pointless to specify data you don't need
[19:33:55] <mefesto_> on the glsl side it'll fill in the defaults (0, 0, 0, 1)
[19:34:34] <mefesto_> so if you glVertexAttribPointer only has 2 components, the shader will have the defaults from above: (x, y, 0, 1) if you specify vec4
[19:34:52] <englosh> yeah I thought so but on learnopengl.com the guy specifies z (0.0 always) also in the vertices array but that seems pointless to me
[19:36:12] <derhass> it is probably meant as a tutorial for 3D graphics, so using 3D coordinates is not the worst idea, it is of course not needed for the first hello triangle
[19:36:15] <derhass> but whatever
[19:36:19] <zy]x[yz> demonstrative code often can't be taken literally, because it's there to demonstrate some concept with no real world problem to solve
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[19:52:32] <jesse1010> how do I get glut.h?
[19:53:16] <derhass> better don 't get it at all
[19:53:31] <jesse1010> I am running some hello world code for opengl
[19:53:46] <jesse1010> it includes it... what I want to do is write a windows app using opengl as the gui
[19:54:51] <mefesto_> http://freeglut.sourceforge.net/
[19:56:27] <mefesto_> for getting a hello world going. but shortly after you should checkout glfw3 or sdl2
[19:56:43] <derhass> jesse1010: your hello world code is outdated by 2 decades
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[20:04:55] <jesse1010> ok
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[20:26:36] <jesse1010> now im getting a lot of unresolved external symbol to function _main
[20:26:44] <jesse1010> in function*
[20:31:38] <mefesto_> it might be easier to start with a hello world that is a little more up to date. have you checked out this site? https://learnopengl.com/Getting-started/Creating-a-window
[20:36:44] <jesse1010> is glfw3 written in c++?
[20:37:15] <mefesto_> i believe so. if you need something in c then there's sdl2
[20:38:06] <englosh> no it's not, GLFW is written in C
[20:38:07] <mefesto_> glfw is in c as well according to their home page
[20:38:17] <englosh> see https://github.com/glfw/glfw
[20:38:38] <derhass> not only according to the homepage, also according to the source. but it doesn't matter, since it exposes a C ABI in any case
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[20:45:16] <englosh> will Khronos ever remove the border argument from glTexImage2d? They even say on the newest docs that "This value must be 0." Would it be too much of a breaking change?
[20:45:46] <derhass> yes
[20:45:52] <derhass> it would be too much
[20:46:08] <derhass> they have never done such a thing in the past
[20:46:21] <mefesto_> once an api becomes public...
[20:46:34] <englosh> hm. They removed a lot of stuff in 3.3 though as far as I know. A lot of functions.
[20:46:44] <englosh> but now they dont dare to remove one argument?
[20:46:50] <derhass> but they never changed them
[20:47:05] <derhass> it would be impssible to define the core profile that way
[20:47:12] <derhass> s/core/compat
[20:47:26] <englosh> isn't removing worse than just changing?
[20:47:42] <englosh> and I mean removing it wouldn't make it still work, it would cause an error and there would be no unwanted behavior
[20:48:06] <derhass> there would be no error?
[20:48:11] <derhass> how could there be an error?
[20:48:37] <derhass> it is an ABI break
[20:48:42] <derhass> and it is also amoot point
[20:48:57] <derhass> as this thing is compeltely superseeded by glTexStorage anyway
[20:49:12] <derhass> so nobody cares about an unused parameter in a function nobody uses any more
[20:49:58] <englosh> wait what, glTexImage2d is legacy too? oh I guess I will learn later in the texture tutorial to use glTexStorage
[20:50:10] <englosh> because in the tutorial he uses glTexImage2d
[20:50:13] <derhass> it is not legacy, it is just meh
[20:50:29] <derhass> just like the glVertexAttribPointer interface
[20:51:19] <englosh> what is the alternative to that?
[20:52:05] <derhass> https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_vertex_attrib_binding.txt
[20:53:29] <englosh> hmmm well I will stay with glVertexAttribPointer for now
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[23:17:27] <jesse1010> so should I use glfw or sdl?
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   July 29, 2019  
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