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[00:42:00] <toblorone> Hi, i've been getting a GL_INVALID_OPERATION error after calls to glBindTexture. I see that documentation says this happens "if texture has a dimensionality that doesn't match that of target". Does that mean that I somehow generated a texture with GL_TEXTURE_1D and tried to bind it to a GL_TEXTURE_2D?
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[00:49:49] <toblorone> or maybe a better question: is there anything special I need to do to handle float textures?
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[00:57:03] <toblorone> here is my code: http://lpaste.net/355072
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[01:12:41] <pushrax> toblorone: which gl?
[01:13:03] <toblorone> which version?
[01:13:15] <pushrax> yeah
[01:13:49] <pushrax> basically I'm wondering if you're using immediate mode since that could do it as well
[01:13:51] <toblorone> uh it should be at least 3.3
[01:13:57] <toblorone> no im not
[01:14:59] <pushrax> I don't see an issue there then
[01:15:17] <pushrax> sure the error is from glBindTexture?
[01:17:17] <toblorone> I'm pretty sure
[01:17:32] <toblorone> i'm making a quick test to see if thats really the problem
[01:17:34] <toblorone> one sec
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[01:27:11] <toblorone> pushrax: hmm, so I'm creating a texture with "glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, width, height, 0, GL_RG, GL_HALF_FLOAT, data)" and an uint8_t array sized width*height*2 and glTexImage2D is segfaulting...
[01:27:40] <toblorone> am i not understanding the way it expects the data to be laid out...?
[01:27:52] <Stragus> glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
[01:27:59] <derhass> toblorone: that doesn't match
[01:28:07] <Stragus> Ah, and your array is also too small
[01:28:18] <Stragus> You asked GL_RG, that's two channels, 2 bytes per channel
[01:28:18] <derhass> by a factor of two
[01:28:25] <toblorone> ahhh
[01:28:34] <toblorone> right
[01:28:43] <toblorone> i was thinking each pixel was 16bits
[01:30:48] <toblorone> ok, so when binding the texture here works... in my main program I've placed "catchGLError" type calls before and after the glBindTexture call and that seems to be where the error pops up...
[01:31:39] <pushrax> turn on debug output if you can https://www.khronos.org/opengl/wiki/Debug_Output
[01:31:51] <pushrax> makes everything easier
[01:32:17] <derhass> and also: show the code
[01:36:30] <toblorone> derhass: i'd love to but its kinda using my homemade opengl wrapper library that hides most of the opengl calls
[01:36:48] <toblorone> but i'll try the debug mode thing
[01:36:52] <derhass> and that might be there the bug lies
[01:36:56] <derhass> *where
[01:36:59] <toblorone> no doubt
[01:37:19] <derhass> could be even the classic destructor issue
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[01:37:56] <toblorone> as in i'm deleting a shader program or buffer by mistake?
[01:38:04] <derhass> or a texture...
[01:38:29] <toblorone> yeah
[01:38:50] <toblorone> thats certainly possible : ) I'm a c++ newb as well
[01:39:03] <toblorone> and that was it!
[01:39:11] <toblorone> doh good call
[01:39:11] <Stragus> It's not a good idea to wrap OpenGL in C++ stuff, especially if you don't know either in depth
[01:39:15] <toblorone> yea
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[01:39:33] <derhass> as I said... a classic :)
[01:39:39] <Stragus> Whatever wrapper you do, you will always run into limitations and have to redesign it all the time
[01:39:51] <Stragus> But anyway, people never listen when we tell them that
[01:39:53] <toblorone> well I originally had destructors on most of the stuff and got bitten by it once, took out the destructors and apparently forgot about this one
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[01:40:32] <toblorone> Overall I've found this wrapper to be pretty good. mostly just functions that handle the boilerplate of creating shaders, buffers, and textures
[01:40:46] <toblorone> but then again I'm not a seasoned graphics programmer
[01:40:58] <toblorone> so maybe I'll realize mistakes later
[01:42:06] <pushrax> the C++ wrapper I made for our engine doesn't do anything in constructors or destructors
[01:42:22] <pushrax> instead requires explicit calls to .Create() and .Destroy()
[01:43:25] <pushrax> and then there are higher level systems that use those primitives, for example a render target system that you give a description and gives you a texture out of a pool
[01:43:56] <toblorone> yeah, I've toyed around with various designs using things like shared_ptr but I found that its really hard to create a system thats flexible enough but also works seamlessly with the rest of c++ stuff
[01:44:17] <derhass> the problem isn't C++
[01:44:27] <derhass> the problem is the way most people try to abstract the things
[01:46:03] <toblorone> sure. but creating a texture that doesn't have to be explicitly destroyed but can safely be used in vectors etc has been surprisingly tricky to do right
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[01:46:32] <Stragus> I think it's only "tricky" if you tend to abuse C++
[01:46:44] <Stragus> Seems pretty straightforward otherwise...
[01:46:46] <toblorone> what counts as abuse?
[01:47:22] <derhass> I what you need this for at all. opengl objects already are objects. while it may seem natural to wrap them in C++ objects, it gains you nothing in the end
[01:47:32] <derhass> it only generates a lot of state tracking headaches
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[01:56:02] <toblorone> another unrelated question, I'm reading through some code, and I don't understand the point of lines 36-40: http://lpaste.net/355073 They create a renderbuffer but don't do anything with it.
[01:58:08] <pushrax> you are right, they need glFramebufferRenderbuffer to bind it to the framebuffer
[01:58:20] <pushrax> currently it just leaks
[01:58:53] <toblorone> ok, i wasn't sure if I was missing something
[01:59:49] <derhass> toblorone: it might be surprising to you, but there is lots of misleading/brkoen/useless code in the internets
[02:00:06] <toblorone> ha not surprising
[02:01:37] <pushrax> I remember when multiple render targets came out, there were a huge number of broken examples out there
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[02:04:03] <toblorone> well the whole program still manages to work
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[02:04:50] <derhass> well, that particular code is just leaking a renderbuffer
[02:05:09] <derhass> a name for a renderbuffer
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[02:19:10] <friden> When using WRAP as texture parameter, at which value will the texture start repeating? that is, is the texture coordinate range [0.0, 1.0] or [0.0, 1.0) before repeating?
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[02:21:03] <derhass> it is [0,1), with 1 being mapped to the same position as 0
[02:21:22] <friden> good, i was hoping that
[02:21:37] <friden> it just hit me that i've never really thought about it
[02:22:21] <friden> even if i specify the vertex attribute texture coordinate to actually be 1 at some vertices, even it if would never actually get that value for fragments...
[02:23:19] <pushrax> the number is relative to the top left corner of the pixel
[02:24:07] <pushrax> so to address the last pixel it's 1/(w,h) from the bottom right corner
[02:24:10] <friden> does that mean that we may actually have one extra texel that will get culled as it's outside the screen when specifying full screen quads contaning the coordinate (1,1)?
[02:24:21] <derhass> friden: no
[02:24:27] <pushrax> opengl is a bit smarter than that
[02:24:42] <pushrax> http://hacksoflife.blogspot.ca/2009/12/texture-coordinate-system-for-opengl.html
[02:25:38] <friden> pushrax: thanks for the link, reading it now
[02:28:01] <friden> cool, so if i were to draw to a viewport of size 2x2, i would have four fragments, with texture coordinates (0.5, 0.5), (1.5, 0.5), (0.5, 1.5) and (1,5, 1,5)?
[02:28:39] <friden> no, sorry
[02:28:52] <friden> 0.25, 0.75 instead of 0.5 and 1.5
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[02:29:03] <derhass> with a viewport of size 2x2, you have four pixels
[02:29:11] <derhass> with some well-defined window space coords
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[02:29:27] <derhass> you don't have any fragments so far, and they don't have any texcoords
[02:32:21] <friden> i mean if i would draw a fullscreen rect with vertices at (-1,-1),(1,-1),(-1,1),(1,1) with texcoords (0,0),(1,0),(0,1),(1,1), and interpolate texture coordinates to the frag shader, then for each fragment i would get the texcoord at the center of each fragment?
[02:32:51] <derhass> yes
[02:33:07] <friden> which would be (0.25,0.25),(0.75,0.25),(0.25,0.75),(0.75,0.75)?
[02:33:24] <derhass> yes
[02:33:27] <friden> nice, thanks
[02:33:37] <derhass> which also would be texel centers for a 2x2 texture
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[02:33:56] <izacht13> I was offsetting the elements by the element mesh offset, not the vertex mesh offset.
[02:34:10] <izacht13> Only dawned on my when I tried rendering to meshes with the same number of verts and elems.
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[03:24:30] <hund_> DCC SEND " 1.2.3.4 1337 1
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[05:05:53] <xaviergmail> Some design questions.. Using OpenGL ES 2.0, but should really be applicable to anything. Should each 'Renderable' instance have its own program, or should programs be shared across common types of 'Renderables' where applicable?
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[05:06:38] <xaxxon_> xaviergmail switching programs isn't the worst thing, but it has a cost
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[05:07:06] <Shockk> if you're rendering things, unless you have some pressing reason to render each with a different shader program, you should probably use the same, assuming you want to render them all in the same way as that program
[05:07:07] <xaxxon_> also you would have to do a draw call for each renderable, in order to specify the program (as far as I know) and that would be quite bad
[05:07:28] <xaxxon_> xaviergmail instead, for small differences, parameterize the call
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[05:13:02] <xaviergmail> Right
[05:13:22] <xaviergmail> Any resources you'd recommend for beginner-intermediate recommended best practices?
[05:13:28] <xaxxon_> xaviergmail the first rule of opengl performance is "limit your draw calls"
[05:13:38] <xaxxon_> have you done the tutorial in the /topic?
[05:15:12] <xaviergmail> Ah, that's where that went! Yes, I made a crude model viewer a few weeks ago
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[05:16:30] <xaxxon_> the more you can group up common types of work to the GPU the better.. so if you keep that in mind, it will generally send you the right direction
[05:16:46] <xaxxon_> let the GPU do it's massively parallel magic
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[07:14:46] <xaviergmail> If everything from GLES 3 is  backwards compatible with 2.0, how would I go about getting VAO support in 2.0?
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[07:15:57] <slime> xaviergmail: code written for GLES2 is guaranteed to work on GLES3
[07:16:00] <slime> not the other way around
[07:17:43] <xaviergmail> Right, didn't I read something about expansions though?
[07:18:12] <slime> opengl and opengl es implementations (drivers) can have extensions, yes
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[07:18:25] <slime> e.g. https://www.khronos.org/registry/OpenGL/extensions/OES/OES_vertex_array_object.txt
[07:18:50] <xaviergmail> Ah I was just looking at that
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[07:22:57] <xaviergmail_> ah vaos look neat, why must I be stuck in the past
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[07:23:26] <slime> they're ok
[07:24:30] <slime> they're mostly a convenience thing and a bit of extra CPU performance on some drivers, they don't add any functionality
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[07:25:30] <xaviergmail_> Oh I see
[07:25:47] <xaviergmail_> My original code was wrong, basically streaming data all the time
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[07:29:29] <xaviergmail_> That made me completely misunderstand their purpose
[07:29:30] <xaviergmail_> lol
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[08:27:12] <bookmark> hiya
[08:27:48] <bookmark> anyone want to test a game for free? yes its a c++ executable
[08:29:17] <bookmark> the server is running msg me if you're want to
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[08:29:31] <bookmark> er.. if you want to i mean
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[08:31:02] <bookmark> here is a video of it: https://youtu.be/r0uZsDBELAI
[08:37:48] <xaxxon_> is it the purple lightsaber game?
[08:38:01] <xaxxon_> oh.. it's not :(
[08:38:11] <xaxxon_> OH WAIT IT IS
[08:38:16] <xaxxon_> bookmark it's the purple light saber game
[08:38:32] <bookmark> yeah
[08:38:35] <bookmark> sup xaxxon
[08:38:42] <bookmark> you want to play?
[08:38:49] <xaxxon_> can' tright now
[08:38:58] <bookmark> thats okay
[08:39:06] <xaxxon_> but I didn't recognize it until quite a ways into the video
[08:39:24] <bookmark> yeah i've made it different than when you tested it but i remember
[08:40:14] <bookmark> now it has exploding rockets too
[08:40:21] <xaxxon_> ooh
[08:40:28] <xaxxon_> nonexploding rockets aren't that exciting
[08:40:30] <bookmark> yeah like a bazooka
[08:40:31] <xaxxon_> but exploding ones are good
[08:40:41] <bookmark> they don't hurt yourself though
[08:40:48] <bookmark> so you can do rocket jumps easy
[08:41:31] <xaxxon_> that's important.   physics gots ta know who its friends are
[08:43:00] <bookmark> if you want to test tomarrow i have some friends who are going to test the game with me at 1pm eastern
[08:43:20] <bookmark> actually might be more like 2pm
[08:47:55] <bookmark> by tomarrow i mean today
[08:48:13] <bookmark> like as in when the sun comes up :)
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[08:54:49] <xaxxon_> If I'm around, give me a yell
[08:54:59] <bookmark> will do
[08:55:38] <xaxxon_> I'm pretty focused on trying to get some of my stuff working right now though so I may not be on irc
[08:55:43] <xaxxon_> or not paying attentino
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   April 30, 2017
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