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   February 5, 2018  
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[00:03:50] <Waynes> wglGetProcAddress runs in microseconds if I run my program on the integrated intel gpu, but takes over a millisecond if I choose the dedicated nvidia 840M. Where should I complain to to get this fixed?
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[00:06:40] <derhass> Waynes: why do you think this is something to complain about?
[00:10:52] <Waynes> derhass: if I run glewInit it loads 2000 functions and I waste 2 seconds every time I start a program
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[00:11:51] <derhass> but that still doesnt imply that it is a bug
[00:12:19] <derhass> the other questiomn would be why you load 2000 functions in the first place, where you only need a tiny fraction
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[00:12:27] <Waynes> how could 1 millisecond per wglGetProcAddress call possibly be justified
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[00:15:44] <Codex_> maybe they want you to manually fetch the addresses instead of using glew?
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[00:19:14] <raffe> maybe more of a webgl question, but any ideas why the outer ring looks like a dark purple on my iPhone, but the correct color (blue) on my mac: http://glslb.in/s/90c72859?
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[00:19:43] <raffe> like it's not blending correctly
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[00:20:00] <Waynes> looks red here
[00:20:21] <raffe> weird
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[00:28:59] <Waynes> raffe: I found a possible reason. When z in line 34 becomes zero and is passed to easeBackOut which is qinticOut from https://github.com/glslify/glsl-easings/blob/master/quintic-out.glsl you call pow(-1, ...) which is undefined
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[00:30:52] <s3a> Hello, everyone. :) What modification(s) must I make in order for me to be able to look around the cubes drawn?: http://dpaste.com/21SE489
[00:32:04] <Yaniel> you mean rotating the camera?
[00:33:12] <s3a> Yaniel, I think I mean rotating the camera about the y axis. :)
[00:33:45] <derhass> s3a: there is no camera
[00:33:53] <derhass> s3a: there is only linear algebra
[00:34:16] <derhass> (and a few non-linear bits)
[00:34:42] <raffe> Waynes: thanks for taking a look. I’ll play around with that
[00:34:46] <s3a> Could you guys help make this be a camera?
[00:34:49] <s3a> please
[00:35:07] <derhass> s3a: well. the answer is linear algebra already
[00:35:13] <Yaniel> just multiply a rotation into the lookat matrix
[00:35:23] <Yaniel> or change the target point
[00:35:25] <Waynes> raffe: might help to make a minimal test case to reproduce the problem in the future
[00:35:27] <Yaniel> or... do something else
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[00:35:42] <Yaniel> in the end it *is* just math
[00:37:19] <derhass> s3a: I know I can be a pest sometimes, so don't take it personally. but there is no way around learning the math when doing graphics programming
[00:37:38] <Stragus> ^ I second derhass and Yaniel on that
[00:37:44] <s3a> derhass, I'm not trying to avoid anything. I'm just seeking help on how to do it. :)
[00:37:55] <s3a> And, two secs, I'm still thinking.
[00:38:05] <derhass> s3a: https://en.wikipedia.org/wiki/Rotation_matrix
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[00:39:16] <Stragus> It might help to figure out how it works in 2D on paper first
[00:45:33] <s3a> Where is the GLM API? All I find is this.: http://glm.g-truc.net/0.9.4/api/index.html
[00:46:26] <s3a> (Sorry for asking stupid questions. :()
[00:46:31] <Yaniel> that is it
[00:46:40] <Yaniel> it's a bit hard to navigate, yes
[00:47:06] <Stragus> Don't be afraid of doing your own math if it helps you understand better
[00:47:11] <s3a> Where is the place where it shows the parameters taken and the output of each function?
[00:47:12] <Stragus> Because you need to understand this stuff
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[00:47:37] <s3a> I'm just trying to find the syntax to build the different types of matrices. :'(
[00:48:10] <s3a> Maybe we're not seeing the same thing? I don't even see one function explained.
[00:48:19] <s3a> Is it not supposed to be like javadoc?
[00:48:36] <Yaniel> glm makes heavy use of templates so the docs are difficult to navigate
[00:48:41] <Waynes> s3a: click on "Modules" at the top
[00:49:11] <Waynes> s3a: but you probably want the rotate function which you are already using
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[00:51:26] <s3a> That documentation doesn't really help me. :( I was thinking of after rotate = wtv to do rotate = mat4(stuff) * rotate;
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[00:51:32] <s3a> brb
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[00:58:42] <s3a> I'm back.
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[01:03:14] <s3a> If I make rotate = glm::rotate(glm::mat4(1.0f), glm::radians(0.f), glm::vec3(0, 0, 1)); instead be rotate = glm::rotate(glm::mat4(1.0f), glm::radians(3.14159f/2), glm::vec3(0, 0, 1));, why is it rotating so little, instead of ~90 degs = pi/2 radians?
[01:03:32] <s3a> http://dpaste.com/21SE489
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[01:12:07] <spear2> are some glTexParameters required to set? if so which ones?
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[01:12:24] <s3a> Oops, I was supposed to put 90
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[01:13:23] <s3a> http://glm.g-truc.net/0.9.4/glm-0.9.4.pdf is more like what I was looking for, in terms of documentation, but still not as good as javadoc, in my opinion.
[01:13:32] <Stragus> spear2: None are "required" if you like their default values
[01:14:24] <Stragus> In practice, you probably want to change a couple of them
[01:14:44] <spear2> Stragus: ok i think i found a good answer here: https://www.khronos.org/opengl/wiki/Common_Mistakes#Creating_a_complete_texture
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[01:22:45] <spear2> turned out to be the GL_TEXTURE_MAX_LEVEL parameter
[01:23:06] <Stragus> That's an useful one, yes
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[03:31:25] <BobBarker> lame
[03:31:34] <Plagman> classic SUPERNETS
[03:31:52] <Coren> Yes, clearly, I now hurry along to join /that/ IRC network. His eloquent prose has swayed me.
[03:33:57] <hgoel> oh wow, I must go join this channel now, so much appreciation pouring out of me right now
[03:34:16] <Xeek> TLDR <----
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[03:38:27] <ColaEuphoria> Can it be assumed that if a CPU has AVX2 it shall also have FMA?
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[03:55:58] <salamanderrake> His message is bunk, other bots have offered me sex and nudes, what has he offered me? To screw freenode, what a loser.
[03:58:21] <Stragus> ColaEuphoria: Never make any such assumption
[03:58:39] <ColaEuphoria> Stragus, that is why I'm asking ;)
[03:58:54] <Stragus> I think the answer is yes, but that's not something you ever need to assume
[03:59:11] <Stragus> You can just have your fast(est) path require both
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[04:38:40] <pZombie> hello friends
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[04:39:41] <pZombie> is it possible to use opengl to check for set bits in a bit-string of arbitrary size?
[04:41:05] <pZombie> Also, can i store an array of bit-strings in gpu memory and have the gpu do simple operations like remove a a bit-string from the array?
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[04:56:13] <Stragus> pZombie: You could use a compute shader, but compute languages like OpenCL or CUDA seem more appropriate
[04:56:47] <pZombie> Stragus any reason to use opencl over opengl for that kind of task?
[04:57:04] <pZombie> there is no cuda on my current AMD gpu
[04:57:52] <pZombie> but what i am most interested in, is if this use case would be suited for a GPU as in running faster than on a CPU
[04:58:02] <pZombie> my program is HIGHLY parallel
[04:58:20] <pZombie> there more compute units, the faster it will run
[04:58:35] <Stragus> OpenCL/CUDA are more flexible for compute tasks, without the whole GL window, context and API designed for rasterization graphics
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[11:44:33] <spear2> i think i figured out my confusion yesterday was about how mag filter works and what the default of GL_LINEAR would do. it's more apparent what's going on when zoomed in further than 2x https://tinyurl.com/y8etcl3x
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[11:58:34] <spear2> the part affected by the linear mag filter doesn't seem to blend with the background by default: https://i.imgur.com/WAa8jLd.png
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[11:59:25] <Yaniel> is blending enabled?
[11:59:42] <Yaniel> and does your framebuffer have an alpha channel
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[12:22:03] <spear2> Yaniel: calling glEnable(GL_BLEND) doesn't have a noticeable effect, i use sdl to set the channels on creation: http://dpaste.com/0FP3GY4
[12:28:15] <spear2> nice site: http://www.andersriggelsen.dk/glblendfunc.php
[12:28:59] <spear2> the default used there is probably what i want: http://dpaste.com/2B4EZMF
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[12:38:01] <DarkUranium> spear2, you need to check what SDL actually gives you
[12:38:23] <DarkUranium> just because you *request* 8 alpha bits does not mean they're there.
[12:38:29] <DarkUranium> (in fact, they often aren't)
[12:39:18] <DarkUranium> and yes, GL_SRC_ALPHA / GL_ONE_MINUS_SRC_ALPHA is the typical combination for the ... let's say "usual blending"
[12:39:41] <DarkUranium> anyhow, check glGetIntegerv(GL_ALPHA_BITS, &bits);
[12:40:04] <DarkUranium> (assuming your GL version still has that; if not, I believe SDL has a way to get the info)
[12:41:41] <DarkUranium> SDL_GL_GetAttribute, I *think*.
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[12:50:34] <spear2> its working so i assume so, but this also confirms: http://dpaste.com/1286RTV
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[13:43:09] <Yaniel> is your texture actually RGBA?
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[13:45:36] <spear2> yes it's working now i just had to set the blend func and blend equation
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[14:32:26] <bayoubengal> morning
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[15:04:48] <DarkUranium> hi
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[16:14:27] <wdouglass> hi all! i'm trying to use glfw, and when i call glfwInit i get SIGABORT. does anybody know how to debug this? It prints out the following:
[16:14:37] <wdouglass> "malloc.c:2406: sysmalloc: Assertion `(old_top == initial_top (av) && old_size == 0) || ((unsigned long) (old_size) >= MINSIZE && prev_inuse (old_top) && ((unsigned long) old_end & (pagesize - 1)) == 0)' failed."
[16:14:37] <wdouglass>
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[16:15:35] <Xeek> I have doubts its glfwInit's fault :-\ somethings amis
[16:15:43] <wdouglass> i know, i'm just a bit stuck
[16:15:56] <wdouglass> everything else (including some EGL opengl stuff i'm doing) seems to work...
[16:16:14] <Xeek> well I doubt anything else in your program works if glfwInit failed :-O
[16:16:20] <Xeek> Do you have code?
[16:16:24] <wdouglass> not this program, other programs in this environment
[16:16:36] <wdouglass> hold on, i'm distilling down to the simplest possible example
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[16:19:40] <wdouglass> silly me, found the problem. In initializing a buffer just before initializing glfw, i was writing off the end of a structure and into the heap. That'll do it. Sorry for the noise everybody.
[16:19:52] <davve> 48
[16:19:59] <Xeek> I figured it wasn't glfwInit's fault :-P
[16:23:15] <davve> mm
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   February 5, 2018  
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