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[00:32:37] <ZeroWalker> well gave up, was too damn messy. Will go with 4.3 as that seems like a cool core version
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[01:38:45] <geo5> why would my model rendering go completely whacky when i do glEnable(GL_DEPTH_TEST);
[01:39:17] <geo5> without that line, it will render but the depths aren't taken into account so it looks wrong as expected
[01:39:59] <geo5> but with depth test enabled the model is hard to make out..looks completely wrong
[01:41:09] <chek> are you clearing the depth buffer before rendering
[01:41:36] <geo5> yes
[01:41:55] <chek> is glDepthFunc set the way you're expecting
[01:42:01] <chek> maybe the depth is the opposite of your intention
[01:42:18] <geo5> hmmm
[01:42:23] <geo5> let me look into that
[01:45:52] <geo5> after doing some tests, i don't think that is it
[01:46:11] <geo5> GL_GREATER isntead of LESS just renders nothing at all
[01:46:37] <chek> oh you might need to change glClearDepth
[01:46:46] <chek> since the default will be setup for DepthFunc's default
[01:47:08] <Stragus> All the default values should work fine
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[01:47:33] <Stragus> Maybe your "looks completely wrong" could be described to understand the scenario
[01:47:42] <chek> yes
[01:48:10] <Stragus> Maybe your context doesn't have a depth buffer, maybe your depth buffer range is messed up for numerical precisions around your object, etc.
[01:48:29] <geo5> well, only disparate pieces of the model are seen, are way streched out and not really together
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[01:50:35] <Stragus> Or just share your code
[01:51:25] <geo5> it was working fine when i had it on visual studio.. I recently ported the project to qt so I could run it multiplatform
[01:51:45] <geo5> various things changed as I ported though
[01:52:05] <chek> haven't used qt, maybe it's doing something funky?
[01:52:11] <Stragus> I hope you had considered GLFW or SDL before going Qt
[01:52:14] <chek> I know I had an issue with gtk's glarea doing things on its own
[01:53:15] <geo5> i did not
[01:53:41] <geo5> i'm just using opengl functions that qt has a wrapper for
[01:54:31] * Stragus sighs in quiet, tired despair
[01:54:49] <geo5> uh oh
[01:54:52] <chek> something wrong with qt?
[01:55:31] <geo5> i'm starting to think so but i don't know how that could be
[01:57:06] <Stragus> Qt hides a bunch of stuff like you render to some FBO by default, and then it blits that to the real GL framebuffer. And don't expect anyone to be able to help if you use their wrappers; people come here having trouble with them, before switching to true GL calls to be at peace with the universe again
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[01:57:32] <Stragus> But eh, good luck
[01:58:25] <geo5> oh...
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[02:20:33] <geo5> hmm, so if i use glDepthFunc(GL_EQUAL); it will render the same way as if there were no depth test
[02:21:17] <geo5> does that mean all the vertex depth values are the same for some reason?
[02:21:47] <Fig1024> that can only happen if z buffer was not cleared since last draw
[02:22:29] <Fig1024> or.. all your z values are 0
[02:22:49] <geo5> then i think all z values are 0, because i am clearing
[02:22:50] <Fig1024> which is probably the case
[02:24:16] <Fig1024> probably one of your transform matrix zeros vertex z value
[02:24:50] <Fig1024> you can test by rendering z buffer as color
[02:26:36] <geo5> do you mean? FragColor = vec4(gl_FragDepth,0,0,1)
[02:26:45] <geo5> in pixel shader
[02:26:55] <Fig1024> check the vertex shader
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[02:27:56] <Fig1024> I don't know off hand how to visualize z buffer, just google it
[02:28:26] <Fig1024> but I'm already 99% certain your vertex shader resets all z values to 0
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[02:35:15] <Fig1024> something wrong with gVP * gWorld, test the math on CPU to make sure z is not zeros. Then check those uniforms are set correctly
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[02:43:05] <geo5> ok, ty
[02:50:08] <geo5> hmm.. no that doesnt make sense
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[02:51:00] <geo5> you're saying the Position could be getting flattened out along some axis because the transforms are wrong
[02:51:23] <geo5> i tried multiplying some random positions by the matrices and they don't get flattened out
[02:52:13] <Fig1024> no, I'm saying gl_Position.z is 0 after your matrix multiplication for any value of Position
[02:54:03] <Fig1024> you can easily test by adding gl_Position.z = 0.5f; and then glDepthFunc(GL_EQUAL) would no longer draw, cause it only draws when you z is 0
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[02:59:32] <Fig1024> gotta go
[03:00:21] <geo5> weird, even gl_Position.z = 0.0f; makes nothing draw
[03:00:33] <geo5> ok, cya
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[10:12:33] <roxlu_> I recently implemented something that generates ribbons/trails on the GPU using transform feedbacks. But I'm not super happy with the solution and I'm curious if someone maybe has done something similar using another approach?
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[11:59:28] <ZeroWalker> okay need to be reminded, what should i be looking at for drawing multiple things (say simple triangles) with 4.2, is it VAO and VBO?
[12:01:24] <Stragus> You'll probably want these, yes
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[12:15:23] <ZeroWalker> okay then i am on the right track, wasa ages ago i did anything in opengl, only thing i used it for has been to just draw 1 texture on the entire screen, so bascially just using it as a framebuffer thingy
[12:15:43] <ZeroWalker> luckily with a standard vertex and fragment shader, so atleast they are there
[12:18:16] <ZeroWalker> and this means, i expect only the best of assistance from a opengl veteran of your caliber
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[13:40:30] <ZeroWalker> hmm, trying to do something simple as just moving the blank square i draw by setting a uniform float in the vertex shader, but seems gl_position has no affect
[13:45:16] <ZeroWalker> temp should be tetris, forgot to change back
[13:45:52] <ZeroWalker> tempPos*
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[14:00:51] <mangelis> well i'd use circular buffer
[14:02:53] <roxlu> Yep me too. filling the buffer using a compute shader is doable, but how would you render the points as they are not stored in a serial order anymore
[14:04:02] <mangelis> well maybe you can make the actual buffer 2x size and put new points in the middle so that you always have a continous region there
[14:04:10] <mangelis> idk :)
[14:05:41] <roxlu> mangelis: hehe what?
[14:06:07] <roxlu> hmm I could make it max-points*max-points in size
[14:07:01] <roxlu> Anyone else with an idea how to approach this?
[14:08:11] <mangelis> so you have cbuf_size, then you allocate mem of cbuf_size*2. fill in points to positions x and x+cbuf_size, x%=buf_size; and you'll always have your points in order when you draw cbuf_size amount of points starting from x
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[14:11:52] <roxlu> hmm how would that keep them in order? that would just create groups that hold identical data?
[14:12:20] <roxlu> oh wait
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[14:13:57] <roxlu> Damn I never thought about using circular buffers like that
[14:14:07] <roxlu> mangelis: thanks so much
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[14:15:05] <roxlu> so the buffer would be in order, but then next question is: how would I draw these?
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[14:19:32] <mangelis> well if you have the buffer already in gpu memory, i'd probably first try issuing an empty drawcall and doing the input assembly myself by reading from that buffer in vertex shader
[14:19:58] <mangelis> (then that 2x sized circular buffer stuff is not necessary because you can just do gl_instanceId % cbuf_size)
[14:20:47] <mangelis> but if you have it on cpu, you can just use glDrawArrays. it has an offset parameter
[14:22:21] <roxlu> i have the buffer on gpu. so you would use glDrawArraysInstanced(0, max_points_per_trail, num_trails); I guess to get the index it would be different then gl_InstanceID % cbuf_size in this case
[14:23:46] <mangelis> vertexid or instanceid
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[14:25:25] <roxlu> Ok, this sounds like the best approach so far
[14:26:07] <roxlu> I'm still thinking with transform feedback buffers in mind for which I haven't found a circular buffer solution (in relation to trails)
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[16:48:21] <ZeroWalker> hmm, so i can draw a rectangle, amazing i know. But looking at the code i do for that, i am trying to understand how it would look to draw multiple stuff, basically let's say a you want to draw 50 rectangles with same or different textures and positions, how would one go about
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[16:49:08] <ZeroWalker> cause i am sure you can do it neater than i do for just this simple rectangle, cause it would be weird if i had to "for loop" this code with parameters (simplistic thinking)
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[16:52:11] <Cooler> ZeroWalker, you give another buffer
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[16:53:12] <Cooler> you give one buffer full of vertex data like x,y,z and then another buffer full of indices of vertices that form triangles in your 3d model
[16:53:56] <Cooler> ZeroWalker, the for loop way is horribly slow and bad
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[16:55:57] <ZeroWalker> hmm, but, what if you wan t different positions?
[16:56:20] <Cooler> ZeroWalker, what
[16:56:45] <ZeroWalker> or did you mean vertex data buffer with all different positions
[16:57:11] <ZeroWalker> or wait, maybe confusing stuff, damn it
[16:57:46] <Cooler> you should probably start earlier in that tutorial though
[16:58:09] <spear2> ZeroWalker: you can either have each vertex be just a position and use the geometry shader to create a rectangle for each input position, or you can do instanced rendering and have a buffer of per-instance positions and draw one rectangle per each of those
[16:58:30] <spear2> lots of ways to do things
[16:59:05] <ZeroWalker> hmm, what's the simple way, if there is one
[16:59:39] <Cooler> just follow that tutorial from the beginning
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[17:00:17] <ZeroWalker> will do
[17:03:45] <ZeroWalker> hmm, looking at the start with the two triagles to make that rectangle thingy. doesn't basically STRIP/FAN achieve similar results in that indexing case?
[17:05:07] <Cooler> ZeroWalker, yeah but the index buffer is much smaller since it only has to say the index and not give the full vertex data
[17:05:33] <Cooler> so you can reuse the same vertex given in the vertex buffer for multiple different triangles
[17:05:54] <Cooler> the rendered results will be the same ofc
[17:06:40] <spear2> it sounded like ZeroWalker was asking about drawing multiple rectangles that *don't* share vertices, no?
[17:06:41] <Cooler> its about instanced rendering which is maybe what you were asking for
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[17:07:50] <ZeroWalker> hmm kinda confusing, guess cause i never done indexing stuff before, but following the tutorial nevertheless
[17:08:11] <ZeroWalker> spear2 that is correct, but i don't say no to learning of indexing buffers as i heard it's super useful
[17:08:20] <Cooler> instanced rendering allows you to specify the vertices for a 3d object once in your vertex buffer and then draw it in multiple different positions, rotations, scale, etc
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[17:09:05] <ZeroWalker> hmm, so when i do the glDrawElements, do i want to use my vertices that's a Rectangle (based on GL_TRIANGLE_FAN)?
[17:09:06] <spear2> if you have a mesh with lots of vertices then indexing is the way to go, and other uses as well
[17:09:45] <ZeroWalker> ah well that sounds super useful for what i might wana do, as i will probably have a ton of stuff with the same verticies, just different attributes
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[17:10:48] <ZeroWalker> that's what i get from where i currently am in the tutorial
[17:12:21] <ZeroWalker> hmm, cause if i understand it right, if i want rectangles, i could use make one VBO/VAO buffer, and then reuse it All the time for all rectangles?
[17:15:23] <Cooler> ZeroWalker, vertex buffer just contains data about the vertices, the index buffer tells the shader which vertices form a triangle
[17:15:31] <Cooler> you need to provide both
[17:16:25] <Cooler> your paste doesn't have a index buffer
[17:16:34] <ZeroWalker> oh, hmm that's confusing, is there some picture that display the relationships, my brain is going haywire
[17:16:46] <ZeroWalker> it doens't.. wtf
[17:17:08] <ZeroWalker> thought GL_ELEMENT_ARRAY_BUFFER was the index thingy
[17:17:33] <ZeroWalker> though as you can see i thought it replaced vbo
[17:17:56] <ZeroWalker> yeah taht one i get, but i meant like, how the pipeline works i guess
[17:17:56] <spear2> ZeroWalker: in your case the index buffer would just contain the indices [0, 1, 2, 3], since it is equivalent to just drawing the vertices in order
[17:18:07] <ZeroWalker> but i guess it makes sense when i can make the thing draw
[17:18:28] <ZeroWalker> but basically, i want the index for the vertices, but also the vbo?
[17:19:07] <spear2> that example seems kind of contrived since you only need 4 vertices to draw a triangle fan or strip anyway
[17:19:34] <ZeroWalker> yeah so i guess that's what confuses me
[17:19:59] <ZeroWalker> only ever done simple geometry as i can only think in 2d when it comes to these stuff in programming
[17:21:25] <Cooler> ZeroWalker, indexing is very useful when you have real 3d models with 100s of vertices, but for your simple rectangle its not very useful
[17:23:41] <Cooler> of*
[17:23:47] <Cooler> at* different
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[17:24:27] <ZeroWalker> well i would like to learn indexing, i mean, even if it's "useless" in my current case, just using it is a learning experience
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[17:26:05] <ZeroWalker> will check
[17:27:28] <spear2> ZeroWalker: you can also get a similar result as instancing using a geometry shader, it takes less set up on the drawing side but the shader program adds the extra stage
[17:28:05] <ZeroWalker> never used a geometry shader, but if it clears up a bit and you do the stuff in the shader, i would probably like that
[17:28:27] <ZeroWalker> not a super big fan of the direct gl codes, so reducing those would be neat
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<spear2> ZeroWalker: a basic geometry shader to produce rectangles would look something like this http://dpaste.com/3FEHRHN
[17:35:23] <ZeroWalker> hmm, looks kinda straightforward for it's puporse
[17:35:27] <spear2> the vertex shader doesn't have to do anything if the positions are already in NDC coordinates
[17:35:41] <spear2> *anything besides writing gl_Position = vert_position;
[17:36:37] <spear2> geometry shader has limits to what it can output, so if you need to reproduce more complicated geometry then its time to use instancing
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[17:39:02] <ZeroWalker> hmm, might not be best to use that then, i probably won't hit the limit, but if i do it might be a pain;s
[17:39:30] <ZeroWalker> and yeah the NDC stuff, it confused me when i work in 2D as i don't know how to do stuff in pixels
[17:41:06] <chrisf> "hey, i can do this with a GS!" "now i have two problems"
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[17:49:54] <ZeroWalker> i like how i couldn't get it to draw for awhile, only because i had GL_INT instead of GL_UNSIGNED_INT
[17:50:23] <ZeroWalker> god that code
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[17:50:52] <Cooler> ZeroWalker, why are there 6 vertices in your paste?
[17:51:00] <Cooler> in the vertex position buffer
[17:51:03] <lfgtm> hello
[17:51:08] <Cooler> you are drawing a rectangle right?
[17:51:10] <Cooler> 4 verts
[17:51:20] <ZeroWalker> yeah, but i used GL_TRIANGLES
[17:51:26] <ZeroWalker> i looked at the tutorial you linked;(
[17:51:26] <Cooler> so?
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[17:51:41] <ZeroWalker> i thought, 2 triangles = 6 vertices
[17:51:59] <Cooler> ZeroWalker, yeah but those 2 triangles share 2 vertices
[17:52:13] <ZeroWalker> yeah and that's what i use the index buffer for right?
[17:52:24] <ZeroWalker> so i reuse vertices 1 and 2
[17:52:27] <Cooler> so you don't have to specify the same vertex again
[17:52:36] <Cooler> only 4 verts needed
[17:53:07] <deathwishdave> lfgtm hi
[17:53:07] <ZeroWalker> but if i specify 4
[17:53:18] <ZeroWalker> oh wait
[17:53:22] <ZeroWalker> okay get it now
[17:53:31] <lfgtm> I have a problem with texturing if anyone can point in the right direction.. texturing doesn't seem to work, I have uploaded the texture correctly glTexImage2D(...) and can query it back from the card (glGetImage)... so I know its correct
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[17:54:05] <lfgtm> I have also checked the UV's are correct in the shader, which they are (setting the colour to the UV correct shows the gradient across the screen)
[17:54:20] <Cooler> ZeroWalker, in the video the vertices buffer only has 4 verts
[17:54:20] <ZeroWalker> like that?
[17:54:29] <Cooler> yes
[17:54:33] <ZeroWalker> yeah saw that now, was confused by the 3 floats xd
[17:54:42] <ZeroWalker> :)
[17:54:48] <lfgtm> glGetuniform is found, and the correct texutreID is set, howeevr I see ye olde black quad
[17:54:49] <ZeroWalker> see, even i can sometimes make miracles happen
[17:55:14] <ZeroWalker> now i guess it's time to look at the instanced one, care to link it again?
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[18:00:16] <deathwishdave> lfgtm can you post some code?
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[18:01:13] <spear2> lfgtm: no errors compiling or linking shaders?
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[18:02:59] <lfgtm> hi spear2, no errors compiling or linking shaders. I can set the sampler uniform correctly, but don't see anything, I have coloured the UV's (via shader) so I know they are coming through correctly. I'm just putting some code together
[18:03:47] <lfgtm> I do wlgGetProcAXXXX all my own functions (no use of glew)
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[18:14:30] <deathwishdave> deathwishdave no idea, sorry
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[18:16:47] <spear2> lfgtm: you have only one mipmap level?
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[18:18:43] <spear2> if so i believe you must call glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0) ...since the default is 1000 or something the texture is considered "incomplete" with missing mipmap levels
[18:19:44] <chrisf> lfgtm is setting min filter to GL_LINEAR, mipmap completeness isn't a factor
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[18:20:36] <lfgtm> spear2, yes not using mipmaps
[18:21:02] <lfgtm> spear2, thanks will give it a go, not had to do this before, and I have not always used mipmaps, is this a new thing?
[18:21:16] <chrisf> you dont need to do this.
[18:21:30] <lfgtm> spear2, yes sorry back with the conversation now
[18:21:42] <lfgtm> chrisf, thanks
[18:23:38] <CoolerX> anyone have really cool webgl demo of raymarching distance fields?
[18:24:20] <CoolerX> i forgot whos it was, some Evan ... or something
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[18:26:50] <chrisf> lfgtm: is there another texture in play?
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[18:27:19] <chrisf> lfgtm: (on which you may have forgotten to set up the parameters)
[18:27:20] <lfgtm> chrisf, no other textures, I was using framebuffer but have turned/commented all that out
[18:28:47] <lfgtm> chrisf, the code looks good to me, but nothing showing, and I'm lost how to check futher. I did a glGetImage back (after NULL binding) so the image data is definately there in the GL texture. thanks for your help
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[18:32:47] <chrisf> nothing is jumping out as broken here. what does apitrace have to say about it?
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[18:41:54] <lfgtm> chrisf, not tried apitrace, that will be my next course of action. Thankyou
[18:43:01] <enleeten> <3 apitrace
[18:43:15] <enleeten> no more goddamn black screen
[18:43:26] <enleeten> or at least you can easily see why it's a black screen ;)
[18:44:02] <lfgtm> enleeten, ;) ... next up spikey vertex soup
[18:44:37] <enleeten> haha
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[19:08:47] <ZeroWalker> hmm okay looking at instanced, seems not be that super difficult so that's good, will have to try it out with some different blocks
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[19:10:06] <ZeroWalker> though i still need to figure out how to draw things in terms of pixels, cause drawing a square will be stretched to the aspect ratio etc
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[20:59:43] <ZeroWalker> Cooler, you have returned
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[21:13:55] <ZeroWalker> been trying to understand how the hell the instancing works, harder than expected
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[21:15:33] <Stragus> What's hard about it?
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[21:20:26] <ZeroWalker> well, understanding it, i get confused by the different buffer, and then how then where the instancing takes part.
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[21:21:07] <ZeroWalker> so at the start, VAO, that's like an array of VBO right?
[21:21:32] <chrisf> the VAO is a container for all the attribute state, yes.
[21:22:25] <ZeroWalker> ehm, so do you store multiple stuff that's drawn there, and each of those things will be a VBO
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[21:22:45] <ZeroWalker> so you only generate the VAO buffer once basically
[21:23:44] <chrisf> the VAO just contains references to the various buffers, and the other parameters you passed to VertexAttrib*Pointer
[21:24:31] <chrisf> (and VertexAttribDivisor, if you're using per-instance attributes)
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[21:25:23] <chrisf> it's not actually a buffer at all -- it's just a bundle of GL state
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[21:27:13] <ZeroWalker> yeah well the VertexAttribDivisor made me lost, didn't get how you are supposed to give separate parameters;s
[21:28:03] <chrisf> if the divisor is >0, then the attribute is per-instance rather than per-vertex
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[21:28:35] <ZeroWalker> yeah but when do you choose which instance go where
[21:28:48] <chrisf> you put that in a per-instance attribute
[21:29:29] <chrisf> which is backed by a buffer, just like a vertex attribute is
[21:29:39] <ZeroWalker> isn't that when you do "Bind" then "glUniform" etc?
[21:30:23] <chrisf> anything you want to vary per instance needs to go in per-instance data.
[21:30:41] <chrisf> this may involve moving stuff from uniforms into instance attributes
[21:31:03] <chrisf> or, converting those uniforms into arrays [and indexing with gl_InstanceID]
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[21:33:50] <chrisf> either style works; doing the indexing yourself in the shader is more flexible and probably a smaller change.
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[21:37:07] <chrisf> that's the simplest path, and avoids instanced attribute confusion completely.
[21:37:34] <chrisf> at some point it will make more sense to move that array into a block, so you can source it from a buffer object
[21:37:44] <chrisf> rather than having to provide it via glUniform*
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[21:38:35] <chrisf> ZeroWalker: does that help?
[21:41:44] <ZeroWalker> soon a bit busy sorry!
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[22:00:21] <ZeroWalker> okay back, let's see
[22:01:40] <ZeroWalker> ah so you will use a uniform array of positions for the instances
[22:01:59] <ZeroWalker> and the gl_InstanceID is a unique thing that you pass via OpenGL?
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[22:04:08] <Yaniel> gl_InstanceID is a unique thing that the driver gives you
[22:04:54] <ZeroWalker> so if i want to change the matrix there for one of the instances
[22:04:57] <ZeroWalker> how would i go about?
[22:05:53] <chrisf> you change the data you're passing to glUniform*
[22:07:01] <ZeroWalker> oh wait, looked wrong in your shader code, confused, is the matrix separate from the pos, i thought the pos would be an array if i wanted it to be instanced
[22:07:05] <Yaniel> you use gl_InstanceID as an index into your uniform buffer
[22:07:33] <Yaniel> for instanced you could have an array of matrices
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[22:07:42] <Stragus> Or you change some per-instance attributes, glVertexAttribDivisor(), holding matrices
[22:07:47] <Yaniel> depending on what you have encoded in the matrix
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[22:08:07] <Yaniel> if you don't have object positions there, you need a separate array for positions
[22:08:41] <ZeroWalker> well, thing is, i don't have any matrixes, i am totally horrible with them and would prefer nto to dive into that again. As i do 2D stuff i think i can get away with it?
[22:08:52] <chrisf> ZeroWalker: if you dont need matrices, then dont use them
[22:09:09] <ZeroWalker> okay, then i will just use an array with the pos instead
[22:09:10] <chrisf> ZeroWalker: one position -> array of positions, then
[22:09:23] <chrisf> is up to you what data you need
[22:09:32] <ZeroWalker> uniform vec2 pos[16]; gl_Position = vec4(pos[gl_InstanceID],1.0,1.0);
[22:09:35] <ZeroWalker> something like that?
[22:09:42] <chrisf> yes
[22:09:48] <ZeroWalker> goodie;d
[22:10:09] <ZeroWalker> okay, now i want to draw 4 boxes, i already got a float array with 4 xy values ready
[22:10:27] <Stragus> Why not just use instanced vertex attributes?
[22:10:43] <ZeroWalker> ehm, i duno, i mean i am kinda lost here xd
[22:10:48] <Stragus> Per-instance attributes, so you can have your 2D offset and perhaps another 2 sin/cos floats for your rotation
[22:11:00] <ZeroWalker> well isn't that waht this is
[22:11:06] <ZeroWalker> damn
[22:11:12] <Yaniel> with vertexattribdivisor you can make it so that an attribute only changes its value every N instances
[22:11:15] <Yaniel> instead of with every vertex
[22:11:19] <Stragus> You don't need gl_InstanceID if you use instanced vertex attributes with glVertexAttribDivisor()
[22:11:34] <chrisf> sigh.
[22:11:41] <ZeroWalker> cause if i understood it correctly, i could just make, SetPosOf(Box1); ..... DrawAllBoxes();
[22:11:56] <ZeroWalker> :(
[22:12:34] <chrisf> there are two styles that both work here.
[22:13:09] <Stragus> Bottom-line, there are two ways to manage your per-instance data: per-instance attributes with glVertexAttribDivisor() or manual fetching somewhere based on gl_InstanceID
[22:14:26] <ZeroWalker> ah okay that explains it
[22:15:05] <Stragus> I think the first way is easier, although there are reasons to use the second way in some circumstances
[22:15:45] <ZeroWalker> hmm, well let's try the first one though, easy does it. So with that, do i still use uniform for the pos, or is it just in
[22:15:59] <Stragus> No, per-instance attributes
[22:16:06] <ZeroWalker> good
[22:16:29] <ZeroWalker> ehm, i am guessing that means, it's in xd?
[22:16:36] <ZeroWalker> in vec2 pos;
[22:17:00] <Stragus> That could be your per-instance position attribute, yes
[22:17:03] <ZeroWalker> don't remember if that's default in the vertexshader though, or if i got that from another shader.. always confuse that and the color thing
[22:17:08] <ZeroWalker> okay that's good
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[22:23:59] <ZeroWalker> oh right, how do i actually set the position if it's not uniform xd
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[22:24:14] <Stragus> Per-instance attributes
[22:24:14] <ZeroWalker> is it via the vertices?
[22:24:22] <Stragus> Vertex attributes that are per-instance, yes
[22:24:38] <ZeroWalker> hmm, that became more complicated
[22:25:01] <Stragus> What's complicated about that?
[22:25:06] <ZeroWalker> so i have to do the position calculation on the vertices in the application, not in the shader?
[22:25:25] <chrisf> ZeroWalker: no, you add a new attribute backed by a buffer of positions.
[22:25:31] <chrisf> ZeroWalker: and set that attribute to be per-instance
[22:25:48] <ZeroWalker> oh
[22:25:51] <ZeroWalker> think i get it
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[22:28:24] <Stragus> Your vertex shader can add the per-instance position/offset to the vertex's position
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[22:29:09] <ZeroWalker> yeah was confused by the vertices and thoughti only had that, i am adding another buffer for the position
[22:30:51] <Stragus> Yup, there you go, pretty easy
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[22:32:45] <chrisf> Stragus: why do you prefer this?
[22:33:59] <ZeroWalker> well i am kinda stuck anyhow haha, but i might be on to something
[22:34:47] <Stragus> Uniforms are loaded through the constant cache, gl_InstanceID indexing could be incoherent which leads to stalls. It depends on your count of vertices per attribute, you would have to index into a TBO...
[22:35:05] <Stragus> Instanced vertex attributes are easier, and ZeroWalker is just starting
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[22:35:37] <ZeroWalker> yeah, if i even fail on the simple stuff, that should give you an idea of my brilliance
[22:36:33] <chrisf> Stragus: in practice gl_InstanceID is coherent. im not aware of any hardware that combines multiple instances in a single dispatch.
[22:36:36]
<ZeroWalker> well here is how it currently is, pretty sure i am either doing something totally wrong, or confusing the buffering: http://paste.awesom.eu/kcBe&ln
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[22:38:28] <Stragus> chrisf: Ah right, I confused that part with the pseudo-instancing based on gl_VertexID, which is what people usually do when manually fetching in buffers
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[22:40:19] <chrisf> ZeroWalker: incidentally, how big are your instances (#verts) ?
[22:40:53] <ZeroWalker> how do you mean, the entire size of all things that an object has?
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[22:41:19] <Stragus> He means how many vertices per instance
[22:42:01] <ZeroWalker> well it's a square, so, 4, i hope
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[22:47:40] <ZeroWalker> you can actually see the entire thing in my last link
[22:47:58] <ZeroWalker> i use indexed drawing, cause i am pro;)
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[22:57:50] <ZeroWalker> well, still not working out, but i solved somethings at least
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[23:09:08] <chrisf> this has got completely confused.
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[23:10:33] <ZeroWalker> i tried hard though
[23:11:38] <Stragus> I'm with chrisf on that one
[23:11:55] <Stragus> Why do you call glVertexAttribDivisor() _after_ your draw?
[23:12:24] <chrisf> Stragus: ive unfortunately got my hands full -- do you have the 5 minutes it would take to reshape that paste into something vaguely correct? :)
[23:12:29] <Stragus> and the first argument should be the vertex attribute location, why would you even pass the i from your iteration loop?
[23:12:39] <ZeroWalker> well, thing is, i didn't understand that one, didn't find info on how or even when you were supposed use it
[23:13:02] <Stragus> ZeroWalker: What about reading the documentation instead of trying stuff
[23:13:27] <ZeroWalker> well i was
[23:13:29] <Stragus> And please separate setup from drawing
[23:13:42] <Stragus> And get rid of these __crt_countof()
[23:14:19] <ZeroWalker> but, they are useful:s
[23:15:05] <ZeroWalker> the setup is there because i had to move around stuff all the time, and didn't get how many buffers i needed of the vao and vbo, so i just had them close at hand for now
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[23:31:47] <ZeroWalker> well going to bed as i need to get up early. Will be back tomorrow for dig into this some more
[23:32:04] <ZeroWalker> all help was greatly appreciated, guten nacht:)
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