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   February 8, 2018  
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[00:44:03] <geo5> i'm trying to get my dept test to work for rendering models but basically does not render... if i try setting glDepthFunc(GL_EQUAL); then it will actually render the model entirely but of course with no actual depth test done
[00:44:22] <geo5> so it seems somehow every vertex gets the same depth
[00:45:51] <Codex_> how about GL_LEQUAL?
[00:46:00] <chrisf> do you have a depth buffer? have you enabled the depth test? does your geometry have varying depth?
[00:46:52] <geo5> i have enabled depth test and geometry has varying depth.. i'm assuming depth buffer is then provided automatically
[00:47:22] <chrisf> have you broken the depth range?
[00:47:29] <Codex_> glClear() also needs to clear the depth buffer
[00:47:38] <geo5> glDepthFunc(GL_LEQUAL); does the same as GL_EQUAL
[00:47:56] <chrisf> you dont want GL_EQUAL.
[00:48:39] <chrisf> at least, never for a first geometry pass.
[00:49:03] <geo5> hmmm, not sure what you mean by depth range
[00:49:16] <geo5> near plane is 0, far is 200
[00:49:27] <chrisf> ~have you called glDepthRange with some weird parameters?
[00:49:34] <geo5> let me try
[00:49:41] <Codex_> near plane 0?
[00:49:45] <chrisf> (you generally dont want to play with it)
[00:49:51] <chrisf> near plane must not be 0
[00:49:54] <Codex_> that would give really strange results.
[00:50:06] <geo5> oh
[00:50:08] <geo5> that was the problem
[00:50:12] <geo5> jeez
[00:50:23] <geo5> i saw that in some tutorial, originally i thoguht it shouldn't be 0 either
[00:50:34] <geo5> wow, spent so much time on this
[00:50:37] <chrisf> burn that tutorial
[00:53:48] <Codex_> i usually have near plane 10.1 and far plane 60000.0
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[11:32:11] <Cooler> hey anyone super familiar with video codecs?
[11:32:24] <Cooler> does mp4 encode audio at 320kbps?
[11:32:30] <Cooler> is it variable bit rate?
[11:32:57] <karalaine> mp4 is just wrapper, audio has own codec
[11:33:13] <karalaine> for example, AAC
[11:33:19] <Cooler> what about youtube videos, like music videos, if you download those what bitrate is that music at?
[11:33:49] <exDM69> youtube serves many different qualities of video and audio
[11:34:08] <exDM69> and most likely they use variable bitrates
[11:34:13] <karalaine> last I checked they used 192kbps AAC for HD videos
[11:34:40] <karalaine> but they tend to change those time to time
[11:36:34] <karalaine> their page lists recommended upload bitrate for stereo audio as 384 kbps but I guess they will recompress it https://support.google.com/youtube/answer/1722171?hl=en
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[16:46:31] <ZeroWalker> i have returned:)
[16:50:06] <chrisf> ZeroWalker: did you solve your issue yesterday?
[16:50:23] <ZeroWalker> no, i had to go to bed, and got home about now
[16:50:45] <ZeroWalker> so haven't checked it yet, making something to eat, then i will dig into the mysteries once more
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[16:51:26] <chrisf> you should be able to throw away a lot of what you had
[16:51:34] <chrisf> you need 3 buffers, and 1 VAO
[16:52:00] <bayoubengal> morning
[16:52:02] <ZeroWalker> ah so it was one VAO
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[16:52:20] <ZeroWalker> vertex data and indices, elaborate that please
[16:52:29] <chrisf> indices == element array buffer
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[16:52:51] <chrisf> use it if you have vertex reuse. don't if you don't. it's orthogonal to the instancing stuff.
[16:52:55] <ZeroWalker> ah okay
[16:54:04] <chrisf> the vertex buffer (and index buffer if you want one) should describe one copy of your geometry
[16:54:17] <ZeroWalker> yeah see it now, then i kinda had the thought right yesterday, but as i couldn't get it to work, i thought the buffers where wrong
[16:54:40] <ZeroWalker> and then i made more of the VBO first, but it was confusing as i thought the instancing was used to prevent that, which i guess it is
[16:54:50] <ZeroWalker> and then i messed it all up haha xd
[16:55:19] <chrisf> your code should look pretty much like the code for drawing one copy
[16:55:20] <ZeroWalker> yeah and that geometry should them be the same for each of the things i draw from there, and just the instance data differs
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[16:55:50] <ZeroWalker> ah, but musn't there be some for loop going on for the VertexDivisor thing?
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[16:55:55] <ZeroWalker> as it changes the index
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[16:56:05] <chrisf> the loop is INSIDE the driver
[16:57:27] <ZeroWalker> Hmm, not sure i get where it knows how many things i want to draw. But will first clear up the code a bit, as i just get more confused cause of the mess
[16:57:44] <chrisf> Draw*Instanced takes extra parameters to control the number of instances
[16:58:23] <ZeroWalker> Oh
[16:58:27] <ZeroWalker> then it make sense
[16:58:29] <chrisf> in the case of DrawElementsInstanced, that's the last parameter
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[16:59:57] <ZeroWalker> for example, if i want my vec2 as the instance, would i buffer 4 vec2s to the VBO (if i want 4 instanced ones), and then say (2 floats)
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[17:00:45] <chrisf> into the instance buffer, yes.
[17:01:06] <chrisf> then the attribute gets set up as 2 floats, divisor 1
[17:02:09] <ZeroWalker> and that buffer would just be a normal, GL_ARRAY_BUFFER?
[17:02:28] <chrisf> yes
[17:02:46] <chrisf> you have to bind it to GL_ARRAY_BUFFER at some point because you have to set up the attribute with VertexAttribPointer
[17:02:48] <ZeroWalker> okay, let's see how it goes
[17:03:22] <ZeroWalker> yeah i am currently setting it up once now, as with the other buffers, so i think it should be good to go
[17:04:26] <ZeroWalker> hmm, don't quite get the GL_ELEMENT_ARRAY_BUFFER though
[17:04:34] <ZeroWalker> i mean, first you set that one up, with the size and all
[17:04:50] <ZeroWalker> then when drawing, you need to know the count of indices
[17:04:55] <ZeroWalker> shouldn't it know that?
[17:05:13] <chrisf> you have to tell it at draw time because you dont necessarily use the whole buffer
[17:05:31] <ZeroWalker> ah
[17:07:13] <ZeroWalker> the setup looks like this: http://paste.awesom.eu/0JX4&ln
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[18:16:09] <ZeroWalker> nice got it to work with the code there, just had the VAO bound After the ElementArrayBuffer, which was wrong, not sure why i had it there
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[18:28:04] <chrisf> ZeroWalker: the ELEMENT_ARRAY_BUFFER binding point is part of the VAO
[18:28:41] <ZeroWalker> yeah noticed that, guess i thought it wasn't, or it was cause i added that step later on
[18:28:52] <chrisf> ARRAY_BUFFER isnt
[18:29:00] <ZeroWalker> oh
[18:29:07] <chrisf> (but all the actual attribute state is)
[18:29:13] <ZeroWalker> wait, i thought the VBO where bound to the VAO
[18:29:45] <chrisf> ARRAY_BUFFER is just a temporary place to bind things, and VertexAttribPointer takes its value and stashes it in the VAO for the attribute you're setting up
[18:30:00] <ZeroWalker> ah
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[18:30:27] <ZeroWalker> can't you clear up the VBO buffers afterwards then, clearing the id or something
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[18:31:53] <chrisf> it's possible to bind 0 to ARRAY_BUFFER and then call VertexAttribPointer to unbind buffers from attributes, but it's not really useful.
[18:32:23] <ZeroWalker> ah, well then i will not go and do it if it's not common practice
[18:32:48] <chrisf> DisableVertexAttribArray works just fine if you need to turn off array access for an attribute
[18:33:38] <ZeroWalker> was merely wondering if it was a problem generating those ids that you don't need for the VBO after you set it up
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[18:40:36] <chrisf> generating ids?
[18:40:56] <ZeroWalker> glGenBuffers(3, squareVBO);
[18:41:14] <chrisf> im not sure why you have 3
[18:41:47] <chrisf> but you absolutely do need to keep the buffers around after setup
[18:42:18] <chrisf> if you want to ever be able to free them, at least.
[18:42:53] <ZeroWalker> oh right, i thought the elementBuffer used it, thought you said that, then i noticed it didn't, but never switched back to 2 xd
[18:43:37] <chrisf> id probably split that into 3 calls
[18:43:40] <Stragus> Please separate setup and drawing this time
[18:43:57] <Stragus> Right, 3 calls to clean up the thing too
[18:43:58] <chrisf> and give the buffers sensible names that follow their actual use
[18:44:37] <chrisf> it sounds like you've got the meat of the problem under control though :)
[18:46:00] <ZeroWalker> i have split it up (Setup and Draw), don't have them the ids saved yet or names, but that's planned
[18:46:43] <ZeroWalker> currently trying to make the drawing "pixel" like, so if i want to draw 32x32 square at 20x40 (on the screen) i can just push that through
[18:47:18] <ZeroWalker> remember doing this stuff before, seems there are several methods though, glortho comes up, pretty sure i did it in the shader before
[18:47:30] <ZeroWalker> at least i can scale via the resolution which helps
[18:47:57] <Stragus> glOrtho doesn't exist, forget about that
[18:49:07] <ZeroWalker> oh, i have it though, is it still in the core?
[18:49:16] <chrisf> dead and gone
[18:49:25] <ZeroWalker> wtf, must have set up glad wrong then
[18:49:48] <ZeroWalker> ah yeah see it, had compatibility.. was sure i had core, that's good to know that
[18:50:02] <dav1d> ;)
[18:50:14] <ZeroWalker> oh, it's you;O
[18:50:29] <ZeroWalker> just went to the website, then see the same name here, purely coincidence!
[18:50:32] <chrisf> all the matrix stack crazyness is gone; it's replaced by doing what you want in the shader, fed by uniforms or whatever else you want.
[18:51:14] <ZeroWalker> well that's awesome, i am sure matrix comes up a bit, but i am so bad at that stuff, so the less the better xD
[18:51:39] <ZeroWalker> also, i am using 4.3 as that seemed to introduce some stuff, not sure what's generally recommended
[18:52:17] <chrisf> 3.3 is a pretty safe baseline
[18:52:48] <chrisf> how much of 4.x you can use depends on what platforms you want to support
[18:52:49] <ZeroWalker> that doesn't include compute shaders though right? then again, not sure i will even use them
[18:53:37] <ZeroWalker> well in my case it's nothing special and mostly for learning anyhow. But i value simplicity a lot for now, so if some version has something that made X a lot easier than before, i would like that
[18:54:17] <chrisf> i think compute shaders, writable buffers and images, etc, are all just a distraction at this point
[18:56:52] <ZeroWalker> okay, good point. So 3.3 core it is
[18:58:56] <ZeroWalker> yay glOrtho is gone, mission accomplished
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[19:19:03] <ZeroWalker> okay, let's see now. So the confusing thing here is, you want have vertices, but then you want a certain size, and you want it to be "pixel based"
[19:19:28] <ZeroWalker> So, in my mind i would think the vertices is all covering the entire coordination system for a square
[19:20:44] <ZeroWalker> then you would multiply the position by the 1/resolution to get pixel position i think, but there's also the scale itself which is part of the position there
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[19:23:37] <Stragus> Well, I was confused by that
[19:24:49] <ZeroWalker> well xd
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[19:24:56] <ZeroWalker> i got this
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[19:48:59] <ZeroWalker> i am atleast getting somewhere;d http://paste.awesom.eu/qnh2&ln
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[20:39:47] <ZeroWalker> hmm, damn this was hard, just want to mimic the way you would render via software, so you use pixel positions and 0,0 is the Top Left;(
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[21:31:10] <Stragus> ZeroWalker: y = height - y; shouldn't be too hard
[21:32:03] <ZeroWalker> yeah that part was done, i think i solved it all now, hopefulyl
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[21:33:31] <ZeroWalker> Stragus, http://paste.awesom.eu/oTFt&ln :)
[21:33:57] <ZeroWalker> one comment is wrong though
[21:36:55] <Stragus> Your -= vec2(1,-1); is weird
[21:37:20] <Stragus> Remember that 0.5/width is the center if the first pixel, the pixel you probably would call zero
[21:37:38] <Stragus> Oh, it's after the multiplication by 1.0/resolution
[21:38:01] <ZeroWalker> yeah confused the hell out of me when i had the wrong order of some of that math
[21:38:38] <ZeroWalker> but now i think i got it right. So if i set a position, it's starts at the Top Left, meaning if i draw a box, the 0,0 will draw the entire box in the Top Left
[21:38:38] <Stragus> "resolution" is poorly named
[21:38:48] <ZeroWalker> suggestion?
[21:39:03] <ZeroWalker> PixelToNdc?
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[21:39:24] <Stragus> It's like there's more math than there should be
[21:39:41] <ZeroWalker> probably is, been doing this for hours
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[21:40:56] <Stragus> ( ( VertexPosition.xy + InstanceOffset.xy ) / ( 0.5 * resolution.xy ) ) - 1.0
[21:42:03] <Stragus> Preferably precompute 2.0/resolution.xy and multiply by that instead of dividing by ( 0.5 * resolution.xy )
[21:45:07] <ZeroWalker> yeah the precompute has been done before hand
[21:46:38] <ZeroWalker> hence why i multiply in my math instead of dividing (as i know dividing is costly;d)
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[21:48:06] <Stragus> When you put float divides in GLSL, it's not actually more expensive but a lot less accurate, it uses some quick approximation
[21:48:41] <Stragus> It's generally good enough for graphics, like colors and stuff, but I wouldn't trust vertex positions to it
[21:49:32] <ZeroWalker> oh, that's good to know
[21:49:45] <ZeroWalker> i generally always try to use multiply if i can
[21:50:01] <Stragus> Yup, that's a pretty good idea
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[21:51:02] <ZeroWalker> if i do what you showed, i get the bottom left, i need to do like this to get the top left as i want it: http://paste.awesom.eu/S6Vp&ln
[21:51:33] <ZeroWalker> first the vec2(1,-1), and also substracting the size of the object on itself, else it starts with the bottom when it draws it
[21:51:37] <Stragus> Just wwap the sign of the .y precomputed value
[21:51:42] <ZeroWalker> or well, maybe not starts there, but yeah
[21:51:44] <Stragus> Just swap*
[21:52:04] <ZeroWalker> oh
[21:52:25] <ZeroWalker> ah yeah that would solved the vec2(1,-1)
[21:52:28] <ZeroWalker> good thought
[21:52:45] <Stragus> Use my equation and flip the sign of the precomputed .y thing
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[21:53:29] <ZeroWalker> okay my my thought wasn't even the same, and didn't work for shit, love my math skills
[21:54:38] <Stragus> vertex = ( ( VertexPosition.xy + InstanceOffset.xy ) * Thing.xy ) - 1.0; ~ On CPU: Thing.x = 2.0/width; Thing.y = -2.0/height;
[21:55:56] <ZeroWalker> then i thought right, damn math, must have missed a step
[21:56:25] <Stragus> Hrm wait, the - 1.0 will have to be + vec2( -1.0, 1.0 )
[21:56:31] <Stragus> (also flipping that)
[21:58:10] <ZeroWalker> not sure what you mean there, but do we really want to flip the entire thing, don't we want to just offset it to the top right from the middle?
[21:58:53] <Stragus> Not following that
[21:59:00] <Stragus> Just do this:
[21:59:06] <Stragus> vertex = ( ( VertexPosition.xy + InstanceOffset.xy ) * Thing.xy ) + vec2( -1.0, 1.0 ); ~ On CPU: Thing.x = 2.0/width; Thing.y = -2.0/height;
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[22:00:05] <chrisf> Stragus: modern implementations should be <= 2.5ulp
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[22:01:40] <chrisf> (is the 4.1 requirement)
[22:01:48] <ZeroWalker> yeah doing that, it works kinda. Problem is that it 0,0 will be outside the screen, but i can just offset that. But it doesn't really work different from what i did before i think, other than flipping the y (so - is up and + is down)
[22:02:06] <ZeroWalker> 2.5ulp?
[22:03:25] <Stragus> chrisf: Cool, not too bad
[22:05:03] <Stragus> ZeroWalker: 0.0 is not ouside the screen, it's exactly the corner
[22:05:12] <Stragus> Like I said before, maybe you want 0.5,0.5
[22:05:41] <ZeroWalker> ehm, must recheck then, must have done something wrong
[22:06:18] <Stragus> 0.5,0.5 would be the center of the top-left pixel
[22:07:08] <ZeroWalker> time for mspaint
[22:08:44] <ZeroWalker> Stragus, tadaa! https://abload.de/img/opengl-topleft004xup8.png
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[22:26:53] <s3a> Could someone please help me make my axes be coloured? main.cpp: http://dpaste.com/0B7P7WB fragment shader: http://dpaste.com/0TXHPD9 vertex shader: http://dpaste.com/294C57C Lines 470 to 473 are my attempt at colouring them.
[22:28:08] <s3a> (Before trying to colour the axis, I had axes, a grid and a cube.)
[22:28:16] <s3a> trying to colour the axes*
[22:31:14] <derhass> s3a: so what's the issue?
[22:31:33] <derhass> s3a: your fragment shader doesn't make sense
[22:31:34] <s3a> derhass, Well, nothing shows anymore.
[22:32:04] <s3a> derhass, I'm trying to make my fragment shader be able to take in varying colours.
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[22:33:05] <derhass> s3a: that shader shouldn't compile
[22:33:28] <s3a> is the main.cpp file correct, though?
[22:33:44] <s3a> derhass,
[22:34:16] <derhass> s3a: I don't know
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[22:35:03] <ZeroWalker> how is the shader wrong?
[22:35:27] <ZeroWalker> only weird thing i see is the myColour being uniform and also initialized
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[22:35:59] <ZeroWalker> not sure if you can do that, what happens if you use the uniform later, does it override that
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[22:36:12] <s3a> ZeroWalker, the initialization was to see if it worked
[22:36:15] <derhass> ZeroWalker: there is no initializer in that shader
[22:37:01] <ZeroWalker> ah ok
[22:37:17] <spear2> s3a: shouldn't you be writing the color out variable?
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[22:41:19] <s3a> Okay, would it be easier if I showed you guys the code that worked, and you could show me how to do things properly, instead of stating how bad my code is? :P
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[22:43:10] <spear2> s3a: well you probably aren't getting anything since the fragment shader shouldn't compile
[22:43:16] <spear2> are you checking compilation status?
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[22:45:02] <s3a> spear2, It's something like fragment comppilation failed, syuntax error, unpexted identifier, expecting $end, shader program linking failed
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[22:48:23] <spear2> s3a: something like this http://dpaste.com/14WX8KH i don't know if assigning my_colour there is legal might need to move it in main or use a different variable
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[22:55:00] <s3a> spear2, Thanks, but it still doesn't work with the shader like this ( http://dpaste.com/1P4HBWY ).
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[22:56:13] <s3a> spear2, Here's my last working code.: main.cpp: http://dpaste.com/1C3CHPF fragment shader: http://dpaste.com/25EJ9C3 vertex shader: http://dpaste.com/294C57C
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[23:06:46] <s3a> spear2, I'm thinking I need to add four colour coordinates after each three position coordinates (in the std::vector) and pass that to the fragment shader somehow.
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[23:10:13] <Stragus> You can interleave color and position attributes in the same buffer, sure
[23:10:57] <chrisf> s3a: this is what the stride and offset are for in VertexAttribPointer :)
[23:11:45] <s3a> chrisf, Is that all that I have to change?
[23:11:48] <s3a> Then, it should work?
[23:12:08] <chrisf> s3a: you will set up 2 attributes
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[23:19:48] <s3a> chrisf, I have the second glVertexAttribPointer as glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3, (GLvoid*)0); The stride is set to 3, but it's still not drawing anything. :( main.cpp: http://dpaste.com/24Q7V1B
[23:21:32] <chrisf> the stride should be the number of bytes from the start of one vertex to the start of the next.
[23:21:36] <Stragus> A stride of 3 bytes?
[23:21:58] <Stragus> And an offset of 0 bytes for a second attribute also sounds wrong
[23:22:44] <chek> it's second in the code, first in its VAO
[23:22:53] <chrisf> the offset should be the number of bytes from the start of a vertex to the start of the attribute
[23:22:56] <chek> or actually third in the code, all 3 separate VAOs
[23:23:11] <chrisf> this all goes in one VAO.
[23:24:01] <Stragus> Begin by deciding if you are going to interleave attributes or use multiple buffers
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[23:27:45] <chrisf> https://hastebin.com/fixoyiziti.cpp
[23:29:53] <chrisf> is the general shape of what you want, if your data is a flat vector of floats.
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[23:40:39] <s3a> chrisf, Sorry if I'm asking stupid things, but could you please tell me what is currently wrong?: http://dpaste.com/0CMA9JW
[23:41:44] <chek> gridVert is a vector of vec3s
[23:41:57] <chek> that's not going to fit your vec3,vec4 setup
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[23:43:29] <chrisf> there are at least 2 problems here: 3+3=6, and you never set up attribute 0 for axeVAO.
[23:43:30] <chek> then there's the code at lines 310 to 323, what's happening there
[23:43:31] <s3a> chek, o ya. so i need to make them all vec4 with the last parameter as 1?
[23:43:51] <chek> or you can make them all vec3 if you only want vec3's
[23:43:56] <chrisf> s3a: you can have the data however you want, but you need to be consistent.
[23:44:03] <chrisf> 3 + 3 != 7.
[23:44:51] <chrisf> half your axis setup also adds to gridVert instead of axeVert
[23:45:20] <s3a> i thought they were 4. i guess I'll change the glVertexAttribPointer.
[23:45:22] <s3a> 2 secs
[23:45:22] <chrisf> i think you've confused yourself in general here.
[23:45:35] <chrisf> :308-:323.
[23:46:19] <chrisf> at :424 you need /2/ calls to VertexAttribPointer; one for the positions; one for the colors
[23:46:49] <chrisf> (and 2 calls to EnableVertexAttribArray
[23:47:14] <s3a> o ya also to the 308 or 310 to 323 :P
[23:50:41] <s3a> chrisf, Does that mean that I have to replace line 424 with glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6*sizeof(GLfloat), (GLvoid*)0);glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6*sizeof(GLfloat), (GLvoid*)0);?
[23:52:20] <Stragus> One of these is going to need an offset
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[23:55:30] <Stragus> And when you get a chance, use 4 uin8_t for the colors, it's rather silly to use floats for that. And it's good practice to understand how all this stuff works
[23:57:34] <chek> one step at a time
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[23:59:46] <chrisf> "understanding first, copypasta never" tends to work pretty well
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   February 8, 2018  
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