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[00:17:42] <ZeroWalker> okay now i need to start dig into the damn thing, been so tired all day so haven't had the energy;(
[00:17:51] <cfoch_> Hello
[00:17:53] <ZeroWalker> will make some coffe then it's time to try to learn something new
[00:17:57] <ZeroWalker> hi hi
[00:17:58] <cfoch_> I have this error
[00:18:00] <cfoch_> main.cpp:65:3: error: ‘glGenVertexArray’ was not declared in this scope
[00:18:26] <cfoch_> what can I use instead?
[00:18:48] <derhass> glGenVertexArrays
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[00:25:27] <cfoch_> sorry for such dumb question
[00:31:34] <ZeroWalker> don't worry, i ask stupid questions all the time;)
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[00:55:10] <zid> hrmph, my texture is 1 pixel wide on this model for some reason, how odd
[00:55:20] <zid> using the same shader as another textured model which is fine
[00:57:24] <zid> Image is fine in my debugger, UVs look fine, all 0-1 range and different combinations of 0 and 1
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[01:00:56] <zid> 3d graphics are hard :(
[01:01:10] <ZeroWalker> i would like to see the 1 pixel wide texture in action
[01:02:06] <zid> https://i.imgur.com/Rz8MRLk.png
[01:02:19] <zid> It's correct left-right
[01:02:26] <zid> but repeating top to bottom the same pixel
[01:03:37] <zid> https://i.imgur.com/SE4YvXO.png (with the tetxures swapped)
[01:04:09] <zid> It's not doing it on the monkey, there's an 8 above his mouth you can see
[01:05:10] <zid> (My UV mapping is terrible on the monkey, I know)
[01:05:28] <ZeroWalker> hmm, kinda confused to how it's supposed to look
[01:05:53] <zid> like a square texture
[01:05:56] <zid> not a 512x1 texture
[01:06:11] <zid> that's just one pixel row of the source texture repeating
[01:06:18] <zid> it should be all different stuff like the monkey
[01:06:30] <ZeroWalker> and to be clear, i am totally noob on this stuff, so don't expect me to actually get how this is setup or anything. I can draw 2D stuff with textures at best, just learned a bit about indexed and instanced rendering
[01:07:15] <ZeroWalker> but which link shows that, i mean the first one looks weird on the monkey, the other looks just more weird, but none looks like a 1 pixel width
[01:07:23] <ZeroWalker> except hte background perhaps on the second image
[01:07:29] <zid> yes, I'm talking about the bg
[01:07:31] <zid> the monkey is fine
[01:07:35] <zid> but they both use the same render path..
[01:07:58] <zid> even on the first image it repeats every pixel vertically
[01:08:07] <chek> are the walls actaully going some extreme distance causing them to stretch?
[01:08:25] <zid> chek: The aspect of the walls is between 2:1 and 1:1 (depending on the wall
[01:08:29] <zid> it's looking more like 512:1
[01:08:42] <ZeroWalker> ah
[01:08:46] <ZeroWalker> okay then i get it
[01:08:48] <zid> so it'd maybe stretch it 2 pixels for every 1 pixel of texture, but I shouldn't get the SAME pixel on every x coord
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[01:09:17] <zid> the geometry IS the only difference I think of though, so it might be relevent
[01:09:24] <ZeroWalker> i thought the second image might have just been you trying to do some "metal wall", cause it looks kinda cool
[01:10:52] <ZeroWalker> i don't actually get how the texcoord is supposed to go to from vertex to frag. Sometimes i can just use the texcoord as input and then output, other times i need to use the vertex positions themselves to not make it corrupted
[01:10:58] <ZeroWalker> (probably obvious stuff)
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[01:13:03] <zid> https://i.imgur.com/Te2T2mL.png moved things around and removed the monkey
[01:13:34] <zid> That's the wall that would have been 'behind' you
[01:13:58] <chek> shader source?
[01:14:12] <zid> http://codepad.org/XvWJcCpa
[01:14:18] <zid> same one I use for the monkey
[01:14:22] <ZeroWalker> what changes did you do from image 1 and 2, is it just the rendering path?
[01:14:39] <zid> ZeroWalker: I swapped two strings in an array so the textures bind to the opposite object
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[01:15:17] <ZeroWalker> so, wall binds to monkey and monkey to wall:s?
[01:15:29] <zid> yea
[01:15:56] <ZeroWalker> huh, even my mind shows some promise at times;U
[01:16:43] <ZeroWalker> well, as a total beginner i would think that the geometry does play a huge role.
[01:17:06] <zid> It shouldn't, only the UV coordiantes
[01:17:10] <ZeroWalker> It seems weird if a texture would map the same on a flat square vs a obscure globe
[01:17:22] <ZeroWalker> ah, well there goes my thought;(
[01:17:46] <zid> I am losing an axis somewhere and I don't know hoooow
[01:18:18] <chek> source where you set the attributes?
[01:18:30] <ZeroWalker> what's n, is that the position?
[01:18:33] <zid> which attributes
[01:18:49] <zid> n is the texel or whatever
[01:18:59] <ZeroWalker> oh
[01:19:23] <ZeroWalker> ah
[01:19:42] <ZeroWalker> mine is just like: vec4 color = texture(sampler,texCoord); XD
[01:20:04] <zid> Mine almost does the same thing but tosses in a shitty lighting calc :P
[01:20:09] <chek> wherever you're use glVertexAttribPointer or whatever
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[01:20:35] <zid> chek: Called three times, to set the components of the verticies up, same for cube and monkey
[01:20:39] <zid> both run through the same code
[01:21:02] <zid> http://codepad.org/r6vJNQT5
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[01:21:12] <zid> Just sets up the stride for my 8 component verts
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[01:21:30] <zid> so that you get x,y,z nx,ny,nz u,v
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[01:21:47] <zid> although that doesn't look right does it
[01:22:03] <derhass> zid: your offset for attrib 2 overlaps with attrib 1
[01:22:05] <zid> boom, thanks chek
[01:22:11] <zid> 5->6
[01:22:32] <zid> The normals on the cube all point cardinally so I was getting no interpolation over them :D
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[01:23:05] <zid> (And I was incorrectly using a normal + u instead of u + v)
[01:25:09] <zid> Lesson learned: 3+3 is 6 not 5
[01:25:24] <zid> I think at some point I swapped the order of the vert components and missed that one place :(
[01:25:36] <zid> https://i.imgur.com/A2T686q.png
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[01:28:04] <ZeroWalker> so wait, the problem was that 3+3 did not equal 5
[01:28:09] <zid> correct
[01:28:16] <ZeroWalker> damn math
[01:33:51] <ZeroWalker> hmm, but i don't get it, when using my textures, i can't use the 0 to 1 texcoord, it just caused a glitchy mapping
[01:34:01] <ZeroWalker> but if i just use the vertex position instead, it works fine
[01:34:05] <zid> because you're not doing it right :P
[01:34:21] <ZeroWalker> well xd
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[01:35:30] <ZeroWalker> http://paste.awesom.eu/phZs
[01:38:36] <zid> why do you even have texture coordinates there
[01:39:04] <derhass> zid: __crt_countof doesn't make the slightest sense
[01:39:15] <ZeroWalker> i duno, why shouldn't it be there?
[01:39:15] <zid> I've never even heard of it, I think he means sizeof
[01:39:35] <ZeroWalker> wait, it's the size there, isn't it the amount of vertices?
[01:39:37] <zid> ZeroWalker: It's not hooked up to any geometry, and I don't even see a texture for that matter
[01:39:43] <zid> ZeroWalker: sizeof(a)/sizeof(*a)
[01:39:49] <zid> gives you the amount of elements in an array
[01:39:53] <ZeroWalker> yeah that's what __crf_countof does
[01:39:58] <ZeroWalker> crt
[01:40:02] <zid> but is some bizzare thing that only works on one compiler
[01:40:15] <ZeroWalker> well i do have my own definition
[01:40:26] <ZeroWalker> just didn't bother to include it there yet
[01:41:06] <zid> #define ARRSIZ(x) sizeof((x))/sizeof(*(x))
[01:41:40] <chrisf> do not use your C runtime's implementation guts directly
[01:41:55] <ZeroWalker> and well as for the geometry, that's made later, no real reason for it though, it's just this way cause it's my playing around getting stuff to work
[01:42:11] <zid> ZeroWalker: Geometry and UV need to be tied together into a verte
[01:42:33] <zid> You can't process one or the other at different times, you need to know the UV *of* the point
[01:42:40] <ZeroWalker> well the vertices and the uv are in the vertex shader if that's what you mean
[01:42:54] <zid> not according to this C or shader source
[01:42:55] <ZeroWalker> and i mean, isn't hte uv supposed to be just 0-1 if you want full coverage
[01:43:12] <zid> ZeroWalker: In that case though, all your UVs are identical, and you STILL don't need to pass them in
[01:43:18] <ZeroWalker> well that's just one spot, it's not like i have that, and then start drawing it all xd
[01:43:23] <chrisf> ZeroWalker: have you got confused and created more VAOs?
[01:43:32] <chrisf> your paste looks confused :)
[01:43:35] <ZeroWalker> no, i got 1 vao
[01:43:47] <zid> I have two now, took a lot of effort to go from 1 to 2, a lot of shit was hardcoded, heh ;)
[01:43:56] <ZeroWalker> one vao with the vertexdata, offset (instanced), texcoord
[01:44:22] <chrisf> are you fetching ALL the locations from the program now?
[01:44:37] <chrisf> i know the initial version of this just assumed 0 and 1
[01:45:10] <zid> ZeroWalker: My verticies are {{x,y,z},{nx,ny,nz},{u,v}}; so that I can relate position with normals with texture for every point on my model. Your code is more like {x,y,z} and also {{0,0},{1,0},{0,1},{1,1}}
[01:45:15] <ZeroWalker> not sure what you meant there chris
[01:45:45] <ZeroWalker> well it's all 2D, my mind can't comprehend 3D math as i can barely make 2D work
[01:45:51] <zid> drop the z out then
[01:45:53] <chrisf> ZeroWalker: attributes are linked to VS inputs via locations.
[01:46:02] <ZeroWalker> yeah, you mean like
[01:46:13] <zid> layout(location=0) in vec4 pos;
[01:46:13] <zid> layout(location=1) in vec3 norm;
[01:46:13] <zid> layout(location=2) in vec2 uv;
[01:46:13] <chrisf> ZeroWalker: i see you're wiring texId correctly
[01:46:23] <ZeroWalker> http://paste.awesom.eu/mFVt
[01:46:25] <ZeroWalker> stuff like that
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[01:47:14] <ZeroWalker> i think i remember doing like that zid, but i think there was something with it not being supported always
[01:47:26] <ZeroWalker> was a long time ago though
[01:48:48] <chrisf> it's supported by 330
[01:49:26] <ZeroWalker> i should probably move my texcoord and vao generation to there though.. it's split up cause i don't know where i should have it to make it clean. I kinda want it where i create the OpenGL Context, but then it's kinda weird as i have to extern all the ids to make them available where i actually will use them (as the context stuff is just created once anyway)
[01:49:30] <ZeroWalker> ah, that's awesome
[01:50:09] <ZeroWalker> but still, isn't it more convinient to use the "GetLocation", makes it easier to know what's going on, instead of just writing a number cause you set it in the shader manually?
[01:50:49] <chrisf> i dont like to /ask/ the GL for anything i dont have to
[01:51:03] <ZeroWalker> reason?
[01:51:12] <zid> might mean a trip to the gpu
[01:51:14] <zid> who wants that
[01:51:22] <zid> and it's state you already knew at some point anyway
[01:51:27] <zid> just remember it for longer
[01:51:31] <chrisf> you know your conventions
[01:51:31] <ZeroWalker> true
[01:51:47] <zid> opengl isn't a key-value store :P
[01:52:03] <ZeroWalker> though, hmm, is the location program based?
[01:52:06] <chrisf> and you dont want the vertex setup to change from shader to shader just because the GLSL linker happened to lay out the locations a different way
[01:52:20] <ZeroWalker> meaning, location=0 in vertex will prevent another shader in the same program to use it
[01:52:46] <ZeroWalker> not sure what you meant there
[01:52:48] <chrisf> ZeroWalker: each shader has its own set
[01:53:26] <chrisf> ZeroWalker: some GLSL linkers will assign locations in source file order
[01:53:31] <chrisf> some will sort them
[01:54:04] <chrisf> things you dont use may or may not get dropped out
[01:54:17] <chrisf> better to just nail it down and be done
[01:54:58] <chrisf> doesnt have to be magic numbers-- define yourself an enum for it
[01:55:16] <ZeroWalker> but wait how does uniform work then, i mean it has no clue which shader it's supposed to be at right?
[01:55:17] <chrisf> this doesnt sound like the issue though
[01:55:25] <ZeroWalker> so what is several shaders have the same location
[01:55:43] <chrisf> uniforms are part of the shader program state
[01:55:55] <chrisf> (this is why you have to UseProgram first)
[01:56:08] <chrisf> (or use ProgramUniform)
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[01:56:21] <ZeroWalker> ah, or well i say ah but don't kinda grasp it (the linker stuff), nevertheless it seems better to make it prevent that if it Can make issues
[01:56:48] <ZeroWalker> but uniform can also use locations?
[01:58:07] <chrisf> uniforms do have locations, yes
[01:58:28] <chrisf> the uniform location space is separate from vertex inputs
[01:58:37] <ZeroWalker> ah
[01:58:43] <chrisf> you cant use the location qualifier on uniforms until 4.something
[01:59:03] <ZeroWalker> oh, so it's the normal "GetLocation" for them?
[01:59:18] <chrisf> yes, or you migrate away from loose uniforms and use uniform blocks instead
[02:00:05] <chrisf> (you put a structure of the right shape in a buffer object, and use that as uniforms)
[02:00:14] <ZeroWalker> don't really use them a ton right now, just see them as a simple way to change data in a shader
[02:00:42] <chrisf> loose uniforms are ~fine if you dont have many of them, and if their values are coming from the CPU always
[02:01:04] <ZeroWalker> so, basically, i could add extra data in my position data that has the "uniform data", and if i wanted the frag shader to use it, i could just pass that along?
[02:01:36] <chrisf> it's done with a separate buffer, using a different binding point than ARRAY_BUFFER.
[02:01:40] <zid> but you should know anyway which shader is responsible for that data
[02:01:54] <zid> else how did you get either the shader or the data into memory? void **Idon'tknowwhatthisis.
[02:01:56] <chrisf> (UNIFORM_BUFFER!)
[02:02:16] <chrisf> this is all stuff for another day, though :)
[02:02:22] <zid> for mine I just have struct object { GLuint vao, shader, tex; struct mesh m };
[02:02:50] <ZeroWalker> well i thought it worked like i just added stuff along with the other stuff as a "cheap ticket" hence why i thought you had to go through the vertex shader etc
[02:02:53] <zid> then to render that object you do bindvao, useprogram, bindtex, glDrawElements(m)
[02:03:10] <ZeroWalker> yeah clearly, but didn't even know there was such a thing so that's good
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[02:05:59] <chrisf> ZeroWalker: natural ways to structure this will pop up as you get more familiar with GL
[02:06:32] <ZeroWalker> yeah hoping so, as currently i am not always sure what access i need to stuff etc, so that's why it's all random
[02:06:56] <ZeroWalker> and i am a super slow learner so not expecting much from myself, but it's fun nevertheless;D
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[02:30:43] <ZeroWalker> hmm, still can't figure out why the texcoord is wrong. Can it have to do with the square i am drawing using indexing instead of TRIANGLE_FAN as before, making the coordination out of order or something?
[02:31:00] <ZeroWalker> cause i noticed if i make it draw 2 triangles (in texcoord) so to speak, it looks better
[02:32:25] <zid> did you ever connect your uvs to your position vectors?
[02:34:15] <ZeroWalker> don't think so, i either just use the position directly (and it draws fine) or use the texcoord directly (glitchy)
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[02:35:26] <zid> position directly makes sense because you're essentially 'connecting' your positions to uvs
[02:35:43] <zid> they just happen to be the same as the positions, which works fine for quads with an origin of 0
[02:36:05] <zid> texcoord directly makes no sense, because you have no idea which vertex is being processed
[02:36:36] <ZeroWalker> origin of 0?
[02:37:04] <zid> if your quad is at -234,-438
[02:37:10] <zid> its position won't work great as UVs
[02:37:41] <zid> but if you keep its coordinates centered around 0,0, and just transform it by -234,-438 that'd be fine
[02:38:24] <zid> You're still going to run into issues when you want to do anything /other/ than put square textures onto squares though. Like flip a texture or do a portion of a texture, etc.
[02:38:41] <zid> The data that encodes 'I want this portion of a texture in this orientation' *is* what a uv is
[02:38:48] <zid> so if your vertices don't have uvs, you can't encode that
[02:40:06] <ZeroWalker> hmm, so basically, it works cause my vertices covers the entire thing (-1 to 1), and then i just scale and offset the thing in the vertex shader
[02:40:23] <ZeroWalker> but if the vertex data was any different, it wouldn't work?
[02:40:36] <zid> right
[02:40:45] <zid> you're doing an optimization trick, currently
[02:41:01] <zid> because you happen to know your position in local space and position in uv space are always the same
[02:41:09] <zid> so you're doing in vec2 pos; uv = pos;
[02:41:14] <zid> rather than in vec2 pos,uv
[02:41:54] <ZeroWalker> ah, well it's basically i just didn't get texcoord to work and used the pos and it worked, and i didn't understand why
[02:42:07] <zid> well, I just explained why
[02:42:11] <ZeroWalker> yeah i know
[02:42:12] <ZeroWalker> i meant before
[02:42:33] <zid> http://codepad.org/rupS9vEl
[02:42:36] <zid> Which is why I have this
[02:42:39] <ZeroWalker> so i would probably want uv to work rather than just be lucky with that this currently happen to works;d
[02:42:50] <zid> my vertices are float[8]s
[02:43:06] <zid> and this code gives it to opengl as a float[3] float[3] and float[2]
[02:43:50] <zid> In your case it'd be float[2] and float[2], xy and uv
[02:44:12] <zid> although gl just has a native vec4 type so you could probably use that
[02:44:16] <ZeroWalker> oh, didn't know you could do it like that. Does the last parameter play part in the offset?
[02:44:23] <zid> the point is, you need {x, y, u, v}
[02:44:30] <zid> else you don't have all the data at the same time
[02:44:49] <ZeroWalker> yeah currently i has vec2 pos, and vec2 texcoord (uv)
[02:44:52] <ZeroWalker> so, i got both
[02:44:56] <ZeroWalker> but, yeah
[02:45:01] <zid> that's "the point is at -1,-1 and its texture position is 0,0.4" or whatever
[02:45:04] <zid> it's a single point
[02:45:19] <zid> You can think of it like four axes, or like two positions, whatever you want, the point is it's part of the same 'unit'
[02:45:35] <zid> If you only have half a vertex you can't 'fix' that by messing around with shader code
[02:46:16] <zid> ZeroWalker: Except your code showed you didn't have both
[02:46:24] <zid> You passed /constant/ uvs in
[02:46:32] <zid> that's the same as {x, y, 0, 0} or whatever
[02:46:45] <zid> you want the uv to match the xy
[02:46:49] <ZeroWalker> http://paste.awesom.eu/1SeL
[02:46:54] <ZeroWalker> there's my vertex shader
[02:47:15] <zid> you're not sampling a texture at all there
[02:47:25] <zid> oh vertex
[02:47:27] <ZeroWalker> that happens in the fragmentshader
[02:47:32] <ZeroWalker> yeah;d
[02:47:42] <ZeroWalker> frag: http://paste.awesom.eu/fsWU
[02:48:49] <zid> this seems roughly sane
[02:48:55] <zid> your opengl code earlier defintely wasn't though
[02:49:59] <ZeroWalker> well not sure what hte problem was there, other than that i only showed the texCoord and not the vertex part
[02:50:14] <ZeroWalker> they are all sent to the gpu though, as the shaders show
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[03:13:09] <ZeroWalker> but so, ehm, how am i supposed to solve the uv issue, didn't quite get that
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[03:23:59] <zid> connect them to your xy
[03:24:04] <zid> so your vector is xyuv
[03:24:18] <zid> You can't seperate them they are part of the same verte
[03:24:59] <zid> Either by delivering a vec4 xyuv to the shader, or by delivering two vec2s which you made by splitting your xyuv
[03:26:24] <zid> Then your shader code is either in vec4 vertex; vec2 pos = vertex.xy; vec2 uv = vertex.zw; /or/ in vec2 pos; in vec2 uv;
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[04:01:41] <ZeroWalker> i currently got the last one, pos and uv, but i need to do some fancy stuff when sampling to make it work right?
[04:02:45] <zid> no
[04:02:54] <zid> you still don't get it I don't think
[04:03:05] <zid> The uv is *part of the vertex*
[04:03:45] <agrecascino> i know it has nothing to do with opengl
[04:03:50] <agrecascino> but like
[04:03:59] <agrecascino> can someone help me with reflections in my raytracer
[04:04:15] <zid> angle of incidence is equal to angle of reflection, hope that helps
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[04:04:34] <agrecascino> i mean like
[04:04:51] <agrecascino> i'm pretty sure i'm calculating the reflection direction vector correctly
[04:04:57] <agrecascino> but it acts like it's not normalized
[04:05:12] <agrecascino> in that when i get close to the reflections, the objects disappear from it
[04:05:33] <ZeroWalker> apparently, this is rather confusing, will have to read up on this
[04:06:28] <zid> It's not confusing at all, you just need to stop thinking as a vertex as just a position
[04:06:45] <zid> It's a whole collection of attributes
[04:06:47] <zid> some of which are position
[04:08:46] <ZeroWalker> well the confusing part is that i am using uv and pos, but uv is incorrect for it's purpose, and that's what i am trying to understand
[04:09:03] <zid> ZeroWalker: give me an example vertex
[04:09:16] <ZeroWalker> it's the same i gave you before
[04:09:28] <zid> see, you failed the thing I just told you
[04:09:41] <zid> your vertices have FOUR components, not two
[04:09:49] <zid> (should have)
[04:10:35] <ZeroWalker> it has for, xy, uv?
[04:10:40] <ZeroWalker> four*
[04:10:54] <zid> "Amount long the x axis, amount along the y axis, amount along the u axis, amount along the v axis"
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[04:12:31] <agrecascino> any ideas?
[04:12:34] <agrecascino> idk
[04:12:52] <zid> you have a bug, or you did it wrong in theory too
[04:12:57] <zid> impossible to offer anything greater
[04:14:23] <agrecascino> like
[04:14:24] <agrecascino> https://pastebin.com/7MbLpZT9
[04:14:27] <agrecascino> is my reflection code
[04:14:36] <agrecascino> (it's an opencl shader)
[04:16:07] <spear2> is gl_FragColor deprecated in OpenGL 3.3? i can still use it with #version 330 core without errors
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[04:27:14] <xaxxon> spear2: you should use an out vec4
[04:28:15] <xaxxon> it was supposedly deprecated in ogl3
[04:28:16] <xaxxon> .0
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[04:30:11] <xaxxon> deprecated shouldn't give errors.. that's the point is to let you keep using it until you get migrated
[04:30:16] <zid> What is the 4th component for there
[04:30:21] <zid> My screen doesn't have alpha
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[04:32:25] <xaxxon> maybe if your pixel format doens't have alpha it would be a vec3? I don't know
[04:33:30] <ZeroWalker> okay think i figured it out, the problem is that my vertex position were 0 to 1 instead of -1 to 1. don't remember why i did that, but i seem to need to have it in order for my pixel positioning to work out
[04:33:44] <ZeroWalker> gotta love that memory of mine
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[04:52:50] <ZeroWalker> well kinda solved it with the vertex shader, anyhow, i can't seem to get the texture to be oriented correctly. I can make the vertically correct, but not horizontally
[04:53:19] <ZeroWalker> i can solve this by simply flipping the uv.x in the vertex shader though, but i guess it would be better to have it correct in the first place
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[05:12:33] <bookmark> hi
[05:17:03] <bookmark> i'm trying to get my .OBJ file loader working on ATI graphics cards
[05:17:31] <bookmark> um... i have a zip file where it runs on nvidia but fails on ati if anyone has an ati card and could try and help me.?
[05:17:47] <bookmark> https://mega.nz/#!sjg01CYS!H9Dk_RzINQ7s1as4M_OpIivD_6oD5nP4tyHyC-18vbE
[05:17:53] <bookmark> https://mega.nz/#!sjg01CYS!H9Dk_RzINQ7s1as4M_OpIivD_6oD5nP4tyHyC-18vbE
[05:17:56] <bookmark> whoops
[05:17:58] <bookmark> sorry
[05:18:03] <bookmark> pasted it twice
[05:18:10] <bookmark> but yeah there it is
[05:18:47] <bookmark> i can't figure out what i might be doing wrong
[05:19:39] <bookmark> probably too many warnings in the compile to be a legit test case though
[05:21:08] <bookmark> I also have an executable that WILL run on the ati but its very much simpler
[05:21:38] <bookmark> i could also check for gl error strings if there are any
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[05:22:06] <bookmark> but any help would be appreciated
[05:22:27] <brallan> Hello guys. I am facing some issues showing a simple image with OpenGL and Qt (C++), can you help me? https://stackoverflow.com/questions/48716100/render-simple-image-with-fbo
[05:25:57] <bookmark> does it have to be QT?
[05:26:13] <brallan> bookmark: Yes, it does
[05:26:24] <bookmark> i have a glad example
[05:26:54] <brallan> bookmark: *-*
[05:26:59] <zid> Doesn't lok like you're actually doing any rendering
[05:27:03] <zid> just fiddling with a bunch of state
[05:27:16] <spear2> xaxxon: i see, thanks, i thought maybe specifying 'core' would prevent using deprecated features
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[05:28:05] <xaxxon> core turns off compatibility -- but that's OLD skool compatibility stuff... fixed-function stuff, not old shader stuff
[05:28:17] <brallan> zid: well, using glClearColor render something
[05:31:11] <bookmark> brallan does your program clear?
[05:31:23] <bookmark> the screen
[05:31:58] <bookmark> the viewport i mean
[05:35:26] <bookmark> hey did my download link work?
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[05:35:50] <brallan> bookmark: if I want to render one frame... is that necessary? Maybe I need to investigate how to do that
[05:36:05] <bookmark> well it will tell you if the context loaded
[05:36:13] <bookmark> but there are other ways to do that
[05:36:21] <bookmark> i'm just wondering if you have a loaded context
[05:36:33] <brallan> bookmark: yes I am sure of that
[05:36:58] <bookmark> so you have a red window?
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[05:37:29] <brallan> bookmark: I can paint a red window. I think that demonstrated that OpenGL is working
[05:37:51] <bookmark> ok then i can send you some code that uses GL to draw a textured quad
[05:38:01] <brallan> bookmark: please
[05:38:09] <bookmark> one min
[05:39:33] <bookmark> https://mega.nz/#!BnwHhJ6B!VLFN33h4D5TTQtZQzuswdOan_QNyUUMkilsguh3ZWq4
[05:39:39] <bookmark> now thats for glad
[05:39:50] <bookmark> but you probably know enough c++ to make something happen
[05:40:04] <bookmark> just copy in the variables im using
[05:40:21] <brallan> bookmark: ok give me a second
[05:40:33] <bookmark> you'll have to do something with the shader.h
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[05:40:39] <bookmark> include it
[05:40:51] <brallan> ok
[05:41:14] <bookmark> and load_Texture.h too
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[06:52:11] <bookmark> nevermind dudes i found out what it was
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[06:53:12] <bookmark> glEnable(GL_DEBUG_OUTPUT); had something to do with the crash on ati
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[07:29:19] <notadeveloper> is BSP task expensive?
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[07:36:30] <zid> Anyone ever imported assets from a game into one of their scenes? I found bsp to blender to obj and tried the hl2 citadel but I have no textures
[07:36:36] <zid> quake loaders only exist for quake 1, etc
[07:36:47] <zid> wondering if anyone knew an easy path to rip some nice stuff off
[07:37:09] <bookmark> i have a bsp to map converter
[07:37:15] <bookmark> i think
[07:37:21] <bookmark> could be wrong though
[07:37:26] <zid> yea quake1 is bsp
[07:37:26] <bookmark> you want it?
[07:37:29] <zid> I wanted DM17 from quake 3
[07:37:40] <bookmark> this convert to map which you could load in gtk radiant
[07:37:51] <zid> I actually wanted the forest temple from ocarina of time but I was too lazy to dump it myself :P
[07:37:54] <bookmark> i think it keeps the textures
[07:38:12] <bookmark> i feel ashamed to rip off someone elses levels
[07:38:14] <bookmark> i just make my own
[07:38:29] <bookmark> though i've loaded one or two quake maps in my engine
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[07:38:34] <bookmark> just for fun
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[10:37:01] <zid> https://i.imgur.com/YZI0XGk.jpg aha!
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[10:58:14] <zid> What's the typical dumb way to do multiple textures on an object, one draw call per texture with all the verts that use that texture, or passing in all the textures and tagging each vert with a texture number?
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[12:09:46] <bookmark> hi
[12:10:46] <bookmark> i have some code to fetch gl errors that works fine on nvidia but it crashes on ati hardware
[12:11:00] <bookmark> does anyone know code to get gl errors on ati hardware?
[12:11:08] <bookmark> error strings i mean
[12:11:36] <zid> use a buffer that is actually big enough to retrieve them if the ati hw gives a really long error, instead of crashing? :P
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[12:13:12] <bookmark> ah yeah that might be the issue
[12:13:17] <bookmark> ill give that a try thank you
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[12:32:58] <bookmark> nah its just crashing
[12:33:30] <bookmark> its not the buffer size because a single message about the shader not compiling is crashing it
[12:34:00] <bookmark> at least thats what i gather
[12:34:23] <bookmark> i got my nvidia hardware to give one message back
[12:34:42] <bookmark> then i ran it on the ati hardware and it crashed
[12:34:56] <bookmark> and it wasn't a very long message either
[12:35:29] <zid> valgrind it? :p
[12:36:00] <bookmark> i think maybe i'm calling it at the wrong point in the program?
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[12:44:49] <karalaine> bookmark, calling what exactly? shader compilation? infolog?
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[13:02:04] <bookmark> https://www.khronos.org/opengl/wiki/Debug_Output
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[13:02:11] <bookmark> i used the code on this page at the bottom
[13:02:34] <bookmark> it crashes when i do: glEnable ( GL_DEBUG_OUTPUT );
[13:03:48] <zid> http://codepad.org/IYxTNSfw
[13:03:50] <zid> possibly related
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[13:09:32] <bookmark> my bad actually its crashing on this: glDebugMessageCallback( (GLDEBUGPROC) MessageCallback, 0 );
[13:09:38] <bookmark> the final line ther
[13:10:03] <zid> does it crash if you do MessageCallback(0,0,0,0,0,0,0); ?
[13:10:09] <zid> or whatever else
[13:10:16] <zid> aka is that a valid function pointer with the right prototype
[13:10:18] <bookmark> ill try
[13:10:40] <bookmark> what does ARB mean?
[13:10:56] <zid> https://stackoverflow.com/questions/2033514/what-does-arb-mean-in-the-opengl-functions
[13:11:17] <zid> Just means I copy pasted from the RFC and not the actual final spec
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[13:14:58] <karalaine> bookmark, what is this hardware you are running? glDebugMessageCallback needs at least 4.3 context or corresponding extension (KHR_debug or ARB_debug_output)
[13:15:38] <zid> and it may have to be a debug context, says the rfc
[13:15:40] <bookmark> um... some old mobility ati
[13:18:08] <karalaine> yeah if its branded ATI its definately too old
[13:18:11] <bookmark> well i'm using sdl
[13:18:18] <bookmark> hmm
[13:18:33] <bookmark> they didn't have glsl debugging back in the day?
[13:18:36] <karalaine> although there is some amd branded mobility cards
[13:18:47] <karalaine> glsl yeah but not debug callback
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[13:22:31] <bookmark> CHECK_TRUE( SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3) );
[13:22:31] <bookmark> CHECK_TRUE( SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1) );
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[13:22:49] <bookmark> those were my settings
[13:22:51] <karalaine> 3.1? That doesnt make much sense
[13:23:06] <karalaine> 3.3 should work everywhere where 3.1 works
[13:23:24] <bookmark> and glDebugMessageCallback was working though
[13:23:31] <bookmark> on an nvidia card
[13:23:32] <chek> there are some intel hd drivers which only go to 3.1
[13:24:02] <bookmark> but i mean when you said 4.3
[13:24:28] <bookmark> would that be like: CHECK_TRUE( SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR _VERSION, 4) ); CHECK_TRUE( SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR _VERSION, 3) ); ??
[13:24:39] <karalaine> yeah
[13:24:48] <bookmark> oh alright
[13:25:05] <bookmark> well like i said the glDebugMessageCallback was working
[13:25:18] <bookmark> so it doesn't "require" 4.3
[13:25:27] <karalaine> but SDL might give you higher version that you request
[13:25:30] <bookmark> at least not on all hardware
[13:25:36] <karalaine> (or not SDL but driver)
[13:25:36] <bookmark> oh
[13:25:44] <bookmark> oh
[13:25:46] <bookmark> :)
[13:25:50] <karalaine> check what you get
[13:26:05] <bookmark> hmm no idea how but could google that i guess
[13:26:18] <karalaine> yeah cant recall how to do it in SDL
[13:26:56] <karalaine> for debug context you use SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
[13:28:18] <bookmark> yeah i've tried that
[13:30:31] <bookmark> ok maybe from a different angle
[13:30:36] <bookmark> i'm getting a 1282
[13:30:46] <bookmark> anyone know what that could be ?
[13:30:54] <bookmark> Set when the state for a command is not legal for its given parameters.
[13:31:16] <bookmark> like an example?
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[14:49:31] <bookmark> i found out what it was
[14:49:33] <bookmark> i think
[14:49:51] <bookmark> i wasn't checking my locations for -1 value because i'm not using a lot of the
[14:49:52] <bookmark> them
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[15:53:10] <cptcel23> hey all, i have a 3d texture and i'm trying to work out how to copy it to another 3d texture - does anyone know i have to attach each layer to a framebuffer and copy it seperately or is there an easier way..?
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[15:54:41] <derhass> cptcel23: glCopyImageSubData
[15:55:23] <cptcel23> aha looks good thanks derhass!
[15:57:48] <ZeroWalker> guten morgen
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[16:22:24] <mkjl> could someone point me to a sample code for loading and displaying models with assimp?
[16:22:53] <bookmark> can anyone see something wrong with this? http://codepad.org/Y6sWFrhU
[16:23:40] <bookmark> im getting a 1282 on it
[16:24:14] <bookmark> no sorry a 1280
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[16:31:50] <mkjl> can opengl 3.3 code be run on a card that supports 2.1 aw?
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[16:40:21] <ZeroWalker> let's see if i today can figure out why for some reason it draws one of my square at 0,0 even though there is no such position given, and it's always the second square, probably a obvious mistake somewhere
[16:42:19] <DarkUranium> ZeroWalker, how are you giving it a position? An uniform?
[16:42:35] <DarkUranium> it sounds like it might be some location mismatch (be it attribute or uniform)
[16:42:37] <ZeroWalker> no it's instanced, vertex attribute
[16:43:20] <ZeroWalker> but gotta clean some stuff up first so i can get a better picture of it, just using random floats, should do a struct with x,y to make it more obvious
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[16:45:24] <bookmark> how am i getting an invalid enum on there? : http://codepad.org/Y6sWFrhU
[16:46:07] <bookmark> GL_TEXTURE0 and GL_TEXTURE_2D are the enumerations aren't they?
[16:46:16] <bookmark> is that the right term?
[16:46:24] <bookmark> for those?
[16:48:31] <ZeroWalker> hmm, so i got two positions, (96,0), (128,0). But the drawing ends up being (0,0), (96,0). (visually that is)
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[16:50:27] <ZeroWalker> the buffers are made like this: http://paste.awesom.eu/v8FX&ln
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[17:03:59] <karalaine> bookmark, glActiveTexture(GL_TEXTURE0 + AC->polyVect.at( polyIndex).submeshes.at(submesh_index).g_textureID);
[17:03:59] <karalaine> <-- that + operation doesnt make much sense, textureId can be big number and you might just have two texture units (more is inmplementation dependent)
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[17:10:25] <karalaine> (nvm, I was reading ES docs)
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[17:17:51] <DarkUranium> ZeroWalker, and you're certain your projection & view matrices are correct?
[17:19:37] <bookmark> how can i see how many texture units my hardware supports?
[17:20:56] <karalaine> glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &texture_units);
[17:21:25] <karalaine> but you should track them somehow, now you are just blindly activating whatever your texture id happens to be
[17:21:46] <bookmark> ?
[17:21:54] <bookmark> i keep track of them in a structure
[17:21:59] <bookmark> sorry a vector
[17:22:19] <karalaine> you use same id for activateTexture and bindTexture
[17:22:28] <bookmark> oh
[17:29:06] <mkjl> can opengl 3.3 code be run on a card that supports 2.1 aw?
[17:29:21] <bookmark> i just tried and it doesn't run on my nvidia machine let alone the one with ati hardware
[17:29:48] <bookmark> it runs just give errors i mean
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[17:31:45] <karalaine> bookmark, what did you change?
[17:32:06] <karalaine> mkjl, 2.1 aw? what does aw stand for?
[17:33:05] <karalaine> most likely the answer is no, if you really have such old card, then 3.3 code cannot run because it might be using some features missing in hardware
[17:37:25] <derhass> well, the most likeliy answer is yes because a card supporting 3.3 also supports 2.1
[17:37:36] <derhass> it is just a pointless question
[17:44:20] <karalaine> hmm my memory fails me yet again it seems. I was sure that there was something in new in 3.3 but seems not
[17:46:18] <derhass> karalaine: no
[17:46:23] <derhass> karalaine: you got me wrong
[17:46:55] <karalaine> I mean new in *hardware-wise*
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[18:18:37] <mkjl> karalaine, a simple knowledge of abbreviations will lead you to aw standing for as well
[18:19:44] <karalaine> right, I was assuming something related to actual version
[18:26:12] <mkjl> derhass, so an OpenGL 3.3 won't work on 2.1? you see, I have an app in which I set core profile to 3.3 but I know that this card supports up to 2.1
[18:27:59] <derhass> mkjl: if your card supports *up* *to* 2.1, it by definition does not support 3.3
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[18:42:30] <ZeroWalker> well, i would hope so, there's not much to it, i write in positions in pixels, and it draws it accordingly
[18:42:48] <ZeroWalker> it works fine, except that there seems to always be one position that gets messed up or something
[18:44:27] <ZeroWalker> hmm or maybe not, might be more that gets messed up.. as it's not wrong with the data itself as far as i can see, there must be the shader, this becomes problematic if that's the case as it doesn't really do much
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[18:50:56] <mkjl> derhass, i just found that according to apple, my macBook supports 3.3 but nvidia says it's 2.1?
[18:52:07] <ZeroWalker> which gpu is it
[18:54:42] <derhass> mkjl: where is nvidia saying that?
[18:57:24] <Stragus> I'm guessing he created a compatibility context and asked the version
[18:57:49] <derhass> I'd guess the same
[18:58:02] <mkjl> Stragus, yes I have
[18:58:06] <mkjl> https://www.geforce.com/hardware/notebook-gpus/geforce-gt-330m/specifications
[18:58:11] <Stragus> So create a core context then
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[19:03:30] <bookmark> i finally figured it out and got my game working on my laptop
[19:03:44] <bookmark> it was that i had over 100 textures in memory
[19:03:51] <bookmark> only really needed like 10
[19:03:53] <bookmark> lol
[19:04:12] <bookmark> and on this old hardware it ran out of ids
[19:04:14] <bookmark> or whatever
[19:04:25] <derhass> you're trying to keep all trxtures bound at the same time?
[19:04:38] <bookmark> no not bound
[19:04:54] <bookmark> but created
[19:05:47] <bookmark> anyway long story short ill probably have to go back from bitmap fonts to object based fonts again.
[19:08:16] <ZeroWalker> actually was wondering how that worked, how many textures can you have bound at the same time?
[19:08:34] <Stragus> ZeroWalker: As many as you have texture units, but that's a bad idea
[19:08:50] <Stragus> Just change the texture and only use as many texture units as you need
[19:08:56] <derhass> ZeroWalker: in modern GL it is >= 80, but that is kind of a red herring
[19:09:27] <ZeroWalker> but wait, change texture, mustn't you reupload it to the gpu then for each change?
[19:09:40] <Stragus> What? No
[19:09:49] <derhass> Stragus meant to just bind another one
[19:10:03] <derhass> change the texture binding
[19:10:56] <ZeroWalker> hmm, let's see if i get the system right
[19:11:00] <ZeroWalker> first you generate an id
[19:11:16] <ZeroWalker> then you select which texture you want to be active and bind that id to it
[19:11:25] <ZeroWalker> then you set parameters and upload the data to the gpu
[19:15:46] <ZeroWalker> cause in that case, if you want to use several textures, wouldn't you have to keep rebinding and glTexImage2D?
[19:17:50] <Stragus> You just bind a different texture to the same texture unit, you don't glTexImage2D
[19:20:52] <ZeroWalker> hmm, but there's always a texture unit active right, so you need to basically have one that that's used when uploading them all, and then afterwards you can just use the id, change the texture unit and bind?
[19:22:10] <Stragus> You only need to use multiple texture units (and changing the "active" one) when your shaders use multiple textures _simultaneously_
[19:22:41] <Stragus> Otherwise, and it seems to be your case, stick to texture unit 0, and just bind different textures to it
[19:23:40] <ZeroWalker> ah, hmm must confuse when the texture unit is actually bound then, should probably upload 2 textures and then switch then to see how it works
[19:25:43] <derhass> ZeroWalker: https://www-user.tu-chemnitz.de/~heinm/tmp/texture_units.pdf
[19:27:08] <derhass> (that image is not correct, since each unit also has a set of different targets. but showing that there would make some reader's head explode)
[19:27:18] <bookmark> now all i do is just load the textures as they are drawn the first time
[19:27:58] <bookmark> and it works with the same code i posted ealier: http://codepad.org/Y6sWFrhU
[19:28:19] <bookmark> i just change the uniform that points to the texture
[19:29:03] <mkjl> Stragus, is this asking for core profile: glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
[19:29:56] <derhass> bookmark: that's a ver, very broken approach
[19:30:05] <ZeroWalker> hmm okay well just tried it out, had texture 0 active all the time. created and uploaded 2 different textures
[19:30:10] <mkjl> ?
[19:30:19] <ZeroWalker> to flip then i simply bound which i wanted afterwards (else the latest would be used)
[19:30:25] <bookmark> derhass, i thought it was smart cuz you only load the textures that are gonna draw
[19:30:36] <derhass> bookmark: that part isn't the broken part
[19:30:41] <bookmark> and textures seem to be limited on certain hardware
[19:30:45] <derhass> bookmark: the broken part is your usage of the texture units
[19:30:59] <bookmark> i mean it draws
[19:31:04] <ZeroWalker> a bit confusing, but probably because i always saw it as the binding meant that you used the texture unit with the id, and uploaded to that unit
[19:31:12] <bookmark> maybe some other way could be faster
[19:31:16] <ZeroWalker> but if the id and upload are one, and the unit is separate, it make sense
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[19:31:39] <derhass> bookmark: if it draws, then only by accident
[19:31:45] <bookmark> ;P
[19:31:59] <mkjl> derhass, is this asking for core profile: glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);?
[19:32:04] <derhass> you use the same "g_TextureID" value for a) the texture unit index, b) the texture name
[19:32:10] <bookmark> years of maintanence more like
[19:32:13] <derhass> mkjl: looks like it
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[19:32:57] <ZeroWalker> you kinda lost me there sadly, texture name?
[19:33:10] <derhass> ZeroWalker: textures have names
[19:33:16] <derhass> like all other GL objects
[19:33:26] <derhass> GL generally uses GLuints for names
[19:33:28] <bookmark> i just save the name of the texture with the object and when the object draws the first time i load the texture. Until the map switch then ill delete them all again of course
[19:33:33] <ZeroWalker> so, you mean the ids?
[19:33:48] <derhass> ZeroWalker: I mean the texture name.
[19:33:57] <Stragus> ZeroWalker: It's called "names" in the OpenGL specs and documentation, not ids
[19:34:05] <derhass> ZeroWalker: I don't care how you call them. the spec calls them names
[19:34:16] <ZeroWalker> glGenTextures(1, id); this?
[19:34:18] <ZeroWalker> so that's a name?
[19:34:20] <derhass> bookmark: it is still broken
[19:34:36] <Stragus> Geez ZeroWalker, where did you learn OpenGL? :)
[19:34:49] <ZeroWalker> nowhere?
[19:34:53] <bookmark> how is it broken?
[19:35:07] <derhass> bookmark: the texture name can be any positive integer
[19:35:19] <derhass> bookmark: a texture unit index is fairly limited
[19:35:38] <bookmark> no shit thats why ill check the max
[19:35:43] <derhass> now you mught use pre-historic GL where you not let the GL generate the texture names
[19:36:00] <bookmark> i use glGenTextures
[19:36:00] <mkjl> derhass, it returns 3.3...
[19:36:02] <derhass> if that's the case, it is technically only half-broken
[19:36:23] <ZeroWalker> okay get it now, confusing that a number is called a name, would have thought id made more sense
[19:36:23] <derhass> bookmark: then, it is 100% broken
[19:36:31] <ZeroWalker> but nevertheless, the principle is the same
[19:36:41] <bookmark> ?
[19:37:03] <derhass> bookmark: it only works by accident
[19:37:21] <bookmark> what am i supposed to put as arguments for glActiveTexture then?
[19:37:30] <bookmark> like you said just random positive integer?
[19:37:31] <derhass> as long as the driver uses low enough names for the texture object
[19:37:43] <derhass> bookmark: the texture units you gonna need
[19:37:49] <Stragus> bookmark: You have a bunch of texture units for shaders to use multiple textures simultaneously
[19:37:51] <derhass> it usually depends on your shaders
[19:37:52] <bookmark> i'm asking a question
[19:38:02] <Stragus> If you do basic stuff and only use one texture at a time, then always use texture unit 0
[19:38:21] <bookmark> I have a few extra textures that use for reflections and shadows and things
[19:38:36] <bookmark> textures unassociated with an object
[19:38:45] <derhass> then use 0,1,2
[19:39:09] <bookmark> seems fairly logical
[19:39:22] <bookmark> though it seemed like cheating to just put some number
[19:39:31] <bookmark> thats why i never did
[19:39:57] <derhass> it is no wonder your code failed when you had more textures
[19:40:13] <bookmark> no thanks to yall
[19:40:20] <bookmark> i've asked in here about it
[19:41:26] <mkjl> derhass, i couldn't even use compatibility profile because app crashed, if the i use core profile and get 3.3 does it mean my card supports 3.3?
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[19:42:44] <derhass> mkjl: it implies that your GL implementation does. so if you're not using some software renderer, yes, your card supports 3.3
[19:42:57] <derhass> mkjl: your card actually supports more than that
[19:43:17] <derhass> much more than apple is allowing it
[19:43:31] <bookmark> http://codepad.org/UYoGW3C5
[19:43:31] <spear2> are there any GLSL builtins to get the current viewport dimensions?
[19:43:40] <bookmark> ok so i did this and it just render black
[19:43:52] <bookmark> except for the sky which was blue
[19:44:16] <derhass> bookmark: that's not a big surprise
[19:44:35] <bookmark> nothing suprises you derhass
[19:44:37] <derhass> you tell the shader to sample "color_texture" from unit g_textureID
[19:44:49] <derhass> but you bind the texture to unit 0
[19:45:14] <bookmark> well i mean i have different textures
[19:45:27] <derhass> there is absolutely no need to change the sample uniform when you change the texture binding. it is actually harmful
[19:46:09] <mkjl> derhass, do you mean software renderer as a part of the driver?
[19:46:13] <derhass> in many cases, you can set the sampler uniforms just _once_ for the whole program
[19:46:28] <derhass> mkjl: for example
[19:46:31] <bookmark> ok
[19:46:46] <bookmark> but that didn't really address what i was saying
[19:46:51] <bookmark> it rendered black
[19:48:02] <derhass> bookmark: it is hard to tell what the rest of your code is doing
[19:48:09] <mkjl> derhass, i'm not using any 3rd party renderer so that must be part of the driver
[19:48:32] <derhass> mkjl: I just answered in the most general way. opengl has no concept of GPUs
[19:48:37] <derhass> mkjl: it is just an API
[19:49:09] <derhass> mkjl: there is actually nothing surprising about getting a hw-accelerated GL 3.3 context on a GL 4.x capable GPU
[19:49:39] <derhass> bookmark: it is also hard to tell what your code looks like now
[19:50:02] <bookmark> it had occurred to me the thing about the uniforms
[19:50:17] <mkjl> derhass, but my GPU isn't 4.x capable, is it?
[19:50:17] <bookmark> ive been setting them every frame and for a while now i know its wrong
[19:51:45] <derhass> mkjl: what was the GPU you had?
[19:52:09] <mkjl> derhass, GeForce GT-330M
[19:52:14] <derhass> ah OK
[19:52:21] <derhass> so that probably ends with 3.3
[19:52:54] <mkjl> derhass, I'm happy anyway :))
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[19:57:07] <vtx> hi guys, does anyone have any useful resources on implementing a quaternion-based camera with glfw?
[19:57:26] <derhass> vtx: the one has nothing to do with the other
[19:58:07] <derhass> implementing a quaternion-bsaed camera boils down to storing a quaternion for rotation and a vector for position, and that is about it
[19:58:26] <derhass> well, at some point, you probably convert this to a view matrix for rendering
[19:58:44] <vtx> yes, i was wondering if there any good tutorials on how to implement this
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[20:04:19] <brallan> Hello guys. I am having some errors when compiling a fragment shader: https://codeshare.io/5XP0Rz If I understand correctly, it says I must set the default float precision... but it is set, isn't it?
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[20:05:37] <derhass> brallan: no, it is not
[20:06:03] <derhass> brallan: line 9 just says precision float;
[20:08:50] <backes> hey, I want to run openGL in a separate thread. So I simply use std::thread t(run); and the function run(){}; has my normal openGL code, right?
[20:08:52] <brallan> derhass: ok, so what is the correct way?
[20:09:11] <derhass> brallan: not #defining the precision qualifiers away
[20:09:29] <derhass> backes: depends
[20:10:06] <backes> currently, I only want it to run in a separate thread with no interaction from the main thread
[20:10:36] <derhass> backes: you need to make sure that you get the context management right
[20:10:57] <derhass> a GL context can be current to at most one thread at a time
[20:11:07] <derhass> and each thread can have at most one current GL context
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[20:11:27] <bookmark> https://youtu.be/sqg1S7fn4lU
[20:11:40] <bookmark> some footage the new level
[20:11:49] <backes> my application crashes even before the glfwMakeContextCurrent
[20:12:18] <backes> I use GLFW and my program crashes at the glfwCreateWindow
[20:12:40] <derhass> show. the. code.
[20:12:52] <backes> yes, give me a second
[20:16:46] <backes> https://wandbox.org/permlink/SA7INI8eF9NJhuLb
[20:17:06] <backes> I posted the error in the second tab
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[20:18:21] <derhass> so your application doesn't even compile?
[20:18:25] <derhass> how could it crash?
[20:19:43] <derhass> you are lacking the GLF header
[20:19:47] <derhass> bnut whatever
[20:20:13] <derhass> backes: isn't "2018-02-10 20:06:13.177 InOneWeekend[4944:21505979] +[NSUndoManager(NSInternal) _endTopLevelGroupings] is only safe to invoke on the main thread." a clear statement
[20:20:17] <derhass> ?
[20:20:28] <derhass> apple doesn't like you to crate this stuff in a worker thread
[20:20:35] <derhass> nothing to do with GL
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[20:30:43] <backes> yes, but I don't know when I invoked this. This is some glfw internal
[20:31:24] <derhass> certainly
[20:31:27] <derhass> but it doesn't matter
[20:31:40] <backes> yes, that's true. I'm trying the glfwinit now in the main thread
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[20:40:02] <backes> looks like glfw needs to be managed from the main thread
[20:47:18] <Stragus> Stick everything in the main thread, what do you want other threads for?
[20:47:36] <Stragus> The main thread can map GL buffers and have other threads write/read there if needed
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[20:57:01] <backes> ah that might be it. I'm writing with one thread to a buffer and use the other thread with openGL for the window and to map the buffer to a texture
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[21:07:09] <bookmark> bk rodeo king ah yeah
[21:08:00] <derhass> bookmark: so are your textures working again?
[21:08:26] <bookmark> did you see my vid?
[21:08:28] <bookmark> https://youtu.be/sqg1S7fn4lU
[21:08:41] <bookmark> they work its just that my speed is soooo bad
[21:09:25] <bookmark> im getting like 35 fps even without the capture software running
[21:09:34] <bookmark> i have another exe which gets around 320 fps
[21:09:38] <derhass> it says the video is not available
[21:09:42] <bookmark> but its minus a bunch of features
[21:09:49] <bookmark> oh maybe i didn't publish it
[21:09:51] <bookmark> hold on
[21:09:55] <Stragus> Are you doing something like uploading the textures every frame?
[21:10:47] <bookmark> ok there try it now
[21:10:52] <bookmark> it should be published
[21:11:04] <bookmark> um... not really uploading them i do bind them everyframe
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[21:11:29] <bookmark> i select the active texture bind it and then send in the uniform
[21:11:33] <bookmark> each frame
[21:11:48] <bookmark> but this is my week of refactoring
[21:11:54] <derhass> hmmm
[21:12:12] <derhass> your game is probably just some form of art
[21:12:30] <bookmark> last week i made a terrain collision function
[21:12:57] <bookmark> its a game dude at least the single player is
[21:13:11] <bookmark> i have to get the network guns working better
[21:13:19] <bookmark> and ip version 6 support
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[21:13:54] <bookmark> i can make the bots able to beat any player
[21:13:59] <bookmark> or make them push overs
[21:14:11] <derhass> bookmark: I don't doubt that
[21:14:15] <bookmark> its a server option difficulty 0 through 4
[21:14:27] <derhass> but that doesn't change the fact that I get headaches from watching your game
[21:14:32] <derhass> (and listening to it, too)
[21:14:46] <bookmark> yes i know its got problems
[21:15:12] <bookmark> im not even sure a program can be art
[21:15:30] <derhass> why not?
[21:15:32] <Stragus> It's a very creative process, so sure
[21:15:46] <derhass> programs can be art on so many levels
[21:20:44] <bookmark> im sure the textures aren't "right" but yes they show again
[21:21:47] <bookmark> i don't have the energy to fix it now cuz i stayed up all night working ati compatibility
[21:21:56] <bookmark> now im tired
[21:24:49] <bookmark> i forgot i have a bug in my game
[21:25:00] <bookmark> its in sidescroll 2d mode
[21:25:13] <bookmark> once the fighting starts my controls just lock up
[21:25:25] <bookmark> i mean the screen kind of glazes over
[21:25:40] <bookmark> and i get no response from the game but i see the screen and what is going on
[21:25:46] <bookmark> bots wasting each other
[21:26:06] <bookmark> no fin clue why
[21:26:34] <bookmark> maybe its just too many bots for a side scroller
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[21:38:51] <bookmark> derhass, i call a glBindTexture before glTexImage2D, now what should i put for the argument on there?
[21:39:09] <bookmark> just zero?
[21:40:15] <bookmark> glBindTexture( GL_TEXTURE_2D, 0 );
[21:40:22] <bookmark> or something?
[21:41:16] <bookmark> i mean i already know of course
[21:41:48] <bookmark> i know my way where i hand it a GLuint
[21:41:57] <bookmark> but what other way is there?
[21:42:19] <derhass> bookmark: i've no idea what you're talking about
[21:42:45] <derhass> glTexImage2D works on the currently bound texture
[21:42:49] <derhass> so you have to bind it
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[21:43:20] <bookmark> http://codepad.org/TKT8NDbn
[21:43:32] <bookmark> yes thats what i mean
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[21:44:07] <bookmark> also even if i put zero it just renders black
[21:44:37] <bookmark> see my paste i put g_textureID in there
[21:44:52] <bookmark> i'm asking what else could one put in there?
[21:45:41] <bookmark> the result of the glGenTextures
[21:46:02] <anemeth> hi! Is it possible to access the texture in a vertex shader? I want to use textureSize() there and do some calculation and then pass the result to the fragment shader.
[21:47:01] <bookmark> i think you can access textures but you can't forward them to the frag shader that i know of
[21:47:08] <bookmark> but maybe there is a way i don't know of
[21:47:21] <bookmark> in the vert shader i mean
[21:47:41] <bookmark> why not just manipulate the UVs
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[21:48:04] <bookmark> i do that for reflections and for wireframe stuff
[21:48:32] <bookmark> ill bbl
[21:48:45] <anemeth> you mean manipulate the uniforms instead?
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[22:07:36] <anemeth> Also I have another question. How much is the performance cost to set a uniform every frame on 60 fps?
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[22:10:06] <derhass> anemeth: negligible
[22:11:29] <anemeth> derhass: thanks
[22:11:48] <derhass> bookmark: no idea what you're really asking for
[22:12:18] <derhass> bookmark: you need to bind textures by the name
[22:13:00] <derhass> bookmark: you really seem to have some misconceptions about how GL objects work
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[22:15:00] <derhass> anemeth: you can fetch a texture in the vertex shader, and you can pass the result to the FS
[22:15:05] <derhass> anemeth: so what is the issue?
[22:20:32] <anemeth> derhass: I'm not sure which is faster, calculating with the texture size in the vertex shader with textureSize() and passing the result to the fragment shaders, or calculating it on the CPU and passing it to the fragment shader with a uniform
[22:21:06] <anemeth> for example passing this: textureSize(tex) / 2;
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[22:27:06] <derhass> passing a uniform value like textureSize as varying is completely useless
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[22:59:51] <cfoch_> Hello, do you know if there are some text-plain formats like OBJ, OFF but that are used to contain information about "sprites"?
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[23:06:28] <derhass> .oO( XPM )
[23:07:08] <derhass> .oO( PGM, PPM )
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[23:11:31] <DarkUranium> cfoch_, do you mean image data, do you mean metadata (rotation origin, tile information [if it's a tileset], animation information [filename pattern, delays or whatever], or similar), or do you mean both combined?
[23:11:58] <DarkUranium> if it's the first, why not just use PNG or whatnot?
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[23:23:40] <nine_milli> anyone know if image smoothing is more expensive than pixelated
[23:24:07] <nine_milli> mainly for html5 canvas
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   February 10, 2018  
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