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[00:18:46] <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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[00:23:36] <Stragus> zid: Using an array texture, where each vertex has a "layer index" to be used as Z texture coordinate into the array texture
[00:23:50] <Stragus> If that's not dumb enough, then one call per texture
[00:24:46] <zid> so tagged verts essentially
[00:24:56] <zid> the latter, then the former
[00:26:05] <Stragus> You don't "pass all the textures", you pass a single array texture
[00:26:17] <zid> that.. is all the textures though? :P
[00:26:24] <zid> I just didn't specify the method
[00:27:09] <Stragus> Just making sure you know what an array texture is. It's not an "array of textures"
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[00:54:01] <ZeroWalker> what's happening here;d
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[01:59:18] <ZeroWalker> Any good OpenGL videos to watch, that go through some stuff how it works, like the system (for example how the texture units relate to the textures themselves etc) stuff like that
[01:59:58] <ZeroWalker> I really enjoy watching illustrations for it as it's easier for me to grasp how it works. And that of course helps me use the stuff later on
[02:00:28] <Xeek_> I like to watch ThinMatrix opengl videos, they're in Java but they easily port to C++ concepts
[02:01:14] <ZeroWalker> will check it out
[02:01:53] <Xeek_> the opengl "terminology" uses is the same :-)
[02:06:16] <ZeroWalker> seems quite advanced, if i am looking at the correct guy, he is making some game, there's like a fox hunting chickens xd
[02:06:53] <Xeek_> he has opengl tutorial playlist that goes back to the beginning
[02:07:02] <Xeek_> you're looking at years of videos there hehe, don't start from the latest!
[02:08:01] <ZeroWalker> ah, was just scrolling around, some kind of blog thing, will check the playlists;d
[02:17:08] <ZeroWalker> hmm, not used to using classes and the like as i usually work in C like style, so all the abstractions are a bit confusing
[02:17:35] <ZeroWalker> but think i saw this guy before, maybe it was you or someone else, he drew some stuff in pain about indexed drawing?
[02:17:43] <ZeroWalker> cause that stuff was awesome, really helped
[02:26:11] <ZeroWalker> Stragus, about the binding of different textures. How would that go about when drawing everything with glDrawElementsInstanced, would you have a system so you loop through and have each textured thing drawn in it's own "Instance"
[02:26:37] <cfoch_> Hello
[02:26:46] <ZeroWalker> or is there a way to still just use one and somehow let it change the binding on the fly (doubt it)
[02:26:48] <ZeroWalker> hi hi
[02:26:51] <cfoch_> do you think Snapchat filters are rendered in real time?
[02:27:25] <cfoch_> I am working on doing something similar
[02:28:53] <cfoch_> or at least trying to do something similar
[02:28:53] <Stragus> ZeroWalker: You could do one draw call per texture, or you could pack all your texels into one array texture and draw the whole thing in one draw call
[02:29:32] <cfoch_> I was drawing static images, but it sucks, because when you rotate your face it is not very "realistic". I think that OpenGL can help here.
[02:29:47] <ZeroWalker> hmm just reading up on the stuff and saw a mention of "Texture Array" with a con being it's not supported on all platforms, is that the same thing?
[02:31:32] * zid stabs blender in the face
[02:31:44] <zid> I told it to split this object by material and it /mostly/ works but doesn't
[02:32:07] <zid> I have an object which is a single vertex and some other oddities
[02:33:26] <cfoch_> Other problem that I will have by just using OpenGL models is occlusion. For example, if the model is a hat, then this hat/cap should be "put" over the face of a person captured by the webcam and there is *no reason to render the behind part of that hat". What can I do there?
[02:33:41] <zid> enable depth?
[02:33:48] <zid> it will z-sort automatically
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[02:36:07] <cfoch_> any tip about my question?
[02:36:28] <zid> I just told you wtf
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[02:37:15] <Stragus> ZeroWalker: Array textures are OpenGL 3.0
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[02:37:22] <Stragus> It's 10 years old stuff
[02:37:26] <ZeroWalker> oh
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[02:37:40] <ZeroWalker> must check the post date for the thing i read
[02:38:17] <ZeroWalker> 2016 wtf, guess they took into the account of it not being supported on < 3.0
[02:38:48] <ZeroWalker> well if it's supported in the version i have and it's not some implementation specific solution, then it sounds awesome
[02:39:01] <ZeroWalker> does the images have to be identical in size?
[02:39:12] <Stragus> Yes, all layers are the same size and format
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[02:39:55] <ZeroWalker> ah, not the all around solution then, but for most of my cases i think it will do splendidly
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[02:40:37] <ZeroWalker> as i intend to keep stuff very simplistic, no need to complicate stuff when i barely know enough to make anything work right;p
[02:40:43] <Stragus> If you are going to draw a ton of geometry using one array texture, it's still a good idea to sort the geometry by layer, to maximize usage of the texture cache
[02:41:27] <ZeroWalker> sort geometry by layer?
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[02:52:02] <Stragus> ZeroWalker: By the layer they use in the array texture
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[02:53:30] <ZeroWalker> you mean so you draw all geometry per layer, and not flip between them, for whatever reason
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[02:54:25] <Stragus> If possible, yes. You'll trash your texture cache if every triangle fetches texels from a different layer of the array texture
[02:55:23] <ZeroWalker> but if you did indexed drawing, that wouldn't really make sense, would it, or well it probably would as you can still do a ton of different drawings
[02:55:43] <ZeroWalker> but basically you want to draw everything that uses texture 0, then 1, then 2 etc, so you don't mess up the cache
[02:55:50] <ZeroWalker> that makes sense
[02:56:00] <Stragus> I failed to understand the first sentence, but the second one is correct
[02:56:35] <ZeroWalker> well i don't understand it either xd
[02:56:49] <ZeroWalker> i got the concept at least, so that's good
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[03:12:54] <ZeroWalker> what is bound to the shaderprogram, i know uniform is, but what else, is the data you bind and buffer also specific to the program?
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[03:26:04] <Stragus> ZeroWalker: Attribute locations, output locations, uniform values, uniform buffer binding points, etc.
[03:27:25] <ZeroWalker> hmm, as i have the same stuff there that shouldn't be a problem. I am trying to draw something different at a point with another vertex shader, so i simply made another shader program that used another one
[03:34:49] <ZeroWalker> ah probably got it working, made a huge mistake at one place lol
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[03:52:36] <ZeroWalker> or maybe not
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[03:58:44] <ZeroWalker> i am trying to have two different vertices for the two different shader programs. But can't seem to make it work, if one is set it's always set, even if i try to rebind etc:s
[04:01:59] <zid> You need to bind the vbo and the program
[04:02:02] <zid> then draw
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[04:04:45] <ZeroWalker> i do bind it, and the set to use the other program. i basically got two vertexdata with two ids/names, and then i try to bind when i switch the program, but to no vaila
[04:05:20] <zid> vaila
[04:05:21] <zid> wtf
[04:06:23] <ZeroWalker> avail*
[04:06:29] <zid> what
[04:06:30] <derhass> ZeroWalker: the draw call doesn't care about GL_ARRAY_BUFFER binding
[04:06:41] <zid> none of that was english
[04:06:45] <derhass> ZeroWalker: you should really learn the basics
[04:07:03] <ZeroWalker> well that's what i am trying
[04:07:25] <derhass> zid: what's not english about "to no avail"?
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[04:09:07] <ZeroWalker> i thought binding didn't make much sense here cause the binding as far as i can tell only affects stuff like "glBufferData", so it knows that the data uploaded there is bound to this name
[04:10:06] <ZeroWalker> and i think glVertexAttribPointer is there as well, maybe, as it must know where the attribute is supposed to even get the data from in the first place
[04:10:09] <ZeroWalker> name*
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[05:29:52] <ZeroWalker> okay solved my issue by using another vao, not sure if that's really needed though as i just want to switch one attribute for one drawing
[05:30:02] <ZeroWalker> on another shader program*
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[05:39:49] <Stragus> ZeroWalker: It's better to use more VAOs than changing existing ones
[05:40:04] <ZeroWalker> ah okay
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[06:53:43] <Fig1024> If I want to have render to texture ping-pong, is it better to have 2 independent FBOs or 1 that changes texture attachment
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[07:05:42] <Stragus> Two independent FBOs
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[07:38:10] <bookmark> :)
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[16:24:46] <ZeroWalker> guten morgen:)
[16:24:51] <chek> hi
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[16:33:25] <ZeroWalker> :)
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[17:26:54] <Xeek_> doesn't {} just return zero anyway?
[17:26:56] <Xeek_> oops
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[17:33:43] <brallan> Hello guys. I am learning OpenGL ES and I have something to achieve. I have an Intel camera and I would like to view the camera content using OpenGL. My first question is... do I need to specify a shader? As I understand, a shader is needed to render custom objects, but the camera has the raw pixels to render and I have no objects perse
[17:35:58] <DarkUranium> brallan, a shader isn't sed for rendering objects. A shader is used for telling OpenGL what to do at each pixel.
[17:36:34] <DarkUranium> this includes (but certainly isn't limited to!) simply sampling a texture at a certain offset, and using that as the color data
[17:36:42] <DarkUranium> s/isn't sed/isn't used/
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[17:37:10] <brallan> DarkUranium: ok, so I need to specify a shader
[17:37:26] <DarkUranium> depends on what you're trying to do, a simple blit can do the trick in some cases
[17:37:29] <DarkUranium> but in most cases, yes.
[17:37:57] <DarkUranium> (a shader is also used for telling GL what to do at each *vertex*, BTW --- you'll need both)
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[17:38:10] <DarkUranium> well, to be more precise, it is *ALSO* used for rendering objects --- simply because it's used for rendering just about anything
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[17:38:42] <brallan> DarkUranium: ok, so I need to have the vertex, isn't it?
[17:39:11] <DarkUranium> firstly, what *are* you trying to do with it?
[17:39:17] <DarkUranium> and where is your camera data stored? In a texture?
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[17:40:24] <brallan> DarkUranium: the camera data is on memory, I can read the width, height and memory location (a void*)
[17:40:31] <brallan> of a frame
[17:40:50] <DarkUranium> ah, so it's client memory?
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[17:41:03] <DarkUranium> there might be a way of directly accessing that from GL, just so that you know (namely, an extension)
[17:41:09] <DarkUranium> I mean, as a texture
[17:41:59] <DarkUranium> I'd look into that; otherwise, yes, you'll want it in a texture, unless the size exactly matches what you need (in which case, an upload directly to the framebuffer might work ... but TBH, a texture has a good chance of being faster anyhow)
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[17:42:49] <brallan> DarkUranium: I am not sure what a client memory is... I will research now. I saw an example using OpenGL to achieve the same as I want but I am using GLES. In the example, they didn't use shaders. In the book I am learning GLES, it says I NEED a shader for process my pixels
[17:43:38] <DarkUranium> brallan, "client memory" is RAM. So it's on CPU end, not GPU.
[17:43:52] <DarkUranium> in embedded devices, it's typically shared with the GPU anyhow, but it still means GPU has no direct access to it
[17:44:14] <brallan> DarkUranium: I see. In the example, they use client memory
[17:44:27] <DarkUranium> depends on what you mean by "process". I mean, *TECHNICALLY*, you can download the data to the CPU, process it there, and upload it back. That's technically processing without a shader.
[17:44:55] <DarkUranium> There's also blits and such, which do not use shaders ... a blit is a simple rect-to-rect copy (but usually slower than just doing it by rendering a quad)
[17:45:01] <chek> if I use glXMakeCurrent to switch to a window using a particular glx context, use glBlitFramebuffer into its default framebuffer, then glXMakeCurrent back to the another window but with the same glx context, is this safe or do I need something like glFinish
[17:45:07] <DarkUranium> for just about anything else, you'll need a shader
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[17:45:16] <chek> s/back to the another/to another/
[17:45:31] <DarkUranium> so technically, you don't need one in some cases ... practically, you pretty much always do
[17:45:58] <DarkUranium> brallan, and are you just trying to show the video, or ..?
[17:46:07] <DarkUranium> (and are you showing it scaled or 1:1)
[17:46:10] <brallan> DarkUranium: exactly, just that
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[17:46:43] <DarkUranium> not that it matters
[17:47:26] <DarkUranium> brallan, what you'll want to do is create a texture of an appropriate size; then you can upload the data each frame, and render it as normal
[17:47:40] <chek> I see I have missed this line "Pending commands to the previous context, if any, are flushed before it is released."
[17:47:43] <chek> seems I may be ok
[17:47:47] <DarkUranium> (it'll probably be faster with more than 1 texture because of data dependency reasons, but this'll work)
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[17:49:47] <DarkUranium> brallan, which OpenGL ES version, by the way?
[17:49:52] <ertes> hi… if i want to translate to a high-level shader language to assembly, what is currently the most portable target language? it would be ideal if i didn't have to provide a GLSL backend at all, and even more ideal if i could reuse the language in a later vulkan backend
[17:50:01] <DarkUranium> (the major versions are very different, especially 1 vs 2)
[17:50:04] <brallan> DarkUranium: GLES 2.0
[17:50:07] <DarkUranium> ah, okay
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[17:50:39] <DarkUranium> ertes, there are SPIR-V to GLSL & HLSL compilers, as far as I'm aware
[17:50:41] <DarkUranium> I might be wrong, though
[17:50:54] <DarkUranium> I remember seeing them, but I'm not sure if they *work*
[17:51:24] <DarkUranium> ertes, unless you're talking about the source language. In that case, not sure. Been working on one for my purposes
[17:51:31] <DarkUranium> there are plenty of HLSL<->GLSL (and vice-versa) compilers
[17:51:44] <DarkUranium> brallan, that's GLES3, though. A lot of stuff will be different from GLES2.
[17:51:52] <brallan> right now, I am able to create a window (using QML) and show a colored background with GLES
[17:52:01] <DarkUranium> right
[17:52:08] <DarkUranium> well, that particular function *is* correct, at least.
[17:52:14] <DarkUranium> I mean, even in ES2
[17:52:43] <DarkUranium> (it's mostly the shaders and some vertex buffer / array handling that's different)
[17:53:04] <brallan> DarkUranium: but they are not using shaders as you can see
[17:53:09] <DarkUranium> unless you're doing a more modern flavor of ES3 (that is, using new ES3 functions), that'll change texture initializations, too
[17:53:21] <brallan> (it is a pure OpenGL implementation)
[17:53:58] <DarkUranium> are you using the same texture data as there?
[17:54:03] <DarkUranium> if you are, you should be seeing 4 different colors
[17:54:06] <DarkUranium> what color do you see?
[17:54:09] <ertes> DarkUranium: context: i'm working on an EDSL, and i want to write a compiler for it… i could target GLSL, but it would actually be easier if i could target assembly, which would also enable me to do more informed optimisations
[17:54:33] <DarkUranium> ertes, there is no assembly at a GL level.
[17:54:38] <DarkUranium> nor Vulkan, AFAIK
[17:55:09] <ertes> so the portable assembly extension i'm imagining doesn't exist?
[17:55:10] <ColaEuphoria> maybe he means spir-v?
[17:55:25] <ertes> i don't know what i mean, because i have no experience with anything lower-level than GLSL =)
[17:55:40] <ColaEuphoria> ertes, opengl glsl de facto is the lowest you can go
[17:56:04] <DarkUranium> except in OpenGL 4.6, which has SPIR-V
[17:56:04] <ColaEuphoria> you can go lower in modern opengl with spir-v but it's still not "assembly"
[17:56:05] <DarkUranium> but that's it
[17:56:06] <ertes> ColaEuphoria: in the sense that everything lower-level is driver/vendor-specific?
[17:56:10] <ColaEuphoria> gpus are very secretive
[17:56:12] <DarkUranium> exactly.
[17:56:21] <brallan> DarkUranium: I didn't explain well. I am able to create a window with Qt, also I am using a FBO. Right now am using a simple glClearColor to show that OpenGL ES is working (I am a beginner in the OpenGL world). I can't render anything from the camera at the moment :(
[17:56:23] <DarkUranium> and unlike CPUs, the instruction set is not a matter of public documentation
[17:56:30] <DarkUranium> brallan, ah!
[17:56:32] <ColaEuphoria> ertes, also in the sense that gpus are very secretive about their inner workings
[17:56:41] <ertes> ok, thank you
[17:56:42] <DarkUranium> brallan, well, forget a texture for now, just try to have a shader to draw e.g. sin(x)
[17:56:48] <ertes> i'll target GLSL for now then
[17:56:54] <DarkUranium> brallan, you'll need a vertex buffer object with 3 points, for starters.
[17:57:28] <ertes> are there any guidelines for using GLSL as a compiler target i can read up on?
[17:57:33] <DarkUranium> (this is for GLES3 / GL3, not GLES2 ... but it's very similar)
[17:57:46] <DarkUranium> ertes, probably same as for any source-to-source translation
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[17:58:24] <ertes> ok, thanks a lot… i'll just give it a shot and see what the resulting performance is
[17:59:23] <ertes> one remaining question: how well do drivers handle one massive main function with code repetition as opposed to the usual human-written compartmentalised code?
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[17:59:49] <Yaniel> in shaders?
[17:59:54] <ertes> yeah
[18:00:09] <Yaniel> you can expect the shader compiler to inline everything
[18:00:28] <Spark> are there no concerns with instruction cache
[18:00:28] <DarkUranium> brallan, okay, now change the texture into a bigger one, and put into it the camera data
[18:00:49] <ertes> Yaniel: even when the called function is large?
[18:02:27] <Yaniel> not sure if it's very large
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[18:02:43] <Yaniel> anyway, just write it in whatever way makes the most sense
[18:02:48] <brallan> DarkUranium: I put the camera data but I didn't modify the texture. I am seeing a blank screen
[18:03:05] <DarkUranium> "modify"?
[18:03:11] <DarkUranium> well, you need to use the correct size.
[18:03:15] <Yaniel> if you were thinking of using #define as a standin for functions, that's unnecessary
[18:03:18] <ertes> Yaniel: well, i'm going to write a compiler targetting GLSL, so what makes the most sense is something i'm deciding right now =)
[18:04:11] <ertes> Yaniel: the question is: should i go through the trouble of writing a compiler that separates repeated code into functions or not… it's kinda complicated to do it, so if i don't have to, that would be most welcome
[18:05:01] <Yaniel> as in code that was written so it repeats itself?
[18:05:27] <ColaEuphoria> <Spark> are there no concerns with instruction cache
[18:05:29] <Yaniel> yeah absolutely no need to put that in functions for any other than readability reasons
[18:05:31] <ColaEuphoria> stay away from loops and branching
[18:05:33] <brallan> DarkUranium: ok, maybe I don't understand well what a texture is. In this case, a 'texture' is a frame of the camara, isn't it?
[18:05:54] <ertes> Yaniel: the source language is functional and data-flow-oriented, so spotting repetition is rather difficult, particularly because it's an EDSL
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[18:06:07] <Yaniel> then don't bother with that
[18:06:29] <ertes> ok, thanks for all your inputs! i'll see how it pans out
[18:07:24] <Yaniel> also, if you keep the emitted code SSA-style you'll have an easy time adding support for spir-v as well
[18:07:51] <Yaniel> the GLSL should be decent as well
[18:09:16] <ertes> yeah, i think i can do SSA
[18:09:33] <ertes> most of the functional aspects are in the host language, not the EDSL itself
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[18:14:09] <DarkUranium> brallan, that's what it can be.
[18:14:46] <DarkUranium> it's basically an image (not necessarily 2D), stored in the GPU
[18:14:57] <DarkUranium> (it can be 1D or 3D, too ... but in your case, 2D)
[18:15:06] <DarkUranium> doesn't always store image data, either (in your case it does)
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[18:17:37] <brallan> DarkUranium: ok, first: do I need to specify OpengL the pixel source is from a client memory?
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[18:18:08] <DarkUranium> it's always from client memory when you're using glTexSubImage & friends
[18:18:22] <DarkUranium> as I said, there's probably a way of having the loading be automatic
[18:19:30] <Yaniel> for textures that gets a bit fiddly
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[18:19:55] <Yaniel> you could use a coherent buffer mapping
[18:20:15] <Yaniel> ah but weren't you on GLES 2 or so
[18:20:38] <Yaniel> mapping, especially coherent is GL 4.3 or 4.5+ stuff IIRC
[18:21:11] <DarkUranium> yes.
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[19:48:50] <ZeroWalker> hmm, trying to think of a way to structure up things to draw. I first thought to use the simple 2D array, and then base it on a 32x32 scheme for example. And then have that generate an array with the actual positions when drawing (which is simple enough)
[19:50:39] <ZeroWalker> problem is, first off it's limited to 32x32 which kinda messes up if the object i want isn't that. And other issue is, i don't really know how to make it functional with different textures, was thinking of using the number values for it, but as it generates a float array for the positions there's no place for adding which texture it is, as i don't want the vertexshader itself to have that info
[19:51:16] <ZeroWalker> probably a very simple solution, but i can't wrap my head around it
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[19:52:11] <derhass> ZeroWalker: maybe you should explain the actual problem you're trying to solve
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[19:53:24] <ZeroWalker> well, that was my attempt of doing just that
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[19:57:13] <derhass> ZeroWalker: well, I've no idea what this is about
[19:57:37] <derhass> ZeroWalker: what you even want to draw, how 32x32 fits into this, what this has to do with textures, adn so on
[19:58:04] <ZeroWalker> hmm, let's try framing it this way
[19:58:32] <ZeroWalker> say you want to draw different blocks of textures (rectangles for simplicity and 2D)
[19:58:41] <derhass> so boring two sprites?
[19:58:53] <ZeroWalker> whaT?
[19:59:05] <derhass> *two-D
[19:59:11] <ZeroWalker> yeah
[19:59:14] <ZeroWalker> so, that's all fine
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[19:59:47] <ZeroWalker> but what have problems with is how to figure out a good way to organize it on the CPU before telling it (draw this shit)
[20:00:03] <ZeroWalker> cause if i have 1 texture, it's obviously very easy, i just need to give it a ton of positions and be done with it
[20:00:05] <polari> hi my linux shows me: OpenGL version string: 3.0 Mesa 17.3.3 and also OpenGL core profile version string: 4.2 (Core Profile) Mesa 17.3.3
[20:00:13] <polari> what version do I have? what is the core version?
[20:00:32] <ZeroWalker> but if i have several, i need to store that and also draw them accordingly (so i draw all object with texture X first, then Y etc)
[20:00:35] <derhass> ZeroWalker: use an array texture and you only have one texture. problem solved.
[20:00:55] <ZeroWalker> But here's the thing i have problem with
[20:01:14] <ZeroWalker> or well that was wrong
[20:01:21] <derhass> polari: you have up to 3.0 for legacy contexts, and 3.2 to 4.2 for core profiles
[20:01:38] <ZeroWalker> that's One solution, but problem is, my textures will not be all identical in size
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[20:02:05] <derhass> ZeroWalker: so have a few texture arrays (or waste some space)
[20:02:11] <polari> so I could use stuff that needs opengl 3.2+?
[20:02:28] <polari> sorry I am very new to opengl, I don't understand yet what contexts are
[20:02:34] <derhass> ZeroWalker: actually, you could even use the mipmap levels for different sizes
[20:02:39] <polari> are these just like independent version of opengl I have installed?
[20:02:49] <derhass> ZeroWalker: since you probably don't need mipmap filtering for 2D stuff
[20:02:54] <polari> one for old stuff that needs 3.0 and one for modern stuff that wants the new things from 4.2?
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[20:03:19] <derhass> polari: well, you could even look at things that way
[20:03:34] <derhass> polari: core profiles are not backward compatible
[20:03:38] <ZeroWalker> yeah then how would i store the data. Cause if i want to flip index on an array, i assume it's very easy, so that could (maybe) be pushed to the GPU. But when it comes to several different textures, i assume you need to do some GL command on the CPU, which then messed up how i my mind is trying to structure the thing
[20:03:54] <derhass> that means, you still can run the good old glquake from 1997 using the legacy context
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[20:03:57] <ZeroWalker> so i am basically having problems with What information i need to store basically
[20:04:04] <derhass> and you can run the modern stuff up to 4.2
[20:04:07] <polari> ok so I have an application that crashes since it needs opengl 3.2 and I guess it only uses the legacy version somehow?
[20:04:17] <polari> so I probably can contact the developer?
[20:04:19] <derhass> but you cannot mix deprecated legacy stuff and modern features in the same context
[20:04:23] <ZeroWalker> ah, wait, isn't mipmapping double, triple etc of the original size?
[20:04:30] <ZeroWalker> so 32x32, 64x64, 128x128
[20:04:31] <polari> ah ok thank you
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[20:05:11] <derhass> ZeroWalker: no. you have a base size, and smaller versions
[20:05:49] <ZeroWalker> ah, well in my case i would probably want stuff like. 16x16, 16x24, 16x32, 32x16 etc
[20:05:57] <ZeroWalker> so i might not get away with that
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[20:06:26] <derhass> ZeroWalker: well, a 32x32 terure array can hold all those
[20:06:44] <ZeroWalker> don't i have to mess around with the UV then?
[20:06:52] <derhass> the memory waste for 16x32 and 16x24 is negligible
[20:06:52] <ZeroWalker> which might not be a killer
[20:07:14] <derhass> you might even get away with storing two 16x32 into one 32x32, depending on the filters you need
[20:07:18] <ZeroWalker> yeah i mean, the memory is probably the least of the problems for my case
[20:07:46] <ZeroWalker> i currently go with nearest and that's probably the plan for everything essentially
[20:07:50] <ZeroWalker> so i can get a way with a lot there
[20:09:07] <derhass> I completely fail to see the issues here
[20:10:21] <ZeroWalker> well i think you think that my problem is how to store the textures
[20:10:49] <derhass> no
[20:11:01] <ZeroWalker> oh
[20:11:04] <derhass> that was only a side issue to make it go in one draw call
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[20:12:52] <ZeroWalker> will try to load everything into a texture array to begin with, one step at a time
[20:13:02] <derhass> ZeroWalker: I still don't know how your scene is supposed to look like, what properties each sprite have, how the dynamics of the scene are, and so on
[20:13:19] <derhass> you could start with simply drawing each rectangle at a time
[20:14:15] <ZeroWalker> yeah that's the problem, i don't know either, i can think how i want it, but that's where it ends, so i try to do mini steps
[20:14:49] <ZeroWalker> you mean without the instancing?
[20:15:53] <derhass> yeah
[20:16:10] <derhass> I mean the most simple way to do it
[20:16:42] <ZeroWalker> yeah that might be a good idea, will try that
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[20:22:37] <Stragus> Updating 4 vertices per "sprite" instead updating a chunk of per-instance data shouldn't make much of a difference
[20:22:57] <Stragus> Unless you have millions of sprites and/or the CPU buffer update code is really bad
[20:23:39] <karalaine> is dual paraboloid environment mapping still a thing? Seems like it would give fast (with only two draw calls) yet inaccurate results
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[20:25:24] <ZeroWalker> okay did a for loop, and then it's straightforward, i just have all the data needed and just buffer what i need to the GPU and bind the texture needed;d
[20:25:47] <Stragus> karalaine: Old stuff. By the way, you can do cube environment mapping and only update a subset of faces
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[20:29:40] <Stragus> Ouch
[20:30:15] <karalaine> Stragus, right, but does that work if I need to have glass-like material (refraction etc)?
[20:30:15] <Stragus> Okay, don't reallocate your buffer every frame, at least allocate once and update with glBufferSubData()
[20:30:43] <ZeroWalker> oh didn't know there was such a thing, knew about it for textures, should have been obvious. Thanks
[20:31:19] <Stragus> ZeroWalker: You need to batch everything and perform big draw calls, not a draw call per triangle or quad
[20:31:49] <derhass> *sigh*
[20:31:56] <ZeroWalker> ehm
[20:32:16] <ZeroWalker> this was basically a test to see if i could make it work per derhass instructions!
[20:33:30] <Stragus> All right, just testing and learning, good
[20:34:21] <ZeroWalker> the ideal is that i can do all drawings per texture, but not there yet:d
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[21:46:16] <brallan> DarkUranium: hey I am able to capture the camera content now! Thank you so much for your explanations :)
[21:46:29] <DarkUranium> yw :)
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[21:46:33] <DarkUranium> do look into OpenGL extensions, though
[21:46:38] <DarkUranium> or similar
[21:46:44] <DarkUranium> there's *probably* a way of getting that data directly as a texture
[21:47:17] <brallan> DarkUranium: I will :)
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[22:06:11] <spear2> are there any good sites for sharing drawings or 2d/3d diagrams?
[22:06:26] <spear2> i used to know one but forgot what it was called
[22:06:38] <spear2> not just an image host, but tools for drawing too
[22:08:11] <DarkUranium> probably a bunch
[22:08:21] <DarkUranium> depends on what kind of diagram
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[22:10:01] <spear2> at the moment it's just a 2d sketch of some vectors, could be freehand but if it has an actual grid and vector drawing that would be a plus
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[22:24:04] <ZeroWalker> hmm, so to create a texture array. Do you use glTexImage3D(GL_TEXTURE_2D_ARRAY... depth..); to allocate it, are can you just allocate it empty and then upload the textures separately by layer?
[22:25:40] <ZeroWalker> cause i see that glTexStorage3D exists, but that's in later versions
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[22:26:33] <chek> glTexSubImage3D
[22:27:22] <ZeroWalker> but don't you have to allocate the entire thing first before you can use that one?
[22:27:37] <chek> for glTexImage3D you can use null to allocate without uploading
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[22:27:45] <ZeroWalker> ah
[22:27:49] <ZeroWalker> nice
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[22:32:59] <chek> your depth is 0
[22:33:41] <ZeroWalker> i thought it was how i selected the layer when using the SubImage
[22:34:10] <chek> for glTexImage3D it's also zero
[22:34:24] <ZeroWalker> wtf
[22:34:43] <ZeroWalker> lol had it on border xd
[22:35:38] <chek> then for depth in glTexSubImage3D you want the number of layers you're uploading
[22:36:39] <ZeroWalker> on the depth?
[22:36:45] <chek> yes
[22:36:55] <ZeroWalker> hmm, where do i select the layer then, zoffset?
[22:37:08] <chek> yes
[22:37:11] <ZeroWalker> :D
[22:41:50] <ZeroWalker> hmm, how do you adjust the sampler, can't find much info on other than you use sampler2DArray
[22:42:53] <chek> add a z dimension to your texture coordinate selecting the layer
[22:47:35] <ZeroWalker> ah nice, got it working (as a normal texture), hmm, so one basically has to do,glBufferSubData each time you switch layer?
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[23:13:06] <Stragus> ZeroWalker: No, you don't upload new data to "switch" layer in an array texture
[23:13:19] <Stragus> You pick the layer with the Z texture coordinate
[23:13:34] <ZeroWalker> yeah but don't you adjust that via uploading a new UV?
[23:14:41] <Stragus> I don't understand what you mean by "adjust"
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[23:15:44] <ZeroWalker> you change the layer by setting the z in the UV. And the only way i know to get the UV to the shader is to re-upload it;s
[23:16:51] <Stragus> Why would an object using image X then need to switch to image Y?
[23:17:22] <Stragus> It doesn't matter where the layer texcoord comes from, per-vertex, per-instance, uniform, whatever, you decide
[23:19:30] <ZeroWalker> but the UV should be vec3 right? or can you use vec2 and then just use those per-instance or whatever to adjust it, cause then i get it
[23:19:53] <Stragus> You can build the vec3() any way you want
[23:20:35] <ZeroWalker> goodie, thought it would complain for some reason, but that makes things less confusing for me
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