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   February 13, 2018  
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[02:45:27] <bookmark> hiya
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[03:46:50] <ZeroWalker> if i want to use some shader attributes/buffers for different things without replacing them all the time, wouldn't it be enough to just bind another VAO?
[03:51:17] <Stragus> You should use multiple VAOs instead of editing a VAO all the time, yes
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[03:52:55] <ZeroWalker> and can that VAO use the same names?
[03:53:07] <ZeroWalker> but still get different buffers
[03:53:29] <Stragus> Eh? No, different VAOs have different GL names
[03:53:49] <ZeroWalker> well when i say name i meant the ids
[03:54:18] <ZeroWalker> glGenBuffers(1, &id);
[03:54:21] <ZeroWalker> like that
[03:54:42] <ZeroWalker> can i use that same id for different VAO and it will not point to the same buffer
[03:56:00] <brallan> ZeroWalker: why not use an array of ids?
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[03:56:11] <Stragus> Are you talking about the VAO id/name or buffer names?
[03:56:26] <Stragus> VAOs can be assigned attributes from whatever buffers you want
[03:57:05] <ZeroWalker> hmm, okay probably confusing how they relate, wait a sec
[03:59:48] <ZeroWalker> http://paste.awesom.eu/3UAX
[03:59:54] <ZeroWalker> well hope that makes a bit of sense at least
[04:05:19] <Stragus> ZeroWalker: The VertexAttribPointer stuff is part of the VAO state
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[04:07:44] <ZeroWalker> ah, so then you need 2 ids to have 2 buffers, then you use the glVertexAttribPointer on each of them for the VAOs. Then you could swap between the buffers by binding to one of those VAOs?
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[04:08:50] <Stragus> You would bind a different VAO to draw using its state of vertex attributes
[04:09:54] <ZeroWalker> then it should work in my test, have to recheck
[04:11:45] <ZeroWalker> hmm weird, i switch vao and that vao has it's own ids and everything, it's essentially a copy of the other vao, but with it's own data
[04:12:37] <ZeroWalker> as i want to use that and buffer some new data instead of modifying the original as else i would have to re-add whatever data was there
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[04:13:20] <Stragus> There's no "data" in a VAO, it's just a state of vertex attributes
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[04:14:50] <ZeroWalker> but isn't where to get the data part of it? just not the Data itself
[04:16:52] <Stragus> I don't understand the question
[04:16:55] <Stragus> There's no data in a VAO
[04:18:12] <ZeroWalker> damn it's confusing. But then if i want to Swap a buffer (instead of using BufferSubData or whatever), how would i go about. I thought it was to use VAO, but that's clearly not the way xd
[04:19:17] <Stragus> You can have two VAOs, each referring to attributes in a different buffer, hence "swapping" the buffer by binding the other VAO
[04:20:25] <ZeroWalker> oh, well that's basically what i have been trying todo;o
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[04:40:52] <brallan> guys, I was able to run an easy example with OpenGL ES 2.0 (https://gitlab.com/MrMuffin/openglunderqml/blob/texture2D-2x2Image/Texture2D-2x2Image/imagerenderer.cpp) that draw some squares. When I run the same code with OpenGL 3.3 I see a blank window. Could you help me to spot the issue?
[04:40:58] <brallan> I am just learning OpenGL
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[05:11:00] <ZeroWalker> damn why won't it work, why have you forsaken me OpenGL!
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[05:14:44] <spear2> ZeroWalker: what are you trying to do exactly?
[05:16:16] <ZeroWalker> well i don't know any more, been messing around with this for hours. Should go to bed and get back to this later today and hopefully have a better perspective of things
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[05:17:49] <spear2> ZeroWalker: if you have two VAOs it's basically 'bind vao, draw vao, bind vao, draw vao'
[05:18:41] <spear2> if you have a VAO bound and you bind a VBO the VAO saves that binding, but it doesn't save the information in the VBO so you can still update that
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[05:19:51] <ZeroWalker> yeah the thing is, i want one VBO that i would like to hold static positions, and another VBO to hold dynamic ones, and similar stuff. But as it's the same properties they have i want to simply swap them out when drawing
[05:21:00] <spear2> i haven't tried that myself, but i think it would work? something like 'bind vao, bind vbo1, draw, bind vbo2, draw'
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[05:22:41] <ZeroWalker> been doing that as well, must be something wrong with my VBOs, it's probably some stupid typo somewhere
[05:23:43] <spear2> guess try separate VAOs first to test if they are both working independently
[05:25:00] <ZeroWalker> i have 3 VBOs if that plays a role
[05:28:26] <ZeroWalker> hmm yeah something must be wrong with one of the VBOs or something, can kinda get it working by skipping one of the VAOs completely and just generating the new ones and binding them
[05:28:46] <ZeroWalker> then it at least draws for one of the things i want (which is expected as it basically erase the others tuff)
[05:29:53] <ZeroWalker> the textures just care about the active one right, and has no relationship with the VAO or VBO etc
[05:35:07] <ZeroWalker> it seems to have been: glVertexAttribDivisor, didn't use that, thought it didn't need to as i didn't draw instanced on the other one;s
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[14:34:53] <cptcel> hi all, i set up a framebuffer with a texture attached as a depth buffer which i want to read in the frag shader of a different pass. is the only way to read it via sampler2dshadow?
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[14:50:51] <neure> no
[14:51:02] <neure> you can use sampler2D as well
[14:51:20] <neure> iirc
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[14:53:53] <exDM69> cptcel: no, you can sample a depth buffer with normal sampler2D
[14:54:13] <exDM69> cptcel: sampler2Dshadow does percentage closer filtering (PCF), which is what you use with shadow maps
[14:54:42] <cptcel> exDM69: ah great yeah i don't want to do PCF - so what do the RGBA values mean when reading a depth tex?
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[14:56:54] <exDM69> cptcel: .r = depth
[14:57:08] <exDM69> or maybe even .rgba = depth
[14:59:25] <cptcel> aha cool i'll give it a go thanks
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[16:45:56] <bayoubengal> morning
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[18:48:22] <panda8146> How does opengl treat if I send out of range normalized texture coordinate?
[18:49:39] <Yaniel> range normalized?
[18:50:04] <Yaniel> as far as OpenGL cares, texture coordinates are 0..1 and outside that it applies whatever wrapping rules you have set for that sampler
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[18:52:56] <panda8146> Yaniel: like if the uv is multiplied by 65536 before sending to opengl. I understand this is intended for if uv is [0,1]. What happens if uv is larger than 1.0?
[18:53:28] <Yaniel> depends on the wrapping mode
[18:55:21] <panda8146> Yaniel: ok. What about in the FS. Is my original u=1.5 still 1.5 or 0.5? if the mode is repeat
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[18:57:15] <Yaniel> it's still 1.5
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[18:57:45] <Yaniel> in repeat mode GL just wraps around the texture every 1.0
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[18:59:58] <panda8146> Yea that's what it looks like from my tests. I thought the integer part is lost if the texture is specified as NORMALIZED during geometry submission
[19:00:35] <Yaniel> it's not lost strictly speaking
[19:01:56] <Yaniel> oh yeah there is also the rectangle texture extension that lets you use pixel coordinates as texture coordinates IIRC
[19:02:39] <panda8146> I just need to access the 34 in u=34.3421 for example and do my own version of texture repeat in shader. Sounds like I can
[19:02:58] <Yaniel> you can
[19:03:03] <Yaniel> but why would you
[19:03:14] <Yaniel> unless you want to repeat a subsection of the texture
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[19:06:25] <panda8146> I'm still debugging. Right now if I map [0,34.3421] to say the width of a rect, what I see is as if [0, 0.3421] is mapped to the rect.
[19:06:41] <Yaniel> if your wrap mode is REPEAT, yes
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[19:07:00] <Yaniel> REPEAT is basically doing frac(texcoord) right before sampling
[19:07:43] <Yaniel> CLAMP_TO_* does what it says on the tin
[19:08:31] <Yaniel> MIRRORED_REPEAT is a bit complicated, when going over 1.0 it starts going back in the reverse direction until 2.0 where it starts going in the normal direction again etc
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[19:11:25] <panda8146> well, I was expecting 34 visible gradients along the width of the rect. But I only see one darkish gradient (probably the [0,0.3421] ) along the entire width of the rect.
[19:13:35] <Yaniel> oh, you mean NORMALIZED in glVertexAttribPointer?
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[19:14:12] <panda8146> yes, the one that you multiply your data by 65535
[19:16:26] <Yaniel> yeah that converts your 0..<T>_MAX to 0..1
[19:17:31] <panda8146> does it clamp
[19:17:40] <Yaniel> (the max value depends on the type parameter)
[19:18:26] <Yaniel> why clamp? you can't pass in larger values than the data type can hold
[19:19:02] <Yaniel> if you want the texture to be repeated, don't normalize the texture coords
[19:19:26] <Yaniel> or do it in your shader if you want to repeat a subrect of the texture
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[19:19:54] * Yaniel had completely forgotten about the existence of that parameter
[19:20:49] <Yaniel> the normalized parameter is meant for when you want to use integers for your texture coordinates
[19:20:50] <panda8146> you are right, I will check the type. I'm working with some webgl code. It's hard to tell what's the type
[19:21:22] <Yaniel> say, your texture coordinates are all bytes (so 0..255) because you are working with a 20 years old data format
[19:22:04] <Yaniel> nowadays the uses for that are quite rare
[19:24:08] <Yaniel> non-normalized integers are used for some stuff though
[19:29:14] <panda8146> Based on my observations, maybe the implementation does a mask with 65535 rather than clamp, so I always see the fractional part
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[20:39:14] <Dave13h> Hey all, GLAD questions ok in here? I'm having trouble linking on VS2017 - glad.lib(glad.obj) : error LNK2019: unresolved external symbol __imp_realloc referenced in function gladLoadGLLoader
[20:40:13] <Yaniel> are you using a prebuilt lib?
[20:40:15] <derhass> do you play weird tricks with the CRT?
[20:40:30] <Yaniel> the recommended way of using glad is to just pop glad.c and the headers in your project
[20:40:42] <Dave13h> I cloned the git repo, cmaked for x64 and built it in release
[20:41:00] <Dave13h> Ah really? ok, I'll give that a whirl
[20:41:25] <Dave13h> derhass: don't think so, I am targeting C++17 though if that matters
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[20:52:30] <Dave13h> Cheers, that's loading up fine now! =]
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[21:33:45] <roxlu> When I call glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, particles); is the state kept per program? Or is it "global" ?
[21:35:56] <Stragus> glBindBuffer is a global state
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[21:37:38] <roxlu> Ok thanks Stragus! I was just checking because renderdoc seems to swap the names of two buffers I have somehow
[21:39:25] <roxlu> I'm binding the buffers in my shader like: `layout (binding = 0) buffer Particles {}` and `layout (binding = 1) buffer Emitters {}`, then I do: glBindBufferBase(GL_S..., 0, particles); glBindBufferBase(GL_S.., 1, emitters);` ... is there anything obvious wrong with that?
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[21:40:52] <roxlu> Maybe pasting part of the shader is better: https://gist.github.com/roxlu/576f9f90a853fa905b51b9949c200368
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[21:42:29] <Stragus> You assign binding points to your GLSL buffers, then bind the GL buffers to the same binding points. No problem there...
[21:44:10] <roxlu> Ok, thanks. And are there maybe any alignment issues? I create an identical 'struct ComputeParticle` on the CPU
[21:44:19] <roxlu> and use that to create/fill a initial buffer + VAO
[21:46:31] <Stragus> I always query member offets instead of relying on any std*, but vec3 is supposedly tricky to work with, and some implementations are buggy
[21:46:42] <Stragus> I don't know the details, I never use std* like I said...
[21:47:02] <roxlu> Stragus: ok np, maybe it's something with that
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[22:13:12] <korans> any learn material recommendations for C
[22:13:54] <Stragus> C Programming: The modern way
[22:14:04] <Stragus> Also, this is #OpenGL
[22:14:17] <korans> sorry for opengl
[22:14:40] <korans> I'm happy with my C for the most part
[22:17:43] <korans> most opengl learning resources are orientated around C++ and I'd prefer to not have to derive C examples from them
[22:17:51] <korans> includiong the one in the topic
[22:18:43] <Stragus> The only part that matters is the GL calls anyway
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[22:42:55] <korans> I have a GFX card that supports OpenGL 2.1. does this mean I won't be able to use any of the new style Opengl. or is there some compatability
[22:43:36] <chrisf> korans: 2.1 is new enough that you have basic shaders etc
[22:44:06] <chrisf> korans: what is the card?
[22:44:51] <korans> from what I understand there was a large changein 3.2 from immediate mode will this affect me. ATI RV560
[22:45:19] <chrisf> korans: you shouldnt have been using glBegin/glEnd since LONG before that.
[22:45:35] <korans> chrisf: I havn't been using it at all
[22:45:44] <chrisf> then it doesnt affect you much at all.
[22:46:06] <korans> chrisf: this is just from what I'm gathering from some of the intros I've read
[22:46:36] <chrisf> korans: if you're already putting your geometry in buffer objects, you're fine.
[22:46:55] <korans> and the open.gl resource says a prerequisite is "Graphics card compatible with OpenGL 3.2"
[22:47:18] <korans> chrisf: I havn't done anything yet
[22:48:17] <korans> I'm not too fussed if not all of it works just the main parts so I can get a feel for how to work with opengl
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[22:49:41] <chrisf> you might want to get a GPU less than 10 years old at some point though ;)
[22:49:54] <korans> it's a backup as my other broke
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[22:50:42] <korans> j #pyopengl
[22:50:46] <korans> oops
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[23:11:47] <ZeroWalker> guten morgen
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[23:19:44] <brallan> hi guys. I am following this tutorial: http://www.opengl-tutorial.org/beginners-tutorials/tutorial-2-the-first-triangle/ (just don't set the background color) and I am getting the following https://pasteboard.co/H7vF34I.png, any ideas?
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[23:20:58] <DarkUranium> brallan, are you setting the color in your shader?
[23:22:04] <brallan> DarkUranium: yes
[23:22:16] <DarkUranium> odd.
[23:22:31] <brallan> DarkUranium: but sometimes is full colored as expected
[23:22:33] <DarkUranium> you're clearing the background, yes? Unless you have depth or alpha or such testing enabled, it shouldn't matter, but still
[23:24:26] <brallan> DarkUranium: https://gitlab.com/MrMuffin/openglunderqml/blob/triangle/Triangle-GL/trianglerenderer.cpp#L39
[23:24:33] <brallan> I guess that's the instruction
[23:24:51] <DarkUranium> it is.
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[23:26:03] <DarkUranium> hm, what's your VS & FS?
[23:26:06] <DarkUranium> just in case.
[23:27:23] <brallan> DarkUranium: https://gitlab.com/MrMuffin/openglunderqml/blob/triangle/Triangle-GL/shader.frag
[23:27:32] <brallan> https://gitlab.com/MrMuffin/openglunderqml/blob/triangle/Triangle-GL/shader.vert
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[23:35:02] <DarkUranium> brallan, try vec4 color, and vec4(1.0, 0.0, 0.0, 1.0)
[23:38:03] <brallan> DarkUranium: wow! it works
[23:38:28] <DarkUranium> undefined alpha was probably tripping it off. Not sure if that's per spec or not.
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[23:49:32] <bookmark> hi
[23:50:06] <bookmark> would it be possible to simulate water volume by maintaining an average uniform height of the vertices?
[23:50:19] <bookmark> like a sea level?
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[23:51:22] <bookmark> er.. average height of uniform vertices i mean
[23:52:09] <bookmark> i guess it would have to be per container
[23:54:20] <ZeroWalker> hmm, been trying to grasp my mind around how to have objects stored to give enough "efficient" information. So i draw blocks (flat squares) of different sizes. And those are obviously also stored on the CPU somewhere in order to upload the coordinates when needed. And now that's all fine. But if i wanted to add moving stuff and collision, it all messes up, i could technically loop through All objects and check there sizes etc to
[23:54:20] <ZeroWalker> conclude if anything collided with object X, but that would be extremely inefficient. I could also split up the "World" into a 2D array, but that would also limit the size of the drawings (32x32 etc, couldn't use 32x64 or whatever as it would mess that up)
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[23:57:15] <DarkUranium> ZeroWalker, look up spatial hashing
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[23:57:52] <DarkUranium> I fail to see how a 2D array would limit the size of the drawings, though
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   February 13, 2018  
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