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[00:01:16] <bookmark> i draw a separate object than i use for collisions
[00:01:55] <bookmark> my worlds are split up into a top down grid like a chess board and that becomes a list of invisible objects
[00:02:07] <bookmark> codepad.org/m52q1gjG
[00:02:24] <bookmark> line 26 is how i do the collision culling
[00:02:53] <bookmark> it just says if your near to a gridsquare in x or z, test that squre
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[00:03:12] <bookmark> without an expensive distance squre root
[00:03:45] <bookmark> then i have some dynamic objects which must be tested separately like players and elevators
[00:05:11] <bookmark> but you have to be careful in splitting up a 3d map
[00:05:33] <bookmark> because a player could be standing on a triangle that is very much larger than any of the grid squares
[00:05:51] <bookmark> so what i do is include triangles like that into any square they are larger than
[00:06:09] <bookmark> like its verts lie way outside there
[00:07:31] <bookmark> or triangles that are just big they go in all grids
[00:07:36] <bookmark> something to that effect
[00:07:54] <bookmark> i don't know right now precisely because i wrote this years ago
[00:07:56] <bookmark> ha
[00:08:04] <bookmark> but it still workin
[00:10:45] <bookmark> and i run two collision routines that completely different on my level
[00:11:14] <bookmark> to ensure i don't fall through
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[04:51:01] <Zero_Walker> okay back, sry
[04:51:29] <Zero_Walker> About the 2D array would limit the size of the drawings, it might just be my mindset is limited to what's available. Basically i think like this
[04:52:15] <Zero_Walker> say you got a "World", then you set it up with a 2D array as [WORLD_H/32][WORLD_W/32]. Then it becomes very east to check if you hit something based on that.
[04:52:23] <Zero_Walker> but it's only valid if all objects are 32x32 in this case
[04:53:08] <Zero_Walker> as for bookmark, your stuff is sadly quite beyond me
[04:53:31] <Zero_Walker> will look up spatial hashing though, see if i can make sense of it
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[04:56:39] <Zero_Walker> Ah, looking at the concept of it, and that looks like a perfect solution (not sure how to implement it yet, but this might be the right tack)
[04:56:41] <Zero_Walker> track*
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[06:20:28] <roboman2444> So im trying to figure out a bit of tricky maths
[06:20:46] <roboman2444> give a list of points in 3d space, and a view position
[06:21:02] <roboman2444> contruct a view angle and vertical/horizontal fov that will contain all of them
[06:21:20] <roboman2444> i can think of various ways to do it "badly", but i was wondering if anyone knew any methods that worked out well
[06:21:41] <roboman2444> tldr, zoom, aspect, and angle of a camera so it fits perfectly on an object
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[06:32:06] <Stragus> roboman2444: What are the variables? Only field of view?
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[06:36:19] <roboman2444> Stragus, field of view, aspect, and camera angle
[06:36:23] <roboman2444> camera position is fixed
[06:37:07] <Stragus> So... it's a problem of best fitting a rectangle over a bunch of points
[06:37:55] <Stragus> Minimum size or area (or?) rectangle that contains the points
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[06:56:06] <roboman2444> not quite
[06:56:18] <roboman2444> since the whole pitch/yaw maths
[06:58:27] <Stragus> I meant an arbitrary rectangle, not an axis-aligned one
[06:58:51] <roboman2444> even still
[06:59:50] <roboman2444> my current method is find min and max pitch angle, then using that pitch angle, find yaw angles
[07:00:00] <roboman2444> but thats not 100% perfect
[07:00:38] <roboman2444> i guess i could refine over and over again, but that seems hacky and inefficient
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[07:45:52] <bookmark> so i just got a 3d texture to load with; glTexImage3D(GL_TEXTURE_3D, 0, GL_RED, 512, 512, 2, 0, GL_RED, GL_UNSIGNED_BYTE, (const GLvoid*)textureImage.data );
[07:46:01] <bookmark> but.... its red
[07:46:09] <bookmark> isn't there some way to make it RGB?
[07:46:17] <bookmark> i tired and it crashes there
[07:52:13] <Stragus> Then your image data isn't >= 512*512*2*3 bytes
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[07:52:46] <bookmark> ok
[07:52:50] <bookmark> ill work on it some more
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[08:17:42] <bookmark> ok now it doesn't crash it just renders black
[08:18:02] <bookmark> i could put the whole TU on mega nz if you guys wanna look at it
[08:19:02] <bookmark> i mean it is a blue background
[08:19:05] <bookmark> but black quad
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[08:24:16] <bookmark> nevermind i think i found it
[08:26:33] <bookmark> yeah i got it
[08:26:40] <bookmark> 3d texture woohoo!
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[08:29:13] <bookmark> yeah..... except i don't know how to switch layers :/
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[08:30:37] <spear2> bookmark: i think you sample with a 3d uv coordinate instead of 2d?
[08:30:52] <spear2> that's how 2d array textures work anyway
[08:31:24] <bookmark> yes
[08:31:32] <bookmark> ive got one of them to show up
[08:31:45] <bookmark> i guess ill try rebuilding the UV in the vertex shader
[08:31:49] <bookmark> UVR whatever
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[09:05:14] <bookmark> yeah it worked
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[09:19:17] <bookmark> anyone up? what are you working on?
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[15:29:06] <bayoubengal> morning
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[16:36:46] <Zero_Walker> guten morgen
[16:37:02] <Zero_Walker> or well, maybe not as i didn't wake up now, guten aftermiddach
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[17:52:00] <Yaniel> am I misunderstanding something or does alpha to coverage basically solve OIT?
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[17:54:43] <Yaniel> (albeit only with msaa on)
[17:56:04] <exDM69> kinda, but terms and conditions may apply :)
[17:57:26] <iderik> I just noticed that i've been using glTexStorage3D in a project that is supposed to support OpenGL "3.3", and that feature became available "4.2". Is it because I havnt told GLEW which version I want? I though it was enough to tell SDL about my targeted version, using SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3).
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[18:00:33] <Yaniel> that just gives you something that is compatible with GL 3
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[18:03:28] <iderik> Yaniel: so you're saying i have nothing to worry about? that glTexStorage3D is compatible with GL 3.3?
[18:03:49] <iderik> or did you mean that i missed SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3)?
[18:04:13] <Yaniel> no, I mean that anything that is valid on GL 3.0 is valid in your context
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[18:04:25] <Yaniel> but the actual context version may be higher
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[18:19:34] <iderik> Yaniel: sorry, but i dont understand where you get 3.0 from
[18:22:53] <Yaniel> you only specify the major version
[18:23:07] <Yaniel> so prolly it has to be compatible with all minor versions of that major version
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[18:25:39] <iderik> you missed this one then :) "iderik: or did you mean that i missed SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3)?"
[18:25:51] <iderik> well i missed it first
[18:26:44] <Yaniel> well, compatible with 3.3 then
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[18:35:42] <chrisf> iderik: glTexStorage* is available with GL4.2, or ARB_texture_storage extension.
[18:36:08] <chrisf> most 3.x drivers have it, it's purely driver-side.
[18:36:19] <chrisf> no new hardware requirements
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[18:45:10] <iderik> chrisf: interesting, thanks :)
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[18:46:36] <chrisf> id encourage you to use it where you can; it eliminates all the texture completeness nonsense.
[18:46:38] <iderik> i am currently switching to glTexImage3D for allocating
[18:48:01] <iderik> hmm ok, maybe i should read up on that. i "heard" using glTexStorage is faster and safer
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[18:48:26] <chrisf> certainly clean and safe
[18:48:58] <iderik> to me it just felt easier; allocate and then populate, instead of doing "tricks" with glTexImage
[18:49:11] <chrisf> performance shouldnt really be different as long as you dont create /silly/ sets of texture images (mess of sizes which you then fix later, etc)
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[18:49:27] <iderik> yeah, textures are only uploading during startup, so no worries there
[18:50:40] <iderik> chrisf: btw, i was looking for something along: glTexStorage(GLenum dimension); do you know if that exists?
[18:51:08] <iderik> i mean, instead of glTexStorage1D, glTexStorage2D and glTexStorage3D
[18:51:12] <chrisf> no
[18:52:03] <chrisf> it doesnt exist
[18:52:28] <iderik> one last question, how do you know that extension is supported by most 3.3 drivers? where can i find such information? in case i want to look up on other extensions, like glTextureStorage.
[18:53:06] <chrisf> i know by experience, but you could look at gpuinfo.org
[18:54:39] <chrisf> 3.3 drivers supporting the extension: http://opengl.gpuinfo.org/gl_listreports.php?listreportsbyextension=GL_ARB_texture_storage
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[18:57:26] <iderik> chrisf: thanks!
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[21:12:24] <bookmark> hi
[21:12:48] <bookmark> i was looking in the glm docs. it seems you can assign a vec4 to a vec3 is that right?
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[21:13:40] <bookmark> medium_vec4 b = a; lowp_ivec3 c = glm::ivec3( b );
[21:14:06] <bookmark> i guess its casted?
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[21:45:29] <bookmark> how can i access a specific element of a glm matrix?
[21:45:49] <bookmark> saberCoords[0] = dts0.model[12]; this doesn't seem to work.
[21:46:14] <bookmark> valueptr?
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[21:53:44] <karalaine> bookmark, dts0.model[12] should return vector, vec4 if you are using mat4
[21:54:07] <karalaine> er no 12, specicic row, like model[2]
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[21:55:17] <karalaine> if you want to access it like that, value_ptr is way to go
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[21:57:23] <bookmark> float = value_ptr(myMat4)[12] ?
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[21:57:49] <bookmark> or..... maybe like advance the pointer?
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[21:58:54] <bookmark> value_ptr x (myMat4); x += 12;
[21:59:15] <bookmark> float y = x;
[21:59:18] <bookmark> or some shit?
[22:01:13] <karalaine> never used it but it should be like auto x = value_ptr(myMat); x[12] = ...
[22:01:37] <bookmark> ah
[22:01:41] <bookmark> ok thank you
[22:01:52] <bookmark> auto wait isn't that java?
[22:01:58] <bookmark> er.. no i've seen that in c++
[22:02:10] <karalaine> c++ yeah
[22:02:39] <karalaine> replace with real type if you wish
[22:04:17] <bookmark> thank you
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   February 14, 2018  
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