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[00:01:37] <Stragus> GL_ZERO_TO_ONE is great, the other thing is absurd
[00:02:36] <Stragus> It does change the math to build projection matrices a bit, make sure you have considered that
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[00:11:59] <ZeroWalker> damn collision, somethings doesn't go right, there's like a difference between left and right.. just doesn't add up, thinking it Maybe has to do with me using a 64x64 texture for something that's less of that size, but it should still start from the topleft as fast as i know:s
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[00:16:54] <ZeroWalker> the collision i use is AABB, it seems to be the one that was easiest and makes most sense for me, i hope
[00:17:14] <ZeroWalker> as the SAT one was much more complicated
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[00:24:24] <Stragus> Sure, go for AABB tests to begin with
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[00:34:04] <ZeroWalker> :)
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[00:59:26] <Fr0stBit> j #linux
[00:59:33] <Fr0stBit> Damn mistype
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[01:36:54] <ZeroWalker> So, if i wanted to draw other stuff except my quads. I should go with another VAO right, and probably another shader program as this one is setup to assume it's rectangles
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[01:48:21] <ESphynx> outFragColor = vec4(0.2838061553300715, 0.3771783366418435, 0.9337914943112305, 1); <-- what should that give in RGB?
[01:48:48] <ESphynx> i was expecting 72, 96, 238; no?
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[01:58:25] <Fr0stBit> Why do SSBO's have a name?
[02:02:10] <derhass> is this a philosophical question?
[02:03:15] <Fr0stBit> derhass: No, an actual one :P! If we set binding values in the layout qualifier, and we bind them with glBindBufferBase, why do we declare a name for them in the shaders?
[02:04:23] <Stragus> How do you want to access the buffer's content if it doesn't have an identifier?
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[02:06:03] <Fr0stBit> Stragus, well i thought that it used the dot access notation at first like: ssbo_name.member, but actually you use them directly like 'member', so the name is irrelevant
[02:06:23] <derhass> Fr0stBit: because you can refer to the same block name in several shaders
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[02:07:26] <Fr0stBit> derhass: You mean like in/out interface blocks?
[02:07:54] <derhass> no, I talked about buffer blocks, since that was what you talked about
[02:08:48] <Fr0stBit> I don't get what you mean by 'you can refer to the same block name in several shaders'
[02:09:11] <derhass> Fr0stBit: several shaders linked to the same program
[02:09:31] <derhass> in the same or several shader stages
[02:09:57] <Fr0stBit> without needing to redeclare the whole structure?
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[02:10:16] <derhass> no
[02:10:22] <Fr0stBit> Then what's the point
[02:10:36] <derhass> the point is to refer to the same buffer block
[02:10:46] <derhass> the binding location is per program, not per shader
[02:12:14] <Fr0stBit> But isn't the buffer block too bound for the whole program?
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[02:13:46] <derhass> if you use different names, it will be two different blocks
[02:14:43] <derhass> with two different bindings
[02:17:01] <Fr0stBit> yeah, but i don't get what can you achieve with this. So in shader 1 we have a ssbo with name ssbo1 and layout binding 0, and in shader 2 we have an ssbo with name ssbo2 and binding 0. I do glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, &ssbo). What happens to my program? Link error?
[02:18:30] <derhass> Fr0stBit: two blocks cannot use the same index
[02:18:36] <chrisf> should be a link error
[02:18:57] <chrisf> it's invalid, at least.
[02:19:24] <Fr0stBit> derhass: So essentially block names are useful to not misuse layout bindings, and make sure you refer to the same thing?
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[02:30:36] <derhass> Fr0stBit: block names are useful to refer to blocks
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[02:36:29] * chrisf mumbles about them being mostly useless because who cares about the shader reflection api anyway
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[11:24:11] <Dariusz> Hey openGL masters! :- )
[11:25:48] <Stragus> Just ask directly if you have a question
[11:26:44] <Dariusz> I'm working on forming it, taking longer than expected lol
[11:26:59] <Yaniel> no problem
[11:27:15] <Yaniel> just remember that the answer may take time too :P
[11:27:41] <Yaniel> anyway, a good start would be describing what you are trying to do in genereal
[11:29:23] <Dariusz> ok got it(I think) so I'm trying to understand the GL in order to load a 2 separate openGL applications under 1 program. Imagin max/maya/blender/etc when you open the program you have viewport/viewports that are all showing thesame data. What I want is to have 2 viewports showing different unrelated to each other data. Normally in my head I have classSomething, if I do classSomething a, classSomething b, I have 2
[11:29:23] <Dariusz> instances of that class - ie 2 sets of data. But with openGL all I do is glGenBuffers()/bindBuffers/BufferData, but I never specify which GL "engine"? I'm a bit lost...
[11:30:34] <Stragus> glViewport(), draw stuff there. glViewport(), draw other stuff there.
[11:30:38] <Dariusz> or is it glGebUffers(1) ? I can have glGenBuffer(1,dataA) glGenBuffer(2,dataB), that makes 2 different "partitions"? in engine and then when I use paingGL() I specify which partition to paint?
[11:30:58] <Stragus> Buffers store data, it's totally unrelated to viewports
[11:30:59] <Dariusz> glViewport(0,0,width,height) I don't specify source there do I ?
[11:31:12] <Stragus> You draw whatever you want in each viewport
[11:31:18] <Yaniel> what do you mean by viewport now
[11:31:23] <Dariusz> humh
[11:31:25] <Yaniel> a subrectangle of your GL window
[11:31:31] <Yaniel> or a completely separate window
[11:31:39] <Yaniel> (within the same app)
[11:31:52] <Dariusz> ok so say I have glGenBuffers(1,dataA) glGenBuffer(2,dataB), how can I now display 2 glwindow with each showing different dataA/B ?
[11:32:11] <Stragus> Buffers store data, it's totally unrelated to viewports
[11:32:13] <Yaniel> no
[11:32:35] <zid> Sounds like an 'ask your operating system documentation' problem
[11:32:39] <Dariusz> or w QOpenGlwidget
[11:33:13] <Dariusz> the problem I have is that I never create openGL object
[11:33:33] <Yaniel> I think you are just misunderstanding the entire OpenGL architecture
[11:33:33] <Stragus> I think you should learn OpenGL and it will make a lot more sense...
[11:33:36] <Dariusz> or else I would do openGL engineA, openGL engine2. engineA.loadMesh() / engineB.loadMesh()
[11:35:30] <Dariusz> I'm lost
[11:35:43] <Dariusz> how do you specify in viewport which data it should display ?
[11:36:02] <Stragus> glViewport(), glDraw*(), glViewport(), glDraw*()
[11:36:04] <Yaniel> you are probably confusing a few components here
[11:36:28] <Yaniel> you have a QOpenGlWidget, which has a GL *context*
[11:36:35] <Dariusz> as far as I know to display triangle, I need to send data to gpu "buffers" and then use paintGL to display it
[11:36:52] <Yaniel> the context is thread-local so when you activate it all gl commands happen on it
[11:37:11] <Yaniel> this is basically the same as a separate gl window
[11:37:21] <Dariusz> humh
[11:37:40] <Yaniel> within the context you can tell gl to only render on a part of the framebuffer (view area)
[11:37:41] <Dariusz> I'm not sure if I use QT Gl implementation tho
[11:37:53] <Yaniel> that is what glViewport does
[11:37:59] <zid> I'm assuming the answer on windows would just be to call wglMakeCurrent twice per frame
[11:37:59] <Dariusz> oh
[11:38:05] <Yaniel> so if you want to draw say, a minimap
[11:38:11] <Yaniel> then you could use this
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[11:39:50] <Dariusz> so you are saying if I call a glGenBuffers() in my class, then that sets the data for that class only, and when I call it in other class it sets the data in other class and there is no cross "share" between the 2 classes despite me not creating 2x gl engines?
[11:40:12] <Stragus> Your classes have absolutely nothing to do with GL resources
[11:40:29] <Stragus> If you create a buffer in a GL context, it doesn't care from which class/whatever you use it
[11:40:47] <Dariusz> yep
[11:41:11] <Dariusz> so if I do glDrawArrays(GL_TRIANGLES,0,3), this will draw all that gl has in its buffers?
[11:41:12] <Yaniel> to make things more confusing, you opengl contexts can share resources
[11:41:47] <Yaniel> that will draw one triangle with whatever buffers are currently bound in the current context
[11:41:56] <Dariusz> hmmm
[11:42:29] <Stragus> You really should learn OpenGL before trying to plan you code
[11:42:33] <Stragus> your* code
[11:43:04] <Dariusz> is this not what I'm doing now?
[11:44:02] <Stragus> There are good resources to learn OpenGL in the channel's topic
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[11:45:46] <Dariusz> so I dunno, its why I'm asking here to fill in the blanks that he left
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[11:47:12] <Dariusz> ok solved, Qt window handles creation of context and then all is bind to that window/class. I just need to spawn another window/class and I have another unique context/glengine with buffers
[11:47:15] <Dariusz> thanks :- )
[11:47:27] <Dariusz> I'm "brick" headed so it takes me a while to get the idea... sorry :- (
[11:47:57] <Stragus> You can ask Qt (somehow) to share resources between the contexts, so you can reuse the same buffers and so on
[11:48:06] <Dariusz> I dont want to
[11:48:10] <Dariusz> uuuuuuuuuuuuuu
[11:48:13] <Dariusz> maybe I dooo
[11:48:24] <Dariusz> if I want to instance geometry across 2 windows
[11:49:12] <Dariusz> thats gonna be fun to manage humh, thanks! you guys are very helpful & patient :- )
[11:49:16] <Dariusz> brb gotta walk the cats T_T
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[12:35:05] <iderik> How do i use extensions? I am trying to use glDebugMessageCallback on core version 3.3 with extension GL_ARB_debug_output and GL_KHR_debug. I've told glad to load those and also enabled GL_CONTEXT_DEBUG_FLAG.
[12:35:36] <Stragus> Check if the extension is supported, then just use it if so
[12:37:31] <iderik> SDL_GL_ExtensionSupported("GL_KHR_debug") returns true, but i still getting INVALID_ENUM when glEnable(GL_DEBUG_OUTPUT)
[12:37:42] <iderik> ops, wrong! GL_ARB_debug_output is supported
[12:38:25] <iderik> and i am getting segmentation fault on glDebugMessageCallback(errorCallback, nullptr)
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[12:43:59] <karalaine> iderik, did you request debug context from SDL?
[12:45:00] <iderik> karalaine: like so: SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG)? yep
[12:45:39] <karalaine> yeah. if you have debugger at hand, you can check if that function is loaded. you can also check glad succeed to get glDebugMessageCallbackKHR or glDebugMessageCallbackARB
[12:46:13] <iderik> when generating glad via its website, there is an option between C++ and C++-debug. i took C++. maybe that could be something?
[12:46:28] <iderik> ok, ill do that
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[12:47:31] <karalaine> debug glad just calls glGetError for you
[12:47:57] <iderik> karalaine: ugh, i've never used extensions before. i see now that all stuff related to an extension ends with ARB (or similar)
[12:48:02] <iderik> glDebugMessageCallbackARB(errorCallback, nullptr) worked just fine :)
[12:48:46] <iderik> karalaine: thanks :)
[12:48:49] <karalaine> np
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[14:02:49] <ZeroWalker> Guten Morgen:)
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[14:21:05] <iderik> good morgon
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[14:22:58] <ZeroWalker> today i might learn a new thing or two, let's hope on that
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[14:51:42] <DarkUranium> hi ZeroWalker
[14:52:12] <ZeroWalker> hi hi
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[15:31:05] <roxlu> hi, I'm aligning some vertices along a velocity vector; basically I created a lookat matrix and do: `lm * vertex_pos`. This works well, but was wondering how I should rotate my normals?
[15:33:33]
<Dariusz> can any1 confirm that my thinking is correct ? https://pastebin.com/5HrBN1UH I try to wrap my head around how the paintGL() should handle painting of different objects. From what I can tell I alwayas have to set their transformation, otherwise they would render in their local 0,0,0 space?
[15:41:51] <zid> the same way you rotated everything else? :P
[15:44:36] <roxlu> zid: yeah :) I would expect that too
[15:44:47] <roxlu> but the results are wrong
[15:46:45] <roxlu> I do: `vec3 eye_normal = mat3(view_matrix) * lookat_matrix * normal`
[15:47:42] <roxlu> and to rotate my model with the velocity I do: `vertex_pos = lookat_matrix * in_vertex;`, then `gl_Position = projection_matrix * view_matrix * vertex_pos`
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[16:15:06] <roxlu> ah my lookat_matrix was wrong
[16:26:26] <ZeroWalker> doesn't bmp support alpha channel? i can't seem to get it to work, it does have the "Alpha Channel" in a sense, but it's no 0-255 based
[16:26:59] <Yaniel> there are a few different pixel formats
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[16:27:53] <ZeroWalker> i try to save it as 32bit, and hoping for ARGB or similar
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[16:30:35] <ZeroWalker> yeah so i am using the 32bit one, saving from Photshop and setting that
[16:31:43] <ZeroWalker> maybe it's photoshop that's weird, will try GIMP
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[16:43:18] <Dariusz> ASSERT: "QOpenGLFunctions::isInitialized(d_ptr)" in file c:\users\qt\work\qt\qtbase\include\qtgui\../../src/gui/opengl/q
[16:43:19] <Dariusz> openglfunctions.h, line 1432 does this ring any bells to any one? happens when I call _glManager->glGenBuffers(1, &id);
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[16:47:46] <karalain1ne> Dariusz, I think you are not calling initializeOpenGLFunctions in your window initializing code
[16:48:01] <Dariusz> if its under initializeGL() then I am
[16:49:22] <karalain1ne> and you are calling initializeGL in ctor?
[16:49:48] <Dariusz> explicitly, no I though that QOpenGLWidget would call it himself
[16:50:24] <Dariusz> let me try
[16:50:29] <karalain1ne> right if you use QOpenGLWidget it should be called
[16:50:36] <karalain1ne> ensure with debugger
[16:50:48] <Dariusz> if I call it myself then I get ASSERT: "context" in file opengl\qopenglfunctions.cpp, line 240
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[16:52:28] <karalain1ne> yeah it wont work that way with qopenglwidget since it does make context current after ctor
[16:52:50] <karalain1ne> and you inherit from both public QOpenGLWidget and protected QOpenGLFunctions?
[16:54:10] <Dariusz> class myGLManager : public QOpenGLWidget, public QOpenGLFunctions {
[16:54:14] <Dariusz> myGLManager::myGLManager(QWidget *parent): QOpenGLWidget(parent)
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[16:55:26] <karalain1ne> looks all right. ensure that you dont call glGenBuffers before initializeGl is called?
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[16:56:12] <Dariusz> I did not think I did, 1st I did was create openGL window, then I import mesh, then I take imported data for mesh to scene manager that created openGL nodes
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[16:57:30] <Dariusz> it uses fbx/etc but you should be able to maybe spot the error? I'm at lost a bit :/
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[16:58:32] <karalaine> okay one moment
[16:58:49] <Dariusz> thanks <3. Im still looking over it but I'm bit lost.
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[17:02:28] <karalaine> well, there is no chance that initializeGL is called before you exit the window ctor
[17:02:38] <karalaine> and you start adding data there which leads to gl calls
[17:03:00] <Dariusz> what do you mean by this the window ctor? (sorry its new to me)
[17:03:35] <karalaine> myWindow::myWindow()
[17:04:00] <Dariusz> oh
[17:05:07] <karalaine> OpenGL needs to have context and context is not created until window has been created and its still pending inside constructor
[17:05:14] <adrian_1908> Looks like those the video playlist in the channel title (last set 2015?) no longer exists. Is there's an admin, maybe they could remove it.
[17:05:43] <Dariusz> woah it works ! Thanks. Ok now I got it. I though that GL window was generated as it should when I called for it but yep. Ok thats new to me hih, thank you!
[17:08:24] <karalaine> yeah no problem. if you are using QT creator, it has excellent ide for debugging :)
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[17:08:40] <Dariusz> I use both vs & creator for debuging and cLion for typing lol
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[17:10:33] <Dariusz> well maybe not creator actually
[17:10:53] <Dariusz> it gives me weird errors with could not find cmake_root sigh.... havent had willpower to fix that yet, so I used VS 2017 cmake to debug
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[17:29:16] <ZeroWalker> okay couldn't figure it out. Does anyone got experience with BMP and Alpha channels?
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[17:29:31] <derhass> ZeroWalker: it just works
[17:29:53] <ZeroWalker> well for me it doesn't, transparent becomes white, even though i save it as 32bit arpg
[17:29:58] <ZeroWalker> meant
[17:30:00] <ZeroWalker> argb
[17:30:22] <derhass> well. have you verified that the file contents are wrong, or is just the rendering wrong?
[17:30:30] <zid> did you load it as GL_RGBA internal format
[17:30:31] <derhass> GL won't care about alpha values by default
[17:30:38] <zid> did you write a shader that used the alpha
[17:30:59] <ZeroWalker> think when i checked the content that "Alpha" was just 1
[17:31:04] <ZeroWalker> instead of 0 or 255
[17:31:22] <derhass> how did you check that?
[17:31:29] <derhass> how do you even load the BMPs?
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[17:33:07] <ZeroWalker> load it by reading it into memory first. Then i offset from the header and just give opengl the pixel array
[17:34:40] <ZeroWalker> hmm, must check again with GIMP; cause it looked a bit different in 32bit (windows couldn't decode it correctly), but wonder if the alpha was correct there
[17:34:47] <derhass> and how did you verify that the alpha value is 1?
[17:36:50] <ZeroWalker> by checking the memory when loading it
[17:37:00] <ZeroWalker> the debugger in Visual Studio
[17:37:07] <derhass> well
[17:37:16] <derhass> no idea what you screwed up there
[17:40:18] <ZeroWalker> well me neither, i think it's just how photoshop saved it, looking at the options, i can only choose X8R8G8B8
[17:40:26] <ZeroWalker> and not A8R8G8B8 for some reason
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[17:43:25] <ZeroWalker> hmm, doesn't OpenGL have ARGB, i can only see GL_RGBA etc, not in flipped order
[17:48:39] <karalaine> ZeroWalker, in photoshop, you need to have seperate alpha channel to it allow to save the alpha format
[17:48:49] <karalaine> premultiplied alpha wont add anything to it
[17:49:31] <ZeroWalker> oh, thanks vill check it out
[17:50:31] <karalaine> something like GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV might work, never tried
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[17:51:16] <ZeroWalker> ah now i can see the A when saving, let's see if i can load it correctly
[17:56:00] <ZeroWalker> hmm, well it's all messed up, but the alpha seems to be correct in memory at least
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[17:58:02] <ZeroWalker> ah nice fixed it
[17:58:13] <karalaine> what was the last step?
[17:58:53] <ZeroWalker> well the photoshop thing fixed it, i had just forgot that i changed where it started loading the data before when trying a different format
[17:59:08] <ZeroWalker> so it loaded the entire data assume it was a pixel array (including the header)
[17:59:21] <ZeroWalker> offsetting it fixed it, and the alpha works:)
[17:59:28] <karalaine> cool
[17:59:33] <ZeroWalker> though, kinda annoying you need to add that alpha channel manually:s
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[19:36:46] <execi> Hey. I have a uint attribute in my vertex shader, passes it through to fragment shader as in: layout(location = 0) in uint var; flat out uint pass_var; pass_var = var;
[19:37:08] <execi> When i debug the application in renderdoc, it shows me differing values for pass_var and var, how's this possible?
[19:37:30] <execi> And the results I'm getting seem to agree with that, too
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[19:38:24] <derhass> execi: then you probably screwed something up
[19:38:52] <execi> derhass: the vertex shader really is as simple as that, though the assign is inside main
[19:39:19] <derhass> there are lots of ways to screw things up
[19:39:24] <execi> such as?
[19:39:46] <derhass> how do you set up the attrib pointer for var?
[19:40:07] <execi> Even if the attrib pointer is different, how come the passthrough value differs from the original one?
[19:40:20] <execi> well even if the attrib pointer would be effed?
[19:40:21] <derhass> what _is_ the original one?
[19:40:27] <derhass> how do you even see that?
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[19:40:35] <execi> what do you mean? an exact value or what?
[19:40:43] <derhass> yeah, the exact value
[19:41:01] <derhass> If my suspicion is correct, neither renderdoc nor you can see that value
[19:41:10] <derhass> in this setup
[19:41:18] <execi> 0xFFFFFF00
[19:41:26] <execi> which is correct, given the data i'm feeding it
[19:41:45] <derhass> execi: this might be what's in your VBO
[19:41:52] <derhass> but what's tha value of var?
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[19:42:04] <derhass> so.
[19:42:07] <derhass> I ask again
[19:42:17] <derhass> how do you set up the attrib pointer for var?
[19:43:13] <execi> glVertexAttribPointer(0, 1, GL_UNSIGNED_INT, GL_FALSE, 0, 0);
[19:43:49] <derhass> so
[19:43:53] <derhass> that's the issue
[19:44:03] <execi> Hmm?
[19:44:07] <derhass> you never verified var
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[19:44:21] <execi> verified?
[19:44:24] <derhass> as per the spec, the value of var is undefined
[19:44:39] <derhass> you need to use glVertexAttribIPointer for integer attributes
[19:44:44] <execi> Oh!
[19:45:05] <derhass> glVertexAttribPointer sets up float attribs, in your case with automatic conversion fro GL_UNSIGNED_INT
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[19:45:36] <execi> Ah, that's kind of silly, though I guess I should've read that.
[19:46:10] <derhass> well, iy might seem silly (it is at least not very intuitive)
[19:46:20] <derhass> but I did ask for that for a specific reason...
[19:46:39] <derhass> as I said "there are lots of ways to screw things up"
[19:47:41] <execi> Yeah, it seems a bit funny. I would thought of a simpler approach of having the called take care of any conversions and just dishing the data out
[19:47:45] <execi> But, thank you!
[19:47:53] <execi> caller*
[19:48:33] <execi> And as expected, it works perfectly. Thank you again, you saved a lot of time!
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[19:49:10] <derhass> yw
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[20:00:03] <ZeroWalker> if you want to draw different layers, can you do that with instanced drawing in a batch, or do you have to sepate each draw to determine that layer
[20:01:21] <Stragus> Layer? Array texture layer?
[20:02:57] <derhass> well, in unextended GL, you can set gl_Layer in the geometry shader
[20:03:23] <derhass> more useful is ARB_shader_viewport_layer_array which allows you to set it from the vertex (or tess) shaders
[20:03:43] <Stragus> I don't think he's into geometry shaders, he was asking about array textures last time
[20:04:00] <ZeroWalker> meant like, if you draw a box, then another box, that second box will cover the first box
[20:04:09] <ZeroWalker> like if it was on a "front layer"
[20:04:18] <derhass> well. I'm talking about layered rendering using layerded framebuffers, which perfectly maps to array textures
[20:04:30] <ZeroWalker> is there a thing that can do the same thing, without doing "per draw" approuch
[20:04:38] <ZeroWalker> hmm
[20:04:47] <Yaniel> yes
[20:04:50] <Yaniel> it's called depth testing
[20:04:55] <derhass> not even that
[20:05:09] <derhass> without depth testing, the secon box will always cover the first one
[20:05:19] <derhass> so it will just work in the default GL state
[20:05:41] <Yaniel> I guess the question is whether instanced draws are "ordered" like that
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[20:06:16] <Yaniel> across instances within one draw call
[20:06:17] <derhass> well, there is an API draw order, and instanced rendering is defined in terms of a loop over draw calls
[20:06:45] <Yaniel> in other words, it should Just Work(tm)
[20:07:38] <ZeroWalker> ehm, well i kinda need to know so the order is correct then
[20:08:05] <ZeroWalker> would be awesome if you could just set a layer though
[20:08:29] <derhass> ZeroWalker: that you can achieve via depth testing
[20:08:46] <ZeroWalker> oh wait so that would work
[20:08:56] <ZeroWalker> think i read something about that, and it wouldn't allow for transparency
[20:09:09] <ZeroWalker> or something
[20:09:52] <Yaniel> well if you draw the foremost thing first, the ones behind it will not be visible there even if the foremost thing is transparent
[20:12:04] <ZeroWalker> ah yeah that's the problem then
[20:12:17] <ZeroWalker> needs to work with transparency
[20:13:19] <Yaniel> better make sure your instances are in back-to-front order then
[20:15:15] <ZeroWalker> yeah, seems like a big mess though, might be better to have different lists
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<Dariusz> Hai, I'm testing how the glDrawElements work in QT gl library with qt wrappers but I hit an issue. I could glDrawArrays but when I moved to elements I get an error listed ther https://pastebin.com/qSY2x4v2 I checked my indices/etc and I'm out of ideas why it crashes?
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[21:43:49] <karalaine> Dariusz, at least you should not unbind the IBO while your VAO is bound, it de-registeres it from VAO
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[21:45:20] <moto> exit
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[21:45:32] <karalaine> yes
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[21:58:33] <Dariusz> ibo ?
[21:59:29] <TheFlash> VBO holding indices
[21:59:41] <DarkUranium> index buffer object
[21:59:47] <DarkUranium> 'V' being vertex
[21:59:53] <Dariusz> hmm I released it just like other ones, is that wrong?
[22:00:33] <DarkUranium> <karalaine> Dariusz, at least you should not unbind the IBO while your VAO is bound, it de-registeres it from VAO
[22:01:13] <Dariusz> at what line did I unbing it?
[22:01:30] <karalaine> 111
[22:01:31] <Dariusz> 111?
[22:01:41] <DarkUranium> 111
[22:01:56] <Dariusz> wow
[22:02:16] <Dariusz> so I could unbind vertex buffer for normal/vertex, but unbinding index buffer caused crash o.o
[22:02:17] <Dariusz> ok
[22:03:41] <Dariusz> well the crash is gone, but I got empty buffer, the 2 triangles don't render
[22:04:28] <Dariusz> humh
[22:04:29] <Dariusz> maybe
[22:04:53] <karalaine> theory: qt calls glVertexAttribPointer behind the scenes, which regiesters VBO as the vertex attribute's bound vertex buffer object
[22:04:57] <DarkUranium> because vertex buffers are only bound when you call ... yeah, that
[22:05:05] <Dariusz> I think its vertex/buffer shader issue
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[22:08:14] <karalaine> Dariusz, you pass two coordinates per vertex, but you say in m_program->setAttributeBuffer("position", GL_FLOAT, 0, 3);
[22:08:14] <karalaine> that you should have 3?
[22:08:34] <Dariusz> I have updated my coordinate array to hold 3 floats per vertex from 2 now
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[22:14:00] <Dariusz> nope I got null, no idea o.o
[22:14:07] <Dariusz> no error no crash now, but no pixels
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[22:20:23] <karalaine> although thats just lot of wrapping to simple gldebugmessagecallback call
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[22:21:39] <Dariusz> so in current state im getting errors but I dont see them ?
[22:22:17] <karalaine> well I can see you have this "printGLErrorLog" there, if you call it again later it might show them but dunno what it does
[22:22:26] <Stragus> Always register a debugging callback in a debugging context during development
[22:22:38] <Dariusz> void myGLManager::printGLErrorLog()
[22:22:38] <Dariusz> {
[22:22:38] <Dariusz> GLenum error = glGetError();
[22:22:38] <Dariusz> if (error != GL_NO_ERROR) {
[22:22:38] <Dariusz> std::cerr << "OpenGL error " << error << ": ";
[22:22:39] <Dariusz> const char *e =
[22:22:41] <Dariusz> error == GL_INVALID_OPERATION ? "GL_INVALID_OPERATION" :
[22:22:43] <Dariusz> error == GL_INVALID_ENUM ? "GL_INVALID_ENUM" :
[22:22:45] <Dariusz> error == GL_INVALID_VALUE ? "GL_INVALID_VALUE" :
[22:22:49] <Dariusz> error == GL_INVALID_INDEX ? "GL_INVALID_INDEX" :
[22:22:51] <Dariusz> error == GL_INVALID_OPERATION ? "GL_INVALID_OPERATION" :
[22:22:53] <Dariusz> QString::number(error).toUtf8().constData();
[22:22:55] <Dariusz> std::cerr << e << std::endl;
[22:22:57] <Dariusz> // Throwing here allows us to use the debugger to track down the error.
[22:22:59] <Dariusz> #ifndef __APPLE__
[22:23:01] <Dariusz> // Don't do this on OS X.
[22:23:02] <Stragus> That checks for errors but it's not a debugging callback, it doesn't provide much information
[22:23:05] <Dariusz> throw;
[22:23:06] <Stragus> And please don't paste here...
[22:23:07] <Dariusz> #endif
[22:23:09] <Dariusz> }
[22:23:11] <Dariusz> }
[22:23:34] <Dariusz> I'll read up on that post, brb a bit, thanks for help so far :- )
[22:23:37] <Dariusz> back in few
[22:24:58] <karalaine> you do that, important bit is QSurfaceFormat::DebugContext to format, and since you have QOpenglWidget you need to call setFormat at early on
[22:26:36] <Dariusz> I dont know/think I'm usng QSurfaceFormat at all, no idea. never set it myself
[22:26:54] <karalaine> you need to, to get debug output
[22:27:51] <karalaine> cant recall the details with the widget, you need to google or ask in qt irc channel
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[22:31:11] <Dariusz> ok I changed the system to use QOpenGLWindow from Widget, and set surface, will add debuging next, still readin the post
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[22:40:06] <Dariusz> wow
[22:40:09] <Dariusz> logger printed stuff
[22:40:19] <Dariusz> noting to paint!
[22:40:19] <Dariusz> Buffer detailed info: Buffer object 1 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memor
[22:40:19] <Dariusz> y as the source for buffer object operations.
[22:40:21] <Dariusz> Buffer detailed info: Buffer object 2 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memor
[22:40:24] <Dariusz> y as the source for buffer object operations.
[22:40:28] <Dariusz> Buffer detailed info: Buffer object 3 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VID
[22:40:31] <Dariusz> EO memory as the source for buffer object operations.
[22:40:48] <Dariusz> what does that mean o.O
[22:40:52] <Dariusz> it dont sound like error
[22:43:39] <karalaine> its not error, more like informal message from driver
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[22:43:48] <Dariusz> yea
[22:44:38] <Dariusz> Im totally stuck, no idea why I only get empty stuff o.O
[22:45:17] <karalaine> thats really common in opengl, but dont give up :)
[22:46:03] <Dariusz> yeah I keep re-reading the code but no luck, I could glDrawArray just fine, but elemtsn huh
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[22:50:45] <Dariusz> heee
[22:51:12] <Dariusz> glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
[22:51:12] <Dariusz> to glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
[22:51:12] <Dariusz> fixed it :- )
[22:51:22] <Dariusz> holy crap.
[22:51:24] <karalaine> hehe, I was just about to comment that
[22:52:06] <karalaine> still there is mismatch if your index array is int but you state to use unsigned
[22:52:10] <Dariusz> awesome, thanks! :- )
[22:52:13] <Dariusz> yeah I changed them all
[22:52:14] <Dariusz> to be unsigned
[22:52:48] <Dariusz> damn, so delicate, its also weird that debuger did not notice it, it onyl noticed if I typed GL_INT instead of GL_UNSIGNED_INT
[22:52:57] <Dariusz> yay we have liftoff :D
[22:53:05] <karalaine> it doesnt know what data you put there
[22:53:06] <Dariusz> what do I do now @_@
[22:53:10] <karalaine> so it cant spot the error
[22:53:14] <Dariusz> yes trange
[22:53:25] <Dariusz> I imagine he would check the indices data type against glDraw data type
[22:53:47] <karalaine> but there is not type, just memory pointer to raw data
[22:53:55] <karalaine> when allocating IBO
[22:54:42] <Dariusz> oh
[22:54:44] <Dariusz> snap
[22:55:31] <karalaine> maybe add texture to your triangle or make it rotate :)
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[22:55:55] <Dariusz> nah too much ! I'm happy with triangle :D gonna screntschot it and use as my wallpaper ! ;- D
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