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[00:13:21] <ZeroWalker> hmm, really need to find some good videos to learn how the hell ppl structure things up. It's always a complete mess for me, and it just gets worse when i have to have different setups depending on the data being drawn if it's not within the same "specs"
[00:17:22] <chrisf> ZeroWalker: in practice you won't use many different vertex formats etc
[00:17:42] <ZeroWalker> vertex formats?
[00:17:46] <Stragus> Maybe stop looking for videos? Most of the important information that exists is written
[00:17:51] <chrisf> i didnt see your context
[00:18:24] * derhass seconds Stragus
[00:18:40] <derhass> videos are a very inefficient way to transmit programming-related information
[00:19:04] <Stragus> Indeed, I'm baffled people learn anything from videos
[00:21:49] <ZeroWalker> if i could learn by reading well, i wouldn't be here xd
[00:22:09] <ZeroWalker> i need a ton of visual input in order for anything to get stuck
[00:22:20] <ZeroWalker> and even then it takes forever
[00:22:57] <ZeroWalker> but well my issue is basically structuring in general i guess. For example
[00:23:05] <ZeroWalker> i can show my current "object structure"
[00:23:49] <ZeroWalker> where pos, size, texIdx are for the Shaders
[00:23:58] <Stragus> Your preferred mesh/model/object/scene structure will depend on your needs
[00:24:00] <ZeroWalker> hashlist is just shit so that can be ignored lol
[00:25:35] <ZeroWalker> yeah and as i want to keep things very simple, i want a very general approach, that will be good enough for all my stuff. Which probably should work, i think. As i don't intend to do anything other than quads with textures at different positions and sizes
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[00:26:34] <ZeroWalker> though the Size here is kinda pointless cause it's actually constant since i changed to 2D array texture, (i have it at 32x32 and much textures will be that or lower)
[00:27:17] <ZeroWalker> but that might be a bad approach as it means it's hardcoded like that, and if i use some bigger size, all hell breaks lose
[00:27:35] <Stragus> For your 2D sprite engine, maybe you should have "Images" which refer to a quad of texels in some layer of an array texture, and you habe "Objects" referencing these images
[00:27:46] <Stragus> you have*
[00:28:53] <ZeroWalker> not sure what you meant there sadly
[00:29:37] <DarkUranium> <Stragus> Maybe stop looking for videos? Most of the important information that exists is written
[00:29:47] <DarkUranium> Stragus, I hate it how much of important information is all videos nowadays =\
[00:30:36] <Stragus> DarkUranium: Is it? I never watch videos and I don't feel like I'm missing anything
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[00:30:56] <DarkUranium> Stragus, usually information pertaining to some software and such
[00:30:58] <DarkUranium> not so much libs.
[00:31:11] <DarkUranium> e.g. Blender ... you're trying to find how to do 1 simple thing, and you're forced to find it in this 1 hour video
[00:31:40] <DarkUranium> (sometimes with up to 3 minutes of introductory yelling, thank-you-saying, and asking to like&subscribe)
[00:34:17] <Stragus> Someone should make a video of the 837 pages of the OpenGL specs. Then we could say "Ah yes, the information you want is at day 3, time 18:34:02"
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[00:35:54] <DarkUranium> haha
[00:37:43] <Stragus> Some french singer once composed songs with lyrics from France's traffic laws. He was born too early
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[00:51:16] <ZeroWalker> ;O
[00:52:53] <ZeroWalker> so, did you have some thoughts on my wonderful struct, or was that the "Images refering to quad of texels" thing?
[00:54:19] <Stragus> typedef struct { float texcoord[6]; /* StartX,StartY,Layer,EndX,EndY,Layer ~ layer for array texture */ } MyImage; typedef struct { MyImage *image; float x, y; float size;} MySprite;
[00:57:48] <Stragus> That texcoord[6] was poor, break it up in 5 variables since you need to build the 4 vertices from that anyway
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[01:20:12] <ZeroWalker> what's StartX,Y and EndX,Y. If it is what it sounds like, doesn't that equal size?
[01:21:16] <Stragus> You can store offset+size, or start&end, whatever you prefer
[01:24:48] <ZeroWalker> well confused as you got two structs, if i read it correctly. and one has offset+size, and the first has "Size" and layer?
[01:25:32] <Stragus> MyImage holds information about the chunk of pixels where the image is, MySprite holds information about the sprite
[01:25:54] <Stragus> A sprite's size doesn't have to match its image's size. It could if you want
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[01:27:14] <ZeroWalker> ah
[01:27:56] <ZeroWalker> yeah well mine doesn't, for one they are scaled by 2. And for the other they are in a 2D_Texture Array thingy so i need to use that size as a base
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[01:29:01] <ZeroWalker> hmm, damn it should be straightforward but still my mind goes in circles.
[01:31:06] <derhass> what's so hard about storing rectangles?
[01:33:01] <ZeroWalker> the rectangles themselves doesn't pose that much of a problem
[01:33:19] <ZeroWalker> it's when there's textures and keeping track of that part things do for me
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[01:41:20] <derhass> ZeroWalker: so each rectangle references some texture
[01:42:51] <ZeroWalker> yeah, kinda have that now, basically an index indicator though as i got all textures in an array, though that will not hold if i want bigger stuff
[01:43:18] <ZeroWalker> and if i want each texture separate, i would have to somehow sort things up and do an instance drawing per texture i think
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[01:45:00] <derhass> I once recommended you to start simple
[01:45:56] <ZeroWalker> i know, and i did
[01:46:09] <ZeroWalker> i got that working fine
[01:46:51] <ZeroWalker> but i have to restructure everything when i do it differently which is a pain
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[01:50:39] <derhass> ZeroWalker: you have to make yourself clear about what operations you actually need
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[01:52:31] <Stragus> If all you have are sprites, and you have less than 5000 or so... then I would, every frame, write a big array of all vertex attributes on the CPU, upload that to GPU, then glDraw() the whole thing
[01:52:39] <Stragus> No need for instancing or anything fancy
[01:52:45] <ZeroWalker> well for drawing it would be the ones that "batch". glDrawElementsInstanced for example. Cause for looping (as much control as it might give, is also much slower). Even in my situation it causes micro stutters weirdly enough
[01:53:49] <derhass> doing instanced drawing naively on just quads is a very bad idea
[01:54:47] <ZeroWalker> wait, why, instancing was awesome cause of the "separate attributes"
[01:55:45] <derhass> you need a much higer number of vertices for your base instance than just 4 or 6 to make any good use of the GPU
[01:56:12] <Stragus> It's not bad either, but it's complexity you don't need at the moment
[01:56:37] <Stragus> Writing a big buffer with all vertex attributes every frame isn't bad for a reasonable amount of sprites
[01:57:24] <derhass> even without instancing, you can easily use an array of per-sprite data instead of doing it per vertex
[01:57:25] <ZeroWalker> but wait,don't i have to a buffer per sprite then?
[01:57:33] <derhass> gl_VertexID is your friend
[01:57:37] <ZeroWalker> so there is no "big buffer"
[01:57:41] <ZeroWalker> will look it up
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[01:57:54] <Stragus> A buffer per sprite is terrible
[01:58:15] <Stragus> Use a big buffer and you can tell the GPU "draw these 20k triangles" all at once
[01:58:32] <zid> Stragus: What happened to those hints that used to exist, are those still around in 4.0?
[01:58:38] <ZeroWalker> i thought that was what i did now, and what you said i shouldn't do;o
[01:58:58] <ZeroWalker> you mean STATIC_COPY etc?
[01:59:04] <ZeroWalker> or maybe it was STATIC_DRAW
[01:59:32] <Stragus> ZeroWalker: There are many ways to design this stuff, and it's never quite clear what you are doing
[01:59:58] <zid> GL_STATIC_DRAW that was it
[02:00:47] <Stragus> zid: If you use modern glBufferStorage(), then you can be more explicit about the buffer's purpose and the drivers can take better decisions
[02:01:01] * zid checks the man page
[02:02:24] <zid> Oh I am using glBufferData in my damn application, I guess I haven't broken that code yet so I forgot about it
[02:02:47] <Stragus> zid: You probably don't need to worry about that now
[02:02:49] <zid> oh because it is 4.4+
[02:03:09] <ZeroWalker> yeah know, should take some steps back, it seems Youtube is getting a visitor once more
[02:03:18] <zid> I just arbitrarily picked 4.0
[02:03:38] <Stragus> ZeroWalker: My suggestion would be to close youtube, forget the internet. Grab pieces of paper, a pen and make a plan
[02:03:39] <ZeroWalker> remember reading about the hints some days ago, and from my understanding AMD Drivers mostly ignores them and did some analyzing of it's own instead
[02:04:10] <ZeroWalker> but then again, AMD has completely horrible OpenGL driver (and i got an AMD GPU -_-)
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[02:04:52] <derhass> ZeroWalker: the mesa driver isn't that bad
[02:05:04] <zid> I have everything as GL_STATIC_DRAW because I don't do anything like mesh animation
[02:05:10] <ZeroWalker> wouldn't even know where to begin such a thing, but i know ppl that are able to just plan ahead, then just fit it all into that plan
[02:05:14] <ZeroWalker> mesa driver?
[02:05:17] <zid> My buffers are all basically write-once
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[02:05:51] <ZeroWalker> i use GL_STATIC_DRAW as well, though i do update the positions, so i guess it shouldn't be static
[02:06:02] <Stragus> ZeroWalker: At least try it. Pen and paper
[02:06:16] <ZeroWalker> you have to tell me where to even start
[02:06:47] <ZeroWalker> i can't just sit there with a paper and write down stuff, i don't even know what to write down;s
[02:10:06] <Stragus> Goals, how to get there, how to organize data, what code would do with it
[02:11:19] <ZeroWalker> but isn't the problem i don't know how to get there and how to organize the data?;o
[02:11:36] <Stragus> Hence the pen and paper, brainstorming
[02:11:41] <ZeroWalker> isn't it impossible to plan something you don't know
[02:11:42] <ZeroWalker> hmm
[02:11:46] <ZeroWalker> well, can give it a try
[02:12:02] <ZeroWalker> can i do drawing as well
[02:12:12] <ZeroWalker> cause without visuals it's hard
[02:12:21] <Stragus> Eh sure
[02:12:32] <zid> Stragus: That was my main stumbling block here, I had code that worked but I spent 4 hours rewriting it once I knew what the structure needed to be
[02:12:33] <ZeroWalker> i can feel the skepticism
[02:12:45] <zid> Nice 600 line diff moving bits of code around
[02:13:02] <Stragus> ZeroWalker: You should see my desk, there are about 200 pages of drawings and notes
[02:13:26] <ZeroWalker> you should see my desk, it's full of random shit, not a single paper though!
[02:13:34] <ZeroWalker> tbh, a big reason i never write stuff by hand
[02:13:40] <ZeroWalker> is cause my handwritting is Horrible
[02:13:42] <Stragus> zid: Sometimes you can plan ahead, sometimes you need to try a bad plan to realize how it should have been
[02:14:12] <zid> Yea, coding yourself into corners is an amazing way to figure out what the structure SHOULD have been :P
[02:14:19] <ZeroWalker> but well gotta get some papers in preparation of my mona lisa
[02:14:29] <zid> I'm still not settled on how I want to handle shaders though
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[02:16:07] <zid> I think I need to make a little shader cache
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[02:17:38] <zid> I need a mechanism to share shaders between objects without 'game.c' becoming aware of GLint, plus when I eventually tag my files with which shaders they want, I'm going to want to not compile the shader once for every time it's referenced by an object
[02:18:17] <zid> so I'm guessing I'll end up with a little struct opaque *gib_shader(vert, frag);
[02:18:22] <zid> and hang it off the model
[02:18:46] <zid> welcome to #zidblog btw :P
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[02:19:29] <Stragus> zid: Many objects can share a shader, a single object can need many shaders
[02:19:58] <zid> Stragus: As of yet they only need one, but as it's currently written I have no mechanism to not re-load and re-compile them, they just know the filename of the shader source they want
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[02:20:05] <ZeroWalker> my pens are useless
[02:20:13] <zid> I need a 'is this filename already loaded and linked, and if so, give me the existing id, and if not, compile and link it' function
[02:20:23] <zid> I think
[02:20:42] <zid> It beats having a shader registry or something in a seperate input file to the engine at least
[02:20:45] <ZeroWalker> didn't 4.0 or something add the "GetBinary" thing
[02:21:56] <zid> aka 'file bbb.bin wants shaders 0, 3 and 7' and there's a 0=beepshader.txt, 1=barshader.txt etc file somewhere
[02:23:14] <zid> But that beats having the shader inline with all each model and having to SHA1 the contents and make a hash table, also :P
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[02:23:57] <DarkUranium> eh, I think shaders are nowadays very, very often shared between models
[02:24:30] <zid> I imagine most things use the same shader, but some things use special shaders
[02:25:28] <ZeroWalker> note to self: by new pens
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[02:29:27] <xaxxon> what's by new pens?
[02:29:31] <xaxxon> new pencils?
[02:29:44] <xaxxon> a coffee mug maybe?
[02:30:23] <DarkUranium> a stapler, naturally
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[02:32:48] <xaxxon> red?
[02:33:14] <ZeroWalker> purple
[02:33:59] <DarkUranium> red.
[02:34:06] <DarkUranium> anyhow, off to sleep.
[02:34:07] <DarkUranium> night.
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[02:47:28] <ZeroWalker> should probably buy one of those things so you can draw on your PC, anyone got experience with them?
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[03:10:41] <nobie> Hello, I have a function "double[] func(*)" and trying to return a "return null" datatype, but glsl doesn't allow this. is there any way to return null array?
[03:14:26] <chrisf> there is no null in glsl.
[03:15:11] <chrisf> what are you really trying to do?
[03:18:21] <nobie> I am writing a ray tracing app and I have multiple results on success, so to get those results I need to return an array, or null on failure
[03:20:22] <nobie> but since null doesn't exist, I used this instead, return double[ 4 ] ( -1.0, -1.0, -1.0, -1.0 ); // null, failure
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[03:24:04] <Stragus> Your function can have out arguments
[03:25:31] <zid> You can compose functions in a similar way to shaders themselves? some amount of ins and outs?
[03:26:26] <zid> heh cool, so you can
[03:26:30] <zid> inout float blah and stuff
[03:29:53] <nobie> I have two versions of the code, one for software renderer (working) and one for hardware. so I am trying to keep the codes as similar as possible
[03:31:46] <Stragus> Do you need OpenGL or you can use pure compute languages?
[03:32:01] <Stragus> Because CUDA and/or OpenCL can be more suited to the job
[03:37:46] <nobie> The mainly use java libgdx so that I can put the software on android os, the java render code is for slower version of the app, now I am trying to move the code onto glsl for faster rendering
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[04:16:31] <ZeroWalker> well, did some kind of brainstorming, didn't give my much ideas sadly. I just set out the basics of what i want to be able to do
[04:21:25] <ZeroWalker> for the sprites i think i will have different structures. Probably most of them will go into one that uses a 2D_Texture_Array 32x32 version as it fits almost anything i want
[04:22:06] <ZeroWalker> and on the GPU side, they should only pass, (offset, size(maybe?), textureIndex)
[04:22:52] <ZeroWalker> on the CPU side i need more data though, and that makes things complicated for me. So i keep them in the same structure, and how would i then upload the structure to the GPU.
[04:23:41] <ZeroWalker> then again i can't even upload it as i have to split them up, so can't have one sprite per structure, but rather need a structure with the variables per sprite
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[05:24:54] <ZeroWalker> Stragus, you there?
[05:28:15] <Stragus> Yes
[05:29:50] <Stragus> Like I said, if you don't expect to have >5000 sprites visible per frame, a reasonable solution is to build a fresh list of vertices for all of them every frame, assuming they all use the same array texture
[05:32:20] <ZeroWalker> Yeah and i didn't understand what you mean with "a fresh list of vertices". I need to push out the texture index, the offset and (maybe) the size
[05:32:39] <ZeroWalker> So, that's 3 buffers. Basically as i currently have it set up
[05:33:57] <ZeroWalker> Though it's extremely inconvinient the way i have it on the CPU side of things. Though. So do you mean i should have it more neatly, then just construct the 3 buffers each frame and push them out
[05:34:29] <Stragus> Why 3 buffers? Just build one with all vertex attributes
[05:34:37] <ZeroWalker> hmm, though i think the majority won't be touched
[05:34:51] <ZeroWalker> wait, that might be what i meant
[05:35:25] <ZeroWalker> or not, i got 3 GL_ARRAY_BUFFER
[05:35:38] <ZeroWalker> each point to 1 attribute in my vertex
[05:36:00] <ZeroWalker> or well i got UV and the VerticesData as well, but they are constant
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[13:16:34] <zid> Stragus: Is GL_TEXTURE_CUBE_MAP worth using? seems like a lot of boilerplate just to render 6 quads
[13:20:54] <DarkUranium> zid, it's not about rendering 6 quads. Consider reflections and such, which have to lookup the texture.
[13:21:21] <zid> Ah nice response
[13:21:48] <zid> It abstracts away the fact it's a cube by providing a normal sampler interface, so I can do calcs without 6 if statements, more or less?
[13:22:17] <DarkUranium> basically.
[13:22:26] <zid> Cheers DarkUranium
[13:22:32] <DarkUranium> cubemap textures are looked up using 3D vectors.
[13:22:44] <DarkUranium> which basically means you can directly feed the reflection vector into it
[13:24:05] <zid> and it has chance to subsample across corners and things too presumably?
[13:24:16] <mangelis> yeah
[13:24:38] <Yaniel> cuvemaps are very useful
[13:24:42] <DarkUranium> you need an extension for that, I think
[13:24:43] <Yaniel> cube*
[13:24:54] <Yaniel> for what?
[13:24:56] <zid> Yaniel: I'm still on cube maps so far, I'll work up to cuve maps later
[13:25:01] <DarkUranium> ARB_seamless_cube_map
[13:25:16] <Yaniel> ah, that
[13:25:28] <Yaniel> the other solution is to use nearest-neighbour filtering
[13:25:37] <DarkUranium> however, GL3.2 adds that to core
[13:25:40] <Yaniel> or just cross your fingers and hope nobody notices a seam
[13:25:53] <DarkUranium> (the important bit is to enable it, though!)
[13:26:03] <Yaniel> hehe
[13:26:25] <DarkUranium> that's my point, zid, if you're using GL3.2 or later it's available, but sampling across corners has to be manually enabled.
[13:26:36] <DarkUranium> it defaults to off, for compatibility reasons
[13:26:56] <zid> I'm using 'whatever my driver offers' but targetting 4.0
[13:27:15] <DarkUranium> whatever your driver offers is that disabled.
[13:27:23] <DarkUranium> again, you *MUST* enable it manually if you want seamless lookups
[13:27:28] <zid> okay?
[13:27:32] <zid> I never argued :<
[13:27:34] <DarkUranium> any driver that enables it for you would be non-conforming.
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[14:08:56] <BobBarker> I think its something to do with stencils
[14:09:52] <zid> Or you could just use a shader
[14:10:02] <zid> give it a frame count, do some math, gg
[14:14:52] <DarkUranium> BobBarker, well, did you check that you even have a stencil buffer?
[14:15:06] <BobBarker> I tried glEnable(STENCIL_TEST)
[14:15:21] <BobBarker> and glClear STENCIL_BIT
[14:15:26] <DarkUranium> so?
[14:15:26] <BobBarker> and combinations of different stuff like that
[14:15:30] <BobBarker> I'm not sure
[14:15:30] <DarkUranium> that doesn't mean you have one.
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[14:42:32] <BobBarker> thanks, I find the secret switch in my lib that let me create one
[14:42:50] <BobBarker> found*
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[18:28:57] <ZeroWalker> guten morgen
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[18:41:41] <sur3> Is there some simple C library for quaternion-based rotations?
[18:42:10] <zid> probably thousands
[18:42:14] <zid> I'd check github
[18:45:23] <sur3> ah cool it's even public domain thanks
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[20:59:04] <zid> If I could stop writing 'in' as 'int' that'd b e great..
[21:01:11] <Yaniel> shouldn't write int he pub
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[21:06:19] <derhass> in int Int;
[21:07:58] <zid> I'd end up with Int in int;
[21:08:16] <ClaudiusMaximus> innit
[21:08:17] <derhass> #define int in
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[21:39:33] <baros> I'm drawing a triangle using glBegin(GL_TRIANGLES); glVertex2f(-0.9, -0.9); glVertex2f(-1, -0.9); glVertex2f(-1, -1); glEnd(); How can i fill it with a color?
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[21:40:31] <derhass> baros: don't do that
[21:40:37] <baros> why?
[21:40:52] <derhass> because that is ancient opengl there
[21:40:57] <derhass> it belongs into a museum!
[21:41:06] <zid> derhass is doing the needful
[21:41:41] <derhass> there are some egypt hieroglyphs with begin/end in there, I think
[21:42:38] <derhass> baros: we're not doing this since 1997, and officially dropped it a decade ago
[21:44:13] <baros> :( i started learning open gl
[21:44:22] <baros> and i think it's easier this way
[21:44:35] <zid> except you will reuse preciely none of this
[21:44:41] <zid> it's not incremental
[21:45:20] <derhass> baros: well. it is your decision. I, for myself, decided to drop support for legacy GL in 2018
[21:45:26] <baros> i agree.. however, how can i achive this?
[21:45:48] <derhass> even with the code you presented, this is a matter of your fragment shader
[21:48:07] <ZeroWalker> i would recommend using core profiles to remove the old functions so you don't get mislead
[21:50:18] <Stragus> baros: The answer you seek is glColor3f() or so. The answer you need is to forget all that and learn modern OpenGL from resources in the channel's topic
[21:50:44] <Stragus> There is no point in learning prehistoric OpenGL
[21:51:22] <baros> Got it, thanks
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[22:23:20]
<mattykins> Hello, I'm a bit stuck and looking for some direction. I'm getting a segfault when calling `glCreateProgram()`, to my knowledge the context is created properly (using SDL2), I'm setting the GL_CONTEXT_VERSION flags prior to creating my window as described by the SDL2 docs. and I see the window pop up before the segfault occurs, so I'm sure it's initializing. My code can be found here: https://gist.github.com/Mattykins/0c35d1cae0cfe
[22:23:20] <mattykins> 823e9750852b5ec3ed5#file-gltest-cpp-L58 The error occurs on line 58. Any direction would be much appreciated.
[22:23:46] <zid> IRC has a line limit.
[22:23:54] <mattykins> Yeah, saw that haha
[22:23:54] <derhass> mattykins: how do you load the GL functions?
[22:23:57] <zid> and your client /failed/ to break it into two lines
[22:24:09] <zid> printf("%p", glCreateProgram);
[22:24:27] <zid> My money's on 0x00000000
[22:24:48] <derhass> mattykins: obviously, you don't, so that's the issue
[22:24:57] <mattykins> Lol I don't know why I didn't try that. I'm using glext and thought that handled it
[22:25:01] <mattykins> What's the right way to do that?
[22:25:19] <derhass> mattykins: #include <GL/glew.h> makes everything NULL pointers
[22:25:27] <zid> glGetProcAddress("glCreateProgram"); needs running by someone
[22:25:35] <derhass> until you call glewInit with a valid context
[22:25:43] <zid> be that you or glew or whatever
[22:25:47] <derhass> not sure if glew can handle GLES, though
[22:26:07] <zid> Oh and don't be a dumbass like me and get the calling convention wrong :)
[22:26:42] <derhass> zid: the fact that you even know about calling conventions makes you not a dumbass
[22:26:45] <mattykins> :D, yeah I'm not calling glewInit, I was previously using all the deprecated stuff (glBegin etc) and it was working fine. When I started trying to introduce shaders is when I ran into erros
[22:27:16] <derhass> mattykins: why are you using GLES? is this on purpose?
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[22:27:56] <zid> derhass: I was like "Must be right, it reads the args right", but I wasn't cleaning up the stack on the caller side, so it'd fault randomly later on, whoops :D
[22:27:57] <mattykins> derhass: I was mostly playing with setting different attributes, since the stack overflow questions I found where recommending that to be the issue, may have been a red herring though. I don't need to use ES
[22:28:14] <zid> xy problems are fun
[22:28:25] <zid> This is a special case of the xy problem though I will admit
[22:28:33] <derhass> zid: linking two objects together which have different ideas of the calling conventions in there can also be very funny
[22:28:48] <zid> Well that's what I was doing, the other object was opengl32.dll
[22:29:02] <zid> I don't do a lot of crap on windows, but my VM doesn't have gl4
[22:29:13] <zid> so I made.. some mistakes about how windows works
[22:29:15] <mattykins> Yeah I'm on ubuntu right now ha
[22:29:16] <derhass> zid: especially when you get to the effect that some for loop works until the iteration count reaches some seemingly arbitrary number
[22:29:25] <mattykins> I'm sure getting this running on windows will be a whole lot of fun
[22:29:34] <zid> That'd be a pretty neat trick, register spill on a loop counter
[22:29:35] <Stragus> mattykins: Initialize GLEW, GLAD or whatever you are using
[22:29:47] <zid> might happen with -Og though I suppose
[22:30:22] <mattykins> Stragus: yeah working on that now, getting a missing GL version, debugging that now
[22:30:23] <derhass> mattykins: don't use ES then. use GL >= 3.2 core profile with forward compat flag
[22:30:54] <zid> Fun fact: I am using gl because I couldn't even get a context initialized in DX
[22:31:10] <mattykins> derhass: Would I be an idiot for still wanting to use some of the deprecated fixed function pipeline stuff? and is 3.2 the version where all that gets deprecated?
[22:31:19] <zid> I had to make a DXGIFactory which made a DXGIFactoryAdapter3 which would give me CreateModeMostLikeThis or something then gav eup
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[22:43:25] <derhass> mattykins: would you take it personally if I said "yes"?
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[22:46:27] <mattykins> derhass: not at all! haha
[22:46:40] <derhass> mattykins: then I say: yes.
[22:46:54] <mattykins> I have a decent amount of code using the old stuff (which I knew I'd inevitably want to rewrite anyways) I was just putting off learning the new gl stuff
[22:47:10] <derhass> note that you selected ES3.0 already, where this stuff is gone even further away
[22:47:11] <mattykins> Alright I should just bite the bullet and port lol
[22:47:16] <zid> I learned it very recently it's very easy
[22:47:31] <derhass> zid: depends at how you look at these things
[22:48:04] <derhass> I totally understand the feel of loss when the well-known fixed-function pipeline is taked away
[22:48:13] <derhass> *taken
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[22:48:46] <mattykins> Yeah, but some of the stuff I want to do requires shaders and I feel like mixing the two is just gonna lead to some horrible horrible code
[22:48:58] <mattykins> So you're probably right, let the porting begin
[22:49:15] <mattykins> Oh I fixed the missing version thign btw, I was incorrectly setting the GL attributes on the SDL window
[22:49:25] <mattykins> so now it runs no segfault, thanks for the help
[22:55:22] <derhass> 22:46:27 < mattykins> derhass: not at all! haha 22:46:40 < derhass> mattykins: then I say: yes.
[22:55:37] <derhass> hmmm
[22:58:33] <mattykins> haha
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[23:10:55] <Stragus> mattykins: On some drivers, you have to choose between modern features and legacy GL, you can't even mix both. They just keep a legacy GL around to run old software
[23:11:47] <mattykins> I didn't know that, yeah, I'm just gonna make the switch
[23:11:52] <mattykins> Gotta do some learning first though
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[23:31:25] <Dariusz> hey guys
[23:31:41] <Dariusz> I remember clicking on top comment in this chat that lead me to website that lead me to some book on opengl
[23:31:44] <Dariusz> but I cant find it now
[23:31:55] <Dariusz> do any of you have link to that book ? It was introduction I think or something like that
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[23:36:32] <Dariusz> jaa found it
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