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[04:45:49] <xaxxon> do people tend to do "proper" separation of their "view" in games? I'm struggling with trying to de-monolythicize my game
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[04:50:09] <spear2> xaxxon: like having an encapsulated "camera" class?
[04:51:18] <xaxxon> spear2: hrmm, no more like having the representation of a car's(for example) state be completely different from the thing that knows how to draw a car
[04:53:49] <xaxxon> I also have a lot of hacks in order to enable a no-graphics mode which is useful for testing
[04:54:09] <xaxxon> lots of "if (!graphics->is_no_op()){..do graphics stuff..}" sprinkled throughout the code
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[04:54:23] <xaxxon> or versions of the graphics operations which just do nothing behidn the scenes
[04:54:32] <spear2> xaxxon: more like separation of "simulation" from "rendering"?
[04:54:37] <xaxxon> yeah
[04:54:46] <spear2> i try to do that, it's a WIP :)
[04:54:54] <xaxxon> basically MVC
[04:55:41] <xaxxon> but it impacts not only the graphics, but also the input... like the concept of responding to mouse movement
[04:55:59] <spear2> so far i have a render structure with resources for rendering, with mechanisms for creating and updating resources, but the user must manage the policy for what to create and update
[04:56:31] <xaxxon> I'm not stuck or whatever, I just see a few different paths and not sure which are going to be long-term dead ends
[04:56:44] <spear2> basic unix "mechanism vs. policy" philosophy
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[05:41:29] <ZeroWalker> guten morgen
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[10:17:54]
<roxlu> Hey someone around who has implemented screen space ambient occlusion as described on learnopengl.com? I've implemented it and in most cases it works great but when I render objects (in my case spheres) with a radius smaller then 0.5 the ambient occlusion get's "washed" out. I've created a video that shows what happens: https://mega.nz/#!yQkUiYhD!v4AEZfM08OXMAxh46s_A0pr4C12K3KIjPv0rc_lk0Gs
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[10:18:59]
<roxlu> When I render my spheres with a radius bigger then 0.5 everything is fine. I have to admit that I haven't gone too much into the math but I have the feeling that it has to do with the kernel samples or the radius variable that is used in the tutorial: https://learnopengl.com/Advanced-Lighting/SSAO
[10:19:20] <roxlu> Any ideas why this might happen?
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[10:29:01] <Fr0stBit> How bad is it if i try to get a single float value out of a chain of compute shader invocations back into host? It kinda seems too much to me to bind a whole ssbo with various other infos to only use the final exposure value in my tonemap shader
[10:30:07] <Stragus> Why do you need it on the host? Send that to the tonemap shader
[10:30:28] <Stragus> (and yes, it's really bad, unless you can live with having the result 2-3 frames later)
[10:32:42] <Fr0stBit> Stragus: The only thing that kinda annoys me is that i have to declare the whole ssbo that i use with the eye adaptation process into the tonemap (a buffer containing all the histogram values, the previous average, and the actual current average that is the only thing i want in my tonemapper)
[10:33:38] <Stragus> Sounds like you need another shader to read the histogram and produce the one current average that you want
[10:33:54] <Fr0stBit> Stragus: Thats what i'm actually doing
[10:34:34] <Fr0stBit> But i store the result in the same ssbo. I suppose i should make another single float ssbo for the best
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[14:12:38] <roxlu> When I want to do bitmask checks in glsl are there things I have to take into account? E.g. will this work: `if (flag_to_check == (flags & flag_to_check)) { }` ?
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[14:20:52] <roxlu> Wah :) so I guess I have to use glVertexAttribIPointer instead of glVertexAttribPointer (?)
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[15:17:31] <xxyxxyz> Are conditionals in vertex shaders a large performance hit? I'm currently implementing colour picking and I've got the unique colour output done to a separate framebuffer where a uniform never changes its value. But now I want to change the normal colour of an object if it's been selected. Would it be fine to just send a boolean over for each element and do an if check or is there another way I should do it?
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[15:26:18] <ratchetfreak> there is select() that you can use in the vertex shader
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[15:34:26] <ratchetfreak> correction you can use mix()
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[16:55:19] <bayoubengal> morning
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[17:07:04] <ZeroWalker> guten aben
[17:07:44] <ZeroWalker> ratchetfreak, what's select and mix?
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[17:13:23] <ratchetfreak> ZeroWalker: mix is a builtin shader function that does linear interpolation
[17:13:51] <ratchetfreak> or the equivalent of a?y:x when the third parameter is a boolean type
[17:13:57] <ratchetfreak> select doesn't exist
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[17:27:14] <ZeroWalker> wait, so it does linear interpolation, but how does that equal to an "if/else"?
[17:31:46]
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[17:31:54] <DarkUranium> ZeroWalker, because if you have `a * x + (1-a) * y`
[17:31:59] <DarkUranium> if a ==0, then that's the same as y
[17:32:02] <DarkUranium> if a==1, then that's x
[17:32:11] <DarkUranium> that's for mix(x,y,a)
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[17:33:52] <DarkUranium> ratchetfreak, wouldn't most compilers compile a?x:y into a conditional move anyhow?
[17:34:07] <DarkUranium> GPUs probably do have an instruction for that.
[17:34:14] <DarkUranium> (conditional moves not being branches as such)
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[17:37:18] <ZeroWalker> it is? hmm, feels weird, wouldn't it always be x, with either the y added to it or not?
[17:38:04] <DarkUranium> ZeroWalker, if a==0, you have 0*x + 1*y
[17:38:09] <DarkUranium> ZeroWalker, if a==1, you have 1*x + 0*y
[17:38:26] <zid> Basic algebra is complicated :(
[17:38:40] <ZeroWalker> oh right just took notice of the second a xd
[17:38:45] <ZeroWalker> indeed it is
[17:39:05] <davve> 4/19
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[19:31:48] <ZeroWalker> can blender be used to draw simple flat "2D" stuff. I am thinking of drawing digits. I tried doing it programmatically, but it quite a pain
[19:35:53] <Xeek> why not just get inkscape?
[19:36:50] <ZeroWalker> never heard of of it, what's the "point of it"?
[19:37:09] <davr0s> 2d vector art i think
[19:37:13] <davr0s> but i've never used it
[19:37:36] <ZeroWalker> ah, wait why do you use?
[19:37:45] <ZeroWalker> and also, how does 2d vector art translate to OpenGL?
[19:37:51] <davr0s> i suspect you might have some work to do o get from what it makes, and triangle lists
[19:37:58] <ZeroWalker> (only know that vector are is scalable)
[19:38:39] <ZeroWalker> ah, hmm, wonder if you can get font bitmaps from your OS, but then again i guess they got licenses
[19:38:41] <davr0s> i don think it will spit out something directly for easy 3d programming, rather it will be spline bounded areas etc (SVG format), requiring teselation
[19:39:24] <davr0s> building a load of flat polys in blender might not be such a bad idea, although from what i remember you have to extrude everything which is indeed a little unnatural for the '2d case'
[19:39:26] <ZeroWalker> oh, sounds a bit messy for my purposes
[19:39:35] <Yaniel> you can use the OS's text rendering API to get a bitmap of a character or string
[19:39:49] <davr0s> right. basically i know what you're after and i'm not aware of anything that works like that
[19:40:21] <Yaniel> if you only need digits, it's very easy to make a texture atlas and use that
[19:40:22] <davr0s> i've sort of half written one as a web based tool but it's focussed on somehitng else and a bit buggy
[19:40:36] <Yaniel> works the same way as a tilemap
[19:40:42] <davr0s> a polygonal anotation tool
[19:40:45] <ZeroWalker> yeah actually made a bitmap myself with ugly digits in a 2d array xd
[19:41:04] <ZeroWalker> emphasize ugly
[19:41:39] <Yaniel> you could make some pretty digits in inkscape and export them to png
[19:41:54] <Yaniel> also make it a 1d array, much nicer to index into it :P
[19:42:06] <Yaniel> just use the value of the digit as the index
[19:44:34] <davr0s> i fear it's not very userfriendly though, i can't quite remember how to use it myself but you can draw polys point by point and divide them up etc
[19:48:01] <Yaniel> oh also with inkscape->texture as an added bonus you can do fancy coloured gradients on the digits
[19:48:10] <Yaniel> if you want that retro arcade look
[19:48:56] <Yaniel> the problem is of course texture resolution - you'll have to settle for something (or generate the bitmaps at launch)
[19:49:37] <davr0s> retro arcade look should be done with pixel-art surely :)
[19:49:50] <Yaniel> scratch the retro then
[19:50:10] <Yaniel> anyway you know what I mean
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[20:19:14] <Dariusz> Yo, does any1 know what function can I use in QT library that does the same thing as glm::rotate?
[20:21:19] <Yaniel> QMatrix4x4 seems to have a rotate method
[20:22:36] <Dariusz> yep, was just not sure as I only need vector3
[20:22:52] <Dariusz> doint this tutorial
[20:23:07] <Dariusz> so I want to rotate 1 vector I recon around x degrees
[20:23:41] <Dariusz> hmm
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