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[02:20:05] <t4nk431> hello
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[02:22:17] <_gr3g_2> hello
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[02:25:56] <_gr3g_2> I got a question...I'm fairly new to OpenGL, I'm interested in making sprites and game characters, I thought that OpenGL would have been a good library for this as it's a 3D Graphics library, but I can't seem to find any good tutorials on how to get started making 3D characters, is OpenGL not the library to use? I'd like to create the characters using C++, not sure exactly how big of an undertaking that is. Is it fea
[02:25:56] <_gr3g_2> sible to do this with OpenGL/Should I switch use another tool instead? Thanks
[02:26:29] <Dariusz> you want to model ?
[02:26:32] <Dariusz> openGL is for rendering
[02:27:13] <Dariusz> it sounds to me like you want to model characters, Ie Blender/Maya/Modo/Cinema4D/etc
[02:27:53] <_gr3g_2> Sorry, I'm not familiar with what those words mean. I would like to make a sprite like a dragon or something and then move him around
[02:28:04] <Dariusz> ys
[02:28:13] <Dariusz> yes so you need program that is called Blender/Maya/Modo/Cinema4D/etc
[02:28:16] <Dariusz> google these names
[02:28:42] <_gr3g_2> ok, OpenGL wouldn't be the tool to use for this? what would OpenGL be used for?
[02:28:47] <Stragus> Learning to model is quite a different beast from learning 3D graphics
[02:29:15] <Stragus> OpenGL is an API to do 3D graphics, you can display 3D models that were created in other software
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[02:29:24] <Dariusz> OpenGL is when you want to create your own mathematically based 3d program. U can then write tools based on openGL to move data in 3d to build characters
[02:30:27] <_gr3g_2> Ah ok. Design characters in Blender and then make Blender characters move with OpenGL?
[02:30:34] <Dariusz> no
[02:30:38] <Dariusz> you animate them in blender
[02:30:42] <Dariusz> google blender animation
[02:30:50] <Stragus> You can create software like Blender or a computer game with OpenGL
[02:30:55] <Stragus> You create your dragon in Blender
[02:30:57] <Dariusz> blender use openGL(I think) to display characters for you
[02:31:38] <Dariusz> let me put it this way. You want to race, you buy car you race. openGL is the engine in car, Blender is the Car, you the user.
[02:31:51] <Dariusz> you the driver*
[02:32:00] <Dariusz> you don't build engine, you just drive the car :- )
[02:32:42] * Stragus feels that's rather confusing :)
[02:33:03] <Dariusz> yeah, I must say I'm terrible at explaining stuff lol
[02:35:03] <_gr3g_2> Lets say I want to make a mortal kombat type game. Would I design the characters in Blender and then write the code for the game in OpenGL using those characters? Sorry if I am repating myself
[02:35:35] <Dariusz> yep
[02:36:29] <Dariusz> you would use openGL & C++ to create the "graphics" and controls/physics/etc, Blender to create the "content and animation"- IE models/textures/etc/etc
[02:36:48] <Stragus> I would suggest to specialize, becoming a good programmer and a good 3D modeller are both pretty time intensive
[02:37:22] <Dariusz> I would suggest opposite :- )
[02:38:42] <Dariusz> from my experience, to get to the commercial level on Art side, you need 5-8 years, to get then on programming side to be able to read/write code you looking at 3 years python with 1+ C++ and you can starting doing stuff. But frankly if u gonna dig in deep. 6 months for C++ and graphics. But I mean solid 18h a day training...
[02:39:48] <Stragus> You greatly underestimate the required programming experience to build complex projects
[02:40:14] <chrisf> greatly overestimate the amount of time you can learn effectively each day, too.. :S
[02:40:30] <Dariusz> Thats because we dont have to start form complex projects. getting openGL triangle to render is already something. baby steps and hell get there
[02:40:46] <Dariusz> dont discourage him
[02:40:56] <_gr3g_2> I need to go have smoke, but would like to ask some more questions just about loading characters and stuff into OpenGL and stuff when I come back if would be ok. like where to either look for documentation or tutorial for this
[02:41:14] <Dariusz> youtube
[02:41:26] <Dariusz> for arty youtube
[02:41:30] <Dariusz> for art*
[02:41:48] <Dariusz> for openGL go this dude
[02:42:12] <Dariusz> he did 300 video serries on graphics and games. Hell give you a lot of info. And hes freaking great teacher. I got sucked in.
[02:42:29] <Dariusz> after that books/forums/irc
[02:42:37] <_gr3g_2> haha nice. I think he do it in Java?
[02:42:46] <Dariusz> c++ openGl
[02:42:53] <Dariusz> the graphics, not sure about game tho
[02:43:08] <_gr3g_2> ok
[02:43:32] <_gr3g_2> I will look at his videos. thanks
[02:43:49] <Dariusz> also a good headstart can give you Autodesk FBX SDK library. I got it working 3 weeks ago. and now I use it for all my model import/export. Great stuff to start with. But a bit pain tho... as its autodesk.
[02:44:57] <_gr3g_2> I've heard of SDK, is that a variation of GLEW/GLUT?
[02:45:00] <Dariusz> and I broke my camera again... for god sake ! ;[
[02:45:10] <Dariusz> SDK - software development kit.
[02:45:39] <Dariusz> If you get QT library, you don't need glew/glut. QT provides all
[02:45:48] <nogravityrush> hi
[02:46:05] <Dariusz> QT is one of the "go get it" libraries, you can do GUI/network/openGL/ the longer I learn QT the more I'm surprised what it has under the hood.
[02:46:13] <Dariusz> yo Nogravityrush
[02:46:23] <_gr3g_2> nice, I'll look into QT
[02:46:27] <_gr3g_2> brb
[02:46:30] <Dariusz> sure
[02:51:31] <nogravityrush> how do i set my current camera to ortho view
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[02:54:09] <Stragus> You build an orthographic matrix, upload it as an uniform to your vertex shader and use it there to transform your vertices
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[02:54:48] <nogravityrush> ty
[02:55:07] <Dariusz> I understood 0. :D hahahahah
[02:55:09] <nogravityrush> ok ty stragus
[02:55:26] <nogravityrush> to skimmy to read through the code i guess
[02:55:27] <nogravityrush> ty
[02:57:40] <BobBarker> >wanting to get a job at google
[02:58:04] <BobBarker> >making videos about working at google
[02:58:55] <Dariusz> ?
[02:59:07] <BobBarker> does this guy make serious programming videos or is this a meme
[02:59:14] <Dariusz> hes serious
[02:59:25] <Dariusz> takes you from setting up ide/environment all the way to camera/lights/shaders
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[02:59:38] <Dariusz> explain a lot on c++ as well
[02:59:48] <Dariusz> if I'm not wrong hes a teacher at university, or now working at google not sure
[03:02:39] <BobBarker> okay yeah I had to scroll back a bit to find the more obviously opengl ones
[03:03:12] <Dariusz> go nuts
[03:03:25] <Dariusz> just be careful. he does suck you in...
[03:03:41] <Dariusz> I started on 1th, the 1st brake I took was at around 75 when my brain was leaking
[03:04:34] <Dariusz> and every video has a github commit u can download
[03:04:36] <Dariusz> he explain it as well
[03:04:53] <Dariusz> so you get all the source code that you need to follow him/break stuff/try stuff
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[03:11:13] <_gr3g_2> I think I get how to load a character into OpenGL(as an .obj file), I'm just wondering what it would be like if say a character were running or doing an attack sequence where the character will be changing their position and stuff...if that just a bunch of .obj files played in sequence or is it like an animation that you create in Blender or something I thought I heard someone say, like if you press the arrow keys and
[03:11:14] <_gr3g_2> the character moves, would the running animation that you created in Blender be played while you are pressing the arrow keys?
[03:11:44] <Dariusz> yes
[03:11:45] <_gr3g_2> Idk if thats like a common knowldege or something how that works
[03:11:52] <_gr3g_2> ok cool
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[03:11:58] <Dariusz> so you use openGL and C++ to load specific animation and play it when you press key
[03:11:58] <Stragus> No, you would perform bone animations in the vertex shader
[03:12:10] <Dariusz> oh or that :- )
[03:12:52] <Stragus> Animations which would be previously created in Blender. Said animations can react to the environment and physics through inverse kinematics, doesn't have to be a fixed sequence
[03:14:42] <chrisf> well, there's at least two pieces. something determines the pose. another thing (the VS mentioned above) uses the pose to deform the mesh
[03:20:42] <chrisf> how you get from a pile of animation clips to the correct pose is at least as complex as the shader side
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[03:27:19] <Dariusz> I still struggle to believe that vertex/fragment shaders are what actually move stuff around in scenes
[03:27:22] <Dariusz> so weird I must say
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[03:32:35] <Stragus> Keep reading, it will all make sense
[03:32:53] <Dariusz> more like keep testing. Reading don't help me :- (
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[03:46:42] <Dariusz> what is the mathematical name of function that I need to calculate in order to get up direction perpendicular to my z direction ?
[03:47:00] <Dariusz> I want to move my camera up in "local" axis, and not in world axist
[03:47:13] <Dariusz> I take I need my direction vector, and rotate it up by 90 degree?
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[04:55:59] <Stragus> Dariusz: In 3D, there are many vectors that are perpendicular to another one
[04:56:52] <Stragus> You can extract your 3 axis from the 3x3 lower component of your "modelview" matrix
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[06:32:19] <bookmark> sup
[06:32:55] <_gr3g_2> dilly dilly
[06:33:02] <bookmark> i'm having some trouble with modulus(mod) in glsl. which is the divisor there?
[06:33:06] <bookmark> which argument
[06:33:17] <bookmark> first or second?
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[06:33:42] <bookmark> like if i'm trying to mod an integer
[06:34:04] <bookmark> by 8
[06:34:37] <bookmark> is it mod ( n, 8 ) or mod ( 8, n )?
[06:34:56] <_gr3g_2> I would type in the function name to google. I'm new to OpenGl also but I've found that there's really good documentation on kheronos website for function format
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[06:35:41] <bookmark> oh yeah it says x right there duh
[06:35:43] <bookmark> sorry man
[06:35:54] <_gr3g_2> np good luck
[06:36:00] <bookmark> thanks
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[06:51:00] <bookmark> sweet i made a texture consolidator/atlas builder
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[06:55:55] <bookmark> i just have to associate n with the materials now
[06:57:22] <_gr3g_2> game is crazy
[06:57:28] <_gr3g_2> hurts my eyes lol
[06:59:39] <bookmark> yeah i'm not really showing off the game
[06:59:41] <bookmark> there
[06:59:59] <bookmark> sorry i'm just showing some new tech i'm writing
[07:01:16] <bookmark> ive got it loading 64 256x256 textures into one 2048x2048 texture register or whatnot
[07:01:35] <bookmark> so it will run on old hardware now
[07:03:08] <_gr3g_2> thats really awesome
[07:03:40] <bookmark> yeah it just starts reading at the 54th character in some bitmaps
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[07:04:37] <bookmark> it draws a line of pixels at a time from each file into the main texture so thats 8 lines from 8 images from starting the next line
[07:08:44] <bookmark> an added bonus is since there is only one register/name what have you then you only bind once per map
[07:08:48] <bookmark> the uniform
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[07:15:33] <bookmark> no texture register/uniform switching during the game loop at all really
[07:17:18] <bookmark> i do pass in uniform integer n so whoops
[07:17:34] <bookmark> i miss spoke i am passing in one uniform
[07:18:06] <bookmark> sorry i just wrote this and barely know how it works myself
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[07:55:38] <reepca``> argh, having some issues with lighting (the fixed-function pipeline kind - before anyone asks, yes, I have to use that kind, for a class...) - I think, after reading the documentation, that a black "light" (ambient, diffuse, and specular are all {0.0, 0.0, 0.0, 1.0}) shining on a white "object" should still produce a black image if that light is the only light enabled. Yet this is not the case - everything still appears dimly lit. Any
[07:55:38] <reepca``> idea what's going on there?
[07:58:14] <reepca``> ... and immediately after I say that I discover that there's a "global" ambient light property set with glLightModel. Thanks for the rubber ducking!
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[09:23:58] <_gr3g_2> arg...so close to getting another person's project to run, just cant' install soil2 library for some reason...I download the library (soil2) and premake which is needed apparantly to produce the library file...when I follow the instructions and go to produce the library file for mac it says that there's an error in the makefile code...
[09:25:10] <_gr3g_2> I may try cmake since premake doesnt seem to be working...not sure if that would work
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[09:32:49] <exDM69_> _gr3g_2: you're on a mac? you probably need to use "gmake" instead of "make" if you're getting complaints about makefiles
[09:33:21] <_gr3g_2> hi, I did
[09:33:40] <_gr3g_2> I'm looking into maybe there's a flag I could pass like -f or soemthing to force it, not sure
[09:33:58] <_gr3g_2> I can post my error code here if it would be ok
[09:34:17] <exDM69_> if it's long, use a paste site
[09:34:22] <_gr3g_2> it is too long
[09:34:29] <_gr3g_2> didnt think of that lol
[09:34:42] <_gr3g_2> ok, is there a past site you recommond?
[09:34:51] <exDM69_> pasteall.org or gist.github.com
[09:37:24] <_gr3g_2> thanks
[09:39:12] <_gr3g_2> it almos tlooks like a problem with my CoreGraphics framework or something
[09:39:44] <exDM69_> I can't access pastebin.com so I can't read the error
[09:39:57] <_gr3g_2> ok, I'll put it on another site
[09:39:59] <exDM69_> but I don't know a lot about macs so I can't really help
[09:40:23] <_gr3g_2> ok, thanks anyway
[09:42:24] <bookmark> is it generating names that gl has a limit on or is it binding those texture names?
[09:43:10] <bookmark> because my code works a lot better when i use glGenTextures.
[09:43:35] <bookmark> i guess i could try to get this running on my laptop to find out
[09:43:49] <exDM69_> you should always use glGenTextures
[09:44:06] <exDM69_> if you use core profile, you *must* use glGenTextures
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[11:41:23] <Dariusz> Hey
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[11:42:22] <Dariusz> I was theorizing for a while about some "functions" in openGl. Say I have 50k models in scene and I would like to drag/select area and get models from under selection
[11:42:40] <xaxxon> what are the rules for a multithreaded GL program? Is it more complicated than "make all your opengl calls from the main thread"?
[11:42:44] <Dariusz> and I right that in order for this to work I have to use ray casting to cast a ray
[11:42:57] <xaxxon> I think I'm doing that, but I'm crashing on my first call to glGenTexture
[11:42:59] <Dariusz> am I right*
[11:43:06] <Dariusz> hmm
[11:43:19] <xaxxon> Dariusz: look up "mouse picking"
[11:43:52] <zid> xaxxon: Depends on OS
[11:43:56] <xaxxon> zid: ma
[11:43:57] <xaxxon> c
[11:44:01] <zid> I didn't ask
[11:44:12] <xaxxon> ?
[11:44:40] <Dariusz> <Dariusz> and I right that in order for this to work I have to use ray casting to cast a ray
[11:45:06] <Dariusz> I was theorizing for a while about some "functions" in openGl. Say I have 50k models in scene and I would like to drag/select area and get models from under selection am I right that in order for this to work I have to use ray casting to cast a ray from camera in to scene (after inverting all matrices to sceneMatrix-before model matrix) then once I have that ray. I need to loop over all my objects in scene and do
[11:45:06] <Dariusz> intersection test. IE do some BHV sructure and check for bounding box test - ie have bounding boxes for all objects, once he hit the bounding boxes I can then do a polygon test to get exact polygon hit and record that?
[11:45:06] <Dariusz> I know there is mouse picking via color ID but that wont work when one object is on top of another?
[11:45:16] <xaxxon> Dariusz: wtf?
[11:45:23] <xaxxon> pls don't spam the channel
[11:45:47] <Dariusz> my early messages were confusing as they got your comments interrupting them. I figured its cleanr to write in notepad and paste here full question...
[11:46:17] <xaxxon> Dariusz: that's not how IRC works. You don't get the whole channel to yourself
[11:46:22] <xaxxon> so please don't do that again
[11:46:28] <Dariusz> I dont understand you
[11:46:57] <Stragus> xaxxon: Single thread does all the GL calls
[11:47:00] <xaxxon> people are perfectly capable of reading a thread with someone else saying things in the middle
[11:47:15] <Stragus> If you need other threads to do GL work, then have the main thread map GL buffers and the other threads write read/write there
[11:47:48] <xaxxon> Stragus: ok. I must be doing something else wrong
[11:48:54] <Stragus> Dariusz: Sounds like you could build a frustum out of your selection and checking which objects are in it
[11:49:10] <Dariusz> humhh
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[11:56:39] <Dariusz> so using selection you want me to build frustrum- ie box - I take invinite length - or length of far clipping plane.
[11:56:53] <Dariusz> then once I have that check its bounding box with other meshes bounding boxes for intersection ?
[11:59:41] <Stragus> You could: #0 Compute 4 points on the near or far plane (or any forward plane) for the 4 corners of your selection #1 Build 5 planes out of them (or 6 if you care about a far plane) #2 Test which objects are (partially?) within the 5 or 6 planes
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[12:01:54] <Dariusz> when you say test, you mean loop over all scene objects and check which one intersects with the area of my planes?
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[12:04:12] <xaxxon> I create my context and initialize it in the main thread then start doing some work in another thread but when I want to create a texture, I'm packaging up that call and sending it back to the main thread to run but as soon as I call glGenTextures(1, &texture_name); it crashes with EXC_BAD_ADDRESS 0x0000... &glGenTextures seems to be a reasonable pointer - definitely not NULL.
[12:04:31] <Stragus> Dariusz: Yes. You can of course use some space partitioning to reduce the count of checks
[12:04:31] <xaxxon> the frame it crashes in is: frame #0: 0x0000000000000000
[12:05:44] <Stragus> xaxxon: Looks like your glGenTextures() is called from the other thread
[12:06:23] <xaxxon> Stragus: I swear it's not... but I probably am. thanks for the info, I'll keep digging
[12:07:55] <Dariusz> thge google searches for frustrum selection is yelding some interesting informations. Thanks Stargus reading on it now
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[12:17:11] <xaxxon> stragus: dunno if this means anything to you, but the place where it crashes says: movq (%rcx), %rcx | movl $0x1, %edi | leaq -0xd8(%rbp), %rsi then it crashes on: callq *%rcx
[12:17:51] <xaxxon> that movq (%rcx), %rcx bit confuses me (not knowing hardly anything about asm)
[12:17:53] <Stragus> Yes, bad function pointer from a GL call in a thread without a context
[12:18:20] <Stragus> The GL call table in stored in thread-specific storage
[12:18:24] <Stragus> is* stored
[12:19:16] <xaxxon> I print out &glGenTextures right ebfore and it looks valid -- certainly not NULL
[12:19:37] <xaxxon> but the error is: error: memory read failed for 0x0
[12:20:06] <Stragus> I'm talking about the call table inside the drivers, within glGenTextures()
[12:20:11] <xaxxon> ah
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[12:21:44] <exDM69_> xaxxon: which thread are you calling this function from?
[12:21:53] <exDM69_> are you sure that thread has an active GL context?
[12:21:56] <xaxxon> exDM69_: I might have done something REALLY stupid
[12:21:59] <xaxxon> exDM69_: hang on
[12:22:08] <xaxxon> exDM69_: No, I'm no longer sure of that
[12:22:25] <xaxxon> I think I may have accidentally "refactored away" the actual opengl init code
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[12:25:13] <xaxxon> Stragus: exDM69_ yay it was just me being superdumb
[12:25:19] <xaxxon> I'm VERY happy about that
[12:25:27] <exDM69_> that's usually the case with null pointer dereference
[12:25:30] <xaxxon> I'm used to dealing with that
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[13:54:10] <friden> what is the easiest way to create a new single channel texture (R-channel only) that should contain only the alpha channel of another RGBA texture? is it to create an fbo, attach the next R-texture, and create a new shader that simply reads alpha from the other, or is there an easier way to tell opengl to just copy the alpha channel to anothers textures r channel?
[14:05:07] <Stragus> I think you'll need the shader writing to a FBO, glCopyImageSubData() and such aren't an option for non-compatible formats
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[14:20:26] <Dariusz> hm nvm I think they explain it in next parts, weird
[14:29:00] <exDM69_> Dariusz: "mathematics for graphics and game programmers" by eric lengyel
[14:29:09] <exDM69_> Dariusz: that book has a good description
[14:29:55] <exDM69_> friden: have you checked how glBlitFramebuffer behaves if the destination has fewer channels than the source
[14:30:12] <exDM69_> friden: I have no idea what it does, but it might do what you want
[14:31:14] <Dariusz> exDM69_ thanks! actually I already have it O_O. ahh math...
[14:36:22] <Dariusz> hmm I do have question, from what I learned, my camera has 3 values, viewDirection(0,0,5), position(0,0,-5), UP(0,1,0) but when I move around and I want to get direction vector, then the viewDirection is incorrect I take? I need to use camera.lookAt() to calculate look at direction vector and use that?
[14:36:56] <Dariusz> oh
[14:36:58] <Dariusz> maybe it is changing
[14:37:01] <Dariusz> crap
[14:38:45] <Stragus> It's a lot easier if you understand the math, build the matrices as you need them, and take whatever values you need out of them
[14:38:55] <Dariusz> yea
[14:39:10] <Dariusz> Im trying both, readin on math & tweaking stuff.
[14:39:39] <ratchetfreak> or know what values change how they affectt he final product and how to derive it from the change
[14:39:56] <exDM69_> Dariusz: the usage of lookAt() sounds suspicious to me...
[14:40:22] <exDM69_> people often use it in a completely bass ackwards way
[14:41:03] <Dariusz> like I was trying to get a perpendicular vector (to look up ) from my viewDirection so I used crossProduct(viewDirection,position) but that yelded wrong results. so now I think that I need crossProduct(viewDIrection,lookAt) but look at is 4x4 matrix, so I need to extract translation I think. Not sure. still trying to wrap my head around it
[14:41:47] <Stragus> You should understand the lower 3x3 part of your matrix. Well, and the rest too
[14:42:06] <exDM69_> Dariusz: so what information you have to begin with?
[14:42:09] <Stragus> The information you want is right in there
[14:42:48] <exDM69_> lookAt is useful for some basic tutorial level stuff
[14:43:27] <exDM69_> in a more practical setup, you have the camera position vector and orientation quaternion/matrix
[14:43:40] <exDM69_> which you update based on your input somehow
[14:44:18] <Dariusz> from what I can tell if I debug() position, I get my translation and rotation, now based on rotation I should be able to swap 2 values to get look up, like if i have axis x,y (2,4)vector to get perpendicualr to that I need (-4,2) or but strill struggling to apply it in practice.
[14:45:35] <exDM69_> Dariusz: so you already have a rotation matrix?
[14:45:41] <exDM69_> what do you need the lookAt for?
[14:52:53] <Dariusz> uno momento, you guys just jugged my brain to try something
[14:53:34] <Dariusz> holy crap it almost work !
[14:54:32]
<Dariusz> https://pastebin.com/922JvCcX currently this is what I got to do pan in local space, The paning around X axis, seems to work, but paning around Y axis "kinda" I have weird motion sometimes, humhhh
[14:57:22] <Dariusz> yay it works ! I had to invert -mouseDelta.y() from mouseDelta.y() ! wohoo :D baby steps :D
[14:58:56] <Dariusz> now I have to figure out how to do orbit camera mrrrrrrr :- ) thanks exDM69_ & ratchetfreak & Stargus !
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[16:22:41] <Dariusz> holy crap making camera rotate around object was a matter of adding 2 lines of code sigh...
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[16:41:46] <Dariusz> hmm
[16:41:48] <Dariusz> I have an issue
[16:41:54] <Dariusz> when I rotate my camera in Y axis
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[16:41:58] <Dariusz> and I get to the top
[16:42:14] <Dariusz> my crossProduct glitches and produces negative X&Z value
[16:42:33] <Dariusz> actually Z don't matter I think, X is the issue
[16:42:48] <Dariusz> should I run a test on the vector X to see if its negative, and if so, clamp it at 0 ?
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[16:45:23] <Dariusz> nope that does not work o.O
[16:45:42] <Yaniel> are you encountering gimbal lock?
[16:47:17]
<Dariusz> not sure, but weird stuff happens when my camera is looking straight down and I push it a little more, so I guess its lock yea here is the paste https://pastebin.com/AMD7t73e
[16:47:40] <hampusw> Dariusz: you might want to look into using quaternions for rotations
[16:48:06] <Yaniel> yup, that's quaternion lock
[16:48:10] <Yaniel> err, gimbal lock
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[16:48:32] <Yaniel> which is usually avoided by using quaternions
[16:48:58] <Yaniel> although you can get around it in other ways too
[16:48:59] <hampusw> yep
[16:49:13] <Dariusz> yay good to know! googling it now
[16:49:19] <Dariusz> thanks, will try to solve it
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[16:58:29] <Dariusz> Hehe just remember learning about gimbal lock in animation classes at uni sigh...
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[18:01:00] <Peixinho> throws unexpected new
[18:01:06] <Peixinho> ups
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[18:23:36] <Dariusz> my head will explode from reading on Quaternion's....
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[18:28:10] <exDM69_> Dariusz: there are pretty good articles on the topic
[18:28:25] <Dariusz> yep, going over it all
[18:28:28] <exDM69_> and some youtube vids that explain quaternions and complex numbers with visualizations
[18:28:29] <Dariusz> just heavy stuff, takes time
[18:29:09]
<Dariusz> currently trying to wrap my head around this, https://www.youtube.com/watch?v=UaK2q22mMEg its great I lean a lot and more I understand, the more stuff I want to do is more clear to me how I can approach them.
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[18:35:45] <ratchetfreak> basically a quat encodes a angle-axis transformation in a way that is easy to concatenate and interpolate
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[18:47:14] <Dariusz> mmmm, slowly getting there, starting to do some tests now. Im also trying to wrap my head around about conversion from glm to qt, glm has angleAxis, but qt don't so whh, reading on what angleAxis does exactly to match it up with qt
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[21:08:32] <Dariusz> Quaternion is that what we use when we rotate objects in maya/blender/etc?
[21:08:42] <Dariusz> and the result of that is conversion in to euler?
[21:11:17] <derhass> there is a multitude of ways to represent rotations
[21:11:24] <Dariusz> hmm
[21:11:27] <derhass> quaternions have some nice properties
[21:11:27] <Dariusz> ok so
[21:11:37] <derhass> matrices have some other nice properties
[21:11:42] <Dariusz> in order for quaternions to work with camera, I need to figure out the degree rotation of camera right?
[21:11:47] <derhass> euler angles just have properties
[21:11:54] <derhass> Dariusz: no
[21:12:01] <Dariusz> ;/
[21:12:16] <Dariusz> I though I need to calculate degree of mouse move and then plug it in quaterian on correct axis as radian no ?
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[21:13:12] <Dariusz> so if I moved 10 pixels, then get the camera vector, calculate radian somehow and then use camera crossproduct for x axis and radians for quaterian ?
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[21:13:44] <derhass> Dariusz: to achieve what?
[21:14:15] <Dariusz> to rotate camera using mouse
[21:14:25] <Dariusz> I use eular now but i have gimbal lock at the top/bottom
[21:14:36] <Stragus> Eheh @ "euler angles just have properties", well put
[21:14:53] <Stragus> Use quaternions
[21:15:10] <Stragus> And convert to matrices when you need to multiply a bunch of vertices with them
[21:15:57] <Dariusz> its what I was trying to do for past 4 hours
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[21:17:36] <Stragus> I would suggest understanding the math before trying stuff
[21:17:48] <Dariusz> what I was doing for past 4h...
[21:18:13] <Stragus> Okay :)
[21:18:30] <Dariusz> my eyes bleed from reading/watching stuff. I want to get something to work, I know that I need vector axis and rotation radians. I got the vector axis, but I don't know how to calculate radians from mouse delta
[21:19:54] <Stragus> You need a rotation by an angle that... matches the angle of the mouse's motion in your projection space
[21:20:03] <Dariusz> yep
[21:20:03] <derhass> Dariusz: sounds like you want to implement a classical virtual trackball
[21:20:15] <Stragus> Think of it in 3D with the mouse being a world-space XYZ on near plane
[21:21:01] <Dariusz> eeeeeee
[21:21:09] <Dariusz> I just want to pan around in x axis...
[21:21:12] <Dariusz> no
[21:21:12] <Dariusz> rotate
[21:21:15] <Dariusz> rotate around in x axis..
[21:21:47] <derhass> the concept stays the same, if you want this to be intuitive
[21:22:23] <Stragus> You can do the math a bunch of ways. The way I just told you about should be easy
[21:22:24] <derhass> doing this the navie way results in inverted motion when the object is rotated to the back
[21:22:32] <Stragus> You should switch to quaternions though
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[21:25:16] <Dariusz> nope sorry no idea what to do with that wiki - way over my experience, I just want to rotate camera on x axis using quanternions
[21:25:30] <Dariusz> I did it before using matrix4x4 and crossproduct
[21:26:07] <Stragus> If you already understand matrix rotations and math (not how to use them, how it really works), then move on to learning quaternions
[21:26:09] <derhass> quaternions are not more powerful than matrices
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[21:38:38] <ZeroWalker> guten aben
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[21:51:59] <Dariusz> nope not working all I get is this
[21:52:01] <Dariusz> ;/
[21:52:24] <Dariusz> I wonder if its the worldmatrix lookat being UP, causing the issue
[21:52:31] <Dariusz> if it should somehow flip the up to be negative
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[22:12:21] <ZeroWalker> Everyone: Guten aben ZeroWalker!
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[22:17:45] <Dariusz> yo
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