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   February 23, 2018  
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[00:00:00] <DarkUranium> chrisf, but it's been on a hiatus due to something else taking priority.
[00:00:14] <DarkUranium> it technically still is, but I'm semi-actively looking for a solution that will allow me *NOT* to write a custom SL
[00:01:42] <DarkUranium> not that it's a huge task for what I need (which is very specific, so I can avoid implementing most shader features)
[00:03:21] <DarkUranium> I need, lemme think. Apart from the basics that any language needs (y'know, arithmetic, variables, that sort of stuff), I basically need uniforms and that's about it.
[00:04:13] <DarkUranium> And faked, global-scope callbacks (I've done it in GLSL before, a preprocessor that added glue code to connect the callbacks to wherever they should connect)
[00:04:31] <DarkUranium> basically #define FAKE_CALLBACK(x,y,z) real_function(x,y,z)
[00:04:48] <DarkUranium> (so not technically a callback as far as the GPU is concerned --- obviously)
[00:05:17] <DarkUranium> Oh yeah! And this is related (oddly enough).
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[00:05:26] <chrisf> as long as you dont drink the ARB_shader_subroutine kool-aid
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[00:05:36] <DarkUranium> chrisf, nah
[00:05:44] <DarkUranium> hell, I can't, if I want GLES support.
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[00:06:03] <DarkUranium> it is *sort of* that, emulated, though (via different preprocessing)
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[00:06:14] <DarkUranium> (but there is never a need for recompilation, so it's fine)
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[00:06:43] <chrisf> hopefully it will quietly die
[00:06:44] <DarkUranium> anyhow, I've asked it before, but got no response --- does anyone have any pointers to an implementation for ambient occlusion? I am *NOT* talking about real-time algorithms; rather, something for creating/baking AO maps for models.
[00:06:49] <DarkUranium> err, not implementation, algorithm
[00:06:59] <DarkUranium> I dunno what the "best" one would be for this
[00:07:22] <chrisf> there's not a lot of rocket science there
[00:08:24] <chrisf> sample the front hemisphere
[00:08:31] <DarkUranium> I know there's a ton of algorithms, so I'm not sure what's what here.
[00:08:48] <DarkUranium> (I don't even know which ones are offline and which are online)
[00:09:01] <DarkUranium> by "online", I mean real-time
[00:09:04] <DarkUranium> (with some exceptions, e.g. I know screen-space techniques are real-time)
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[00:13:28] <DarkUranium> chrisf, but sample until what range? How many sampling points? What distribution?
[00:13:42] <DarkUranium> well, since it's a single model, I guess range can be infinite ..?
[00:20:46] <chrisf> if you're not thinking too hard about it, uniform distribution, the number of rays you want to wait for, and far enough that it looks good
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[00:21:44] <DarkUranium> chrisf, figured as much. Was just asking, just in case you knew!
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[00:22:13] <chrisf> has been a long time since i wrote an AO baker
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[00:24:52] <chrisf> SS approximations got affordable
[00:26:26] <DarkUranium> sure, but I need it for a different reason here
[00:26:54] <DarkUranium> (namely, I want to experiment with a 3D texture gen ... AO will basically be needed as a "deeper parts" detector thingie)
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[00:46:51] <Stragus> DarkUranium: It's just ray tracing, trace rays from point and find distances to intersection
[00:47:02] <Stragus> Or screen-space for cheap real-time results
[00:47:09] <DarkUranium> Stragus, yeah, I get it. I was just asking if there are any more optimized algorithms or such
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[04:07:55] <korans> I have a VAO It's associated with many buffer objects all using the same shader program and all the same format at the minute everytime I update the verticies in each buffer I have to call glVertexAttribPointer and glEnableVertexAttribArray can I not do this just once and have it apply for all of them?
[04:10:05] <korans> I find the guide I'm following and the one I got part way through before(but stopped reading becasue of incompatable OpenGL versions), just glanced over them without actually explaining much about them. I think the most annoying thing about all this openGL stuff so far is tonnes of hidden state
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[04:30:29] <Stragus> korans: You can update a buffer's content without changing the VAO state
[04:30:54] <Stragus> Avoid altering the state of your VAOs if possible
[04:37:33] <korans> I must be doing it wrong then
[04:37:45] <korans> Okay thanks let me review and see if I can find my problem
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[06:13:18] <bookmark> https://codepaste.net/waar8o i'm tryin to put the first quadrant of a 512 texture into a 256 texture?
[06:13:31] <bookmark> this one just renders black
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[06:14:10] <bookmark> but if i put AC->expanded_data into the glTexImage2D i see a word
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[06:15:08] <bookmark> i'm trying to get the data into AC->expanded_data256 which is a GLubyte pointer
[06:15:33] <bookmark> i guess i could have put the allocation
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[06:17:14] <bookmark> https://codepaste.net/rfuhm2
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[06:24:11] <bookmark> i figure when parse gets to 768, thats 256 * 3 it will increment lineNum
[06:25:10] <bookmark> been rendering an empty quad for a day
[06:26:09] <bookmark> i guess i'm just a moron
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[10:40:12] <Dariusz> Can any1 plainly explain to me what matrix inversion is? Youtube videos either show me how its done, and google searches are failing. I got matrix wiki inversion but it confuses me more.
[10:40:51] <davr0s> inverse matrix * matrix = identity
[10:41:05] <davr0s> matrix inversion figures out the matrix you'd need to cancel a matrix out
[10:41:26] <davr0s> in geometry, it's reversig a transformation
[10:41:36] <davr0s> e.g. world -> object becomes object ->world
[10:41:42] <davr0s> so it's really useful
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[10:48:58] <exDM69_> Dariusz: it's similar to multiplying by the inverse of a number
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[10:49:17] <exDM69_> x*x^-1 = x*(1/x) = 1
[10:49:37] <exDM69_> similarly M*M^-1 = I
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[10:56:58] <Dariusz> hmm
[10:59:04] <Dariusz> so if I do matrixC = matrixA * matrixB, that multiplication, and if I do matrixC.invert() a "negative Matrix" ? So if a matrix puts a point in space (1,1,1), then the invert matrix would be (-1,-1,-1) ?
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[10:59:33] <Dariusz> yea scratch the 1st half of sentence
[11:00:03] <Dariusz> hmmm
[11:01:26] <Stragus> The inverse of a number is not its negation
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[11:01:50] <Stragus> The inverse of an identity matrix is itself, just like 1/1 is 1
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[11:02:59] <ratchetfreak> "inverse" is the multiplicative inverse,
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[11:03:25] <ratchetfreak> aka matrix * matrix.inverse() = identity
[11:06:33] <Dariusz> so, matrixC = matrixA * matrixB , matrixC.inverse() = matrixA ?
[11:07:31] <ratchetfreak> no, but there are some identities: matrixC.inverse() = matrixB.inverse()*matrixA.inverse()
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[11:07:45] <ratchetfreak> matrixC*matrixB.inverse() = matrixA
[11:07:59] <ratchetfreak> matrixA.inverse() * matrixC = matrixB
[11:09:54] <mangelis> Dariusz: for example 5*9=40, 40*0.125=5. so 9's inverse is 0.125, which is calculated by 1/9=0.125. inverse matrices are same thing, except they are much harder to calculate
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[11:10:35] <ratchetfreak> mangelis: s/9/8/
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[11:12:17] <Dariusz> ohhh
[11:12:18] <Dariusz> humhhh
[11:12:19] <mangelis> yeah
[11:12:26] <mangelis> 5*8=40 :)
[11:12:37] <mangelis> and 8's inverse, and 1/8
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[11:13:48] <Dariusz> the above example, every 9 should be 8 right? I'm confused, 5*9 is 45 I think? :-)
[11:13:52] <Dariusz> ah ye ok
[11:13:58] <ratchetfreak> remember the caveat that matrix multiplications are not commutative
[11:14:01] <Dariusz> sorry just now understand ratchetfreak s/9/8
[11:14:15] <Dariusz> I dont even know what commutative means :- ) yet!
[11:14:29] <Dariusz> oph
[11:14:30] <Dariusz> now I know
[11:14:32] <Dariusz> ok thanks!
[11:14:36] <exDM69_> Dariusz: if C=A*B, then C^-1 = (B^-1)*(A^-1)
[11:15:02] <ratchetfreak> commutative means that a*b = b*a
[11:15:25] <ratchetfreak> however matrix multiplications is not aka matrixA*matrixB != matrixB*matrixA
[11:15:32] <Dariusz> yup, order of multiply don,t matter. but what you are saying is that matrix multiplications order matter?
[11:15:33] <Dariusz> yep
[11:15:40] <Dariusz> I had a feeling that was the case
[11:15:42] <exDM69_> and because AB != BA, the order of multiplication is important. suchs as the inverse of matrix above
[11:16:08] <exDM69_> matrices can be multiplied together "from the left" or "from the right"
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[12:56:10] <match_it> hi all. I have my application that calls glDrawPixels() to display a texture as background and works fine for my needs in Linux environment. The application must be compiled also for OpenGL ES2 with Emscripten to be played in browser canvas and there glDrawPixels() is not allowed. How can I write directly to background with ES2 ? thanks
[12:57:11] <exDM69_> glDrawPixels has been deprecated on big-GL too
[12:57:14] <Stragus> Don't use obsolete GL like glDrawPixels
[12:57:23] <Stragus> Just draw textured triangles
[12:57:31] <exDM69_> typically you'd either draw textured triangles
[12:57:41] <match_it> is there a way to avoid to play over triangles ?
[12:57:44] <exDM69_> or use glBlitFramebuffer to copy from texture to screen
[12:58:59] <match_it> thanks guys
[12:59:08] <match_it> I try both suggestions
[12:59:25] <exDM69_> glDrawPixels is very slow too, so you don't really want to use that even if it is available
[12:59:37] <match_it> :)
[12:59:50] <match_it> my app is also slow
[13:00:20] <match_it> is a gui emulation with no particular effects
[13:00:56] <match_it> first I try glBlitFramebuffer
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[16:16:22] <Dariusz> when we read "projection_matrix" is that a Matrix4x4::perspective(fov,ratio,near,far) ?
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[16:17:28] <Dariusz> and view matrix is QMatrix4x4::perspective() * QMatrix::lookAt(positionv3D,positionv3D+directionv3D,UPv3D)
[16:17:32] <DarkUranium> Dariusz, that's a *type* of a projection matrix.
[16:17:43] <hampusw> Dariusz: a projection matric can also be e.g. non-perspective
[16:17:46] <DarkUranium> and no, perspective() * lookAt is the ProjectionView matrix
[16:18:30] <DarkUranium> Dariusz, think of it in terms of spaces.
[16:18:35] <DarkUranium> model matrix: model space -> world space
[16:18:49] <DarkUranium> view matrix: world space -> view/eye/camera space (whatever you call it)
[16:19:11] <Dariusz> hmmmmmmmm
[16:19:42] <DarkUranium> projection matrix: view space -> clip space (but only after perspective divide) (it basically enables projecting the scene onto the window)
[16:21:15] <DarkUranium> typical projection matrices would be orthographic (identity is a type of orthographic projection: ortho(left=-1,right=+1,bottom=-1,top=+1,near=+1,far=-1)) or perspective (this includes arbitrary frustums)
[16:21:24] <Dariusz> hmmmm
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[16:24:05] <Dariusz> so basically project() * lookAt*() * QMatrix4x4(model x/y/z cords in world space) * in vertexShader with position to get gl_Position ie the multiplication of verticles from their local space to world spaces happens in shader, the others I can precompute on cpu
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[16:24:37] <DarkUranium> not sure what you mean by that QMatrix4x4, but I guess?
[16:24:51] <DarkUranium> you should precompute that anyhow
[16:25:21] <Dariusz> well once you have your view matrix(I think) you then multiply that by model matrix(so where the model is in scene) and result of that you pass to vertexShader?
[16:26:02] <Dariusz> these matrices could not be more confusing.
[16:26:45] <Dariusz> ok when I have this vec4 ray_eye = inverse(projection_matrix) * ray_clip;< this means that projection_matrix = qmatrix4x4::perspective().invert() correct? or is that perspective*lookAt().invert() ?
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[16:27:39] <chrisf> DarkUranium: being pedantic: projection matrix is exactly view space -> clip space.
[16:27:48] <chrisf> clip space -> NDC is the divide.
[16:28:16] <DarkUranium> chrisf, err, right
[16:30:26] <Dariusz> <DarkUranium> and no, perspective() * lookAt is the ProjectionView matrix, so projectionMatrix = matrix4x4::perspective()/matrix4x4::ortho(), and projectionViewMatrix = matrix4x4::perspective() *matrix4x4::lookAt()/matrix4x4::otho*matrix4x4::lookAt ?
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[16:31:17] <DarkUranium> Dariusz, yes.
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[16:31:28] <DarkUranium> again, think of it in terms of spaces.
[16:31:42] <DarkUranium> or even names ... does lookAt do any sort of projection?
[16:33:11] <Dariusz> well it is a QMatrix4x4 just like QMatrix4x4::perspective(), so they both are based on the same Matrix. But I take lookAt, only specifies the direction ? so you take perspective() < position/fov/ratio and you * it by lookAt() direction matrix? Thats how I understand it so far. I'm not sure why we could not just do perspective*vector3D position of direction vector but humh
[16:33:55] <Dariusz> the lookAt is a bit confusing to me at the moment
[16:34:02] <chrisf> Dariusz: the view matrix depends on the camera's position AND orientation
[16:34:13] <DarkUranium> Dariusz, so what if both are matrices?
[16:34:23] <DarkUranium> you can store a graph in matrix form, doesn't mean much.
[16:34:38] <chrisf> nothing special about matrices, they're just a convenient representation.
[16:34:41] <DarkUranium> (relation matrices)
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[16:34:43] <DarkUranium> indeed.
[16:35:22] <Dariusz> I'm slowly beggining to understand that matrix4x4 is just a fancy way of saying array[4][4]....
[16:35:27] <DarkUranium> matrices are just 2D arrays of items with useful properties & semantics, nothing more, nothing less.
[16:35:35] <DarkUranium> in the GLSL case, they're 2D arrays of numbers.
[16:35:58] <Dariusz> yep, so I'm roughly there, + all the fancy math functions that comes with them.
[16:36:05] <DarkUranium> Dariusz, you're missing the "& semantics" part I've mentioned.
[16:36:26] <DarkUranium> I think you should stop whatever you're doing and learn about vector spaces & matrices & linear transformations
[16:37:19] <Dariusz> yea, I was reading/watching vids on that for past 2 days. I'm trying now to link the "knowledge" to real world examples. Or get something to work somehow.
[16:37:46] <Dariusz> problem is even tho I get my model to render and everything is great, I struggle to wrap my head around at what point I create what matrix
[16:38:03] <Dariusz> I understand the end matrix, when I pass matrix to vertexShader to offset vertexes in gpu
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[16:38:21] <Dariusz> but the 2 matrices before that, is what bugs me, I know now one is perspective,
[16:38:31] <Dariusz> so I take the second one is perspective*lookAt? it don't make sense :/
[16:38:40] <Dariusz> but I dont create any other matrix
[16:38:42] <Dariusz> so it must be that
[16:38:57] <DarkUranium> Dariusz, as used in computer graphics, they are just linear maps from one space into another. Nothing more, nothing less.
[16:39:04] <chrisf> https://www.amazon.com/Mathematics-Programming-Computer-Graphics-Third/dp/1435458869 isnt a bad introduction
[16:39:19] <Dariusz> already have it :- )
[16:40:37] <Dariusz> I suppose I'm at a stage where I watched master painter paint a picture, and now I try to take brush in my hand and figure out what each pot of paint does/water and how to paint... only so far reading/watching master takes me, now I gotta start paiting @_@
[16:41:04] <Dariusz> and imediately I dont know which pot is water which is paint which is brush.
[16:41:29] <hampusw> Dariusz, DarkUranium: exactly, you get quite far by just realizing that matrices can be used to represent any linear function between vectors
[16:41:42] <DarkUranium> Dariusz, https://i.imgur.com/RadSf.jpg
[16:41:55] <Dariusz> I love that pic.
[16:42:06] <hampusw> start by making sure you understand that kind of matrices (normal linear algebra) and then read up on homogeneous coordinates to understand how 4x4 matrices can represent a perspective projection in 3D
[16:42:13] <DarkUranium> Dariusz, what I'd do is ... yeah, what he said.
[16:42:21] <DarkUranium> hampusw, what I'd do is, start with linear maps. Forget computer graphics.
[16:42:37] <Dariusz> https://en.wikipedia.org/wiki/Linear_map this?
[16:42:49] <hampusw> DarkUranium: exactly. agree. also, without homogeneous coordinates at first, because that's confusing enough on it's own really.
[16:42:49] <DarkUranium> yes
[16:43:01] <hampusw> its*
[16:43:44] <DarkUranium> You have one vector space, say base vectors $\vec i=(1,0,0), \vec j=(0,1,0), \vec k=(0,0,1)$, and you're trying to map it into (say) $\vec i=(0.5,0.5,0), \vec j=(0,0.0,1.0), \vec k=(0.0,2.0,0.0)$
[16:43:48] <DarkUranium> write the matrix that maps them.
[16:44:03] <DarkUranium> that's a good excercise, Dariusz, and once you learn to do that ^ you'll understand a lot more about what's going on.
[16:44:17] <DarkUranium> hampusw, and yeah, that last ping was meant for Dariusz :P
[16:44:21] <DarkUranium> err, s/ping/highlight/
[16:44:29] <DarkUranium> and yes, without homogeneous
[16:44:56] <hampusw> Dariusz: yeah, start with linear transformations, then read up on https://en.wikipedia.org/wiki/Affine_transformation after that and finally https://en.wikipedia.org/wiki/Homogeneous_coordinates
[16:45:06] <hampusw> but give each of those quite a bit of time on their own
[16:46:24] <hampusw> there's a lot of other interesting linear algebra theory to know too, but it's not really essential to understand what's going on in this context
[16:47:30] <DarkUranium> ^
[16:47:41] <DarkUranium> and a lot of other interesting matrix things to know, but again, not really essential
[16:48:13] <DarkUranium> (e.g. I'm a fan of relation matrices, despite [for sparse relations] using up a lot of storage)
[16:48:23] <Dariusz> hmmmmmmmmmmmm
[16:48:33] <hampusw> DarkUranium: maths is a ton of fun :D
[16:48:46] <DarkUranium> hampusw, my favorite topic were linear proofs. I was faster than the professor in those :D
[16:48:57] <DarkUranium> (had the proof done the moment they finished writing the problem on the blackboard)
[16:49:03] <DarkUranium> grammars were quite fun, too, though
[16:49:16] <DarkUranium> for some reason, we called those "theories" (I'm sure there's a mathematical reason for that name)
[16:50:16] <hampusw> DarkUranium: I loved proofs in general too. Studied pure mathematics. Reading up on graphics again now after doing unrelated software dev for some years. It's just awesome. Maths is useful for once!
[16:51:28] <DarkUranium> hampusw, haha
[16:51:46] <DarkUranium> hampusw, well, it was useful for me in parsing, too. The way I did LL(1) verification was via relation matrices.
[16:51:54] <DarkUranium> I studied comp sci, but always liked mathematics.
[16:52:21] <Dariusz> o.o
[16:52:41] <DarkUranium> hampusw, here's how to do it (this is a part of my thesis, translated to English; see the very last page for the "meat"): http://stdrand.com/data/verifying-ll-1.pdf
[16:52:43] <hampusw> DarkUranium: Nice. Whenever you can use some mathematics, it's always really good to know it! It's like magic sometimes.
[16:52:58] <hampusw> DarkUranium: awesome. I'll check later.
[16:53:01] <DarkUranium> hampusw, basically, you compute 3 matrices, then do a bunch of closures & multiplications.
[16:53:11] <DarkUranium> (again, last page)
[16:53:12] <DarkUranium> sure
[16:53:22] <hampusw> cool. it never ceases to amaze me how much can be done with linear algebra and matrices.
[16:54:53] <chrisf> homogeneous coordinates arent all that crazy once you understand what's going on, too -- we use them because they make things /easier/ :)
[16:56:47] <Dariusz> black magic.
[16:56:48] <DarkUranium> chrisf/hampusw, I think the most insane thing in mathematics is how one goes ... "Okay, I have a hard problem here, and I'm not sure how to solve it. I know! I'll add another dimension to the problem!"
[16:56:49] <Dariusz> :- )
[16:57:06] <DarkUranium> example: doing (2D) delaunay triangulation by extending the points into 3D space and computing the convex hull
[16:57:07] <chrisf> DarkUranium: solves plenty.
[16:57:40] <hampusw> yeah, exactly. homogeneous coords is one of those really nice extensions that makes all the existing techniques useful for even more.
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[16:58:31] <DarkUranium> chrisf, another case is navigating hex grids. https://www.redblobgames.com/grids/hexagons/#coordinates-cube
[16:58:33] <hampusw> I also like it how mathematicians always try to transform hard problems back to easier problems they already know how to solve. works.
[16:58:53] <DarkUranium> hampusw, that's true of programmers too, though. And technically, of most fields.
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[17:00:52] <DarkUranium> hampusw, though my favorite moment was my math professor in univ doing a proof of something on the blackboard
[17:00:57] <DarkUranium> it was some complex proof, took him most of the lesson
[17:01:07] <DarkUranium> but near the end, he realized he messed up somewhere
[17:01:10] <hampusw> DarkUranium: true. you just never have performance considerations stopping you in pure maths.
[17:01:29] <DarkUranium> What did he do? Just said & wrote "The rest is obvious. Q.E.D." :P
[17:01:41] <chrisf> DarkUranium: it's a dirty trick
[17:01:44] <hampusw> but to me software and maths is almost the same too (always did both)
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[17:02:05] <hampusw> DarkUranium: haha. so typical of mathematicians.
[17:02:10] <DarkUranium> hampusw, we did some of that formal mathematical definitions for programs; there's 2 common ones (can't recall the names anymore, though)
[17:02:14] <DarkUranium> we did both
[17:02:21] <hampusw> it usually means that it takes a lot of time to show and is nowhere near obvious
[17:02:25] <DarkUranium> (think mathematically-defined interpreter)
[17:02:50] <DarkUranium> yeah, he only did it because he messed up somewhere, and couldn't find the problem :P
[17:02:52] <hampusw> DarkUranium: formal methods is awesome. I never actually tried that, however.
[17:03:16] <DarkUranium> hampusw, there were two. One very, very low-level one, and one that basically built upon that.
[17:03:26] <hampusw> maths books also like to leave things out "as an exercise to the reader" or because "you easily see that" :P
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[17:04:07] <hampusw> DarkUranium: that quickly gets complicated AFAIK
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[17:04:44] <hampusw> I guess usually it's nicest to keep the maths for the algorithms and then just implement it based on that
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[17:05:21] <DarkUranium> hampusw, it was actually very simple. But trying to *use* it gets complicated, yes.
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[17:11:52] <hampusw> the OpenGL reference cards are awesome
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[17:14:37] <Dariusz> in openGL, camera is always in 0,0,0 cords, and what moved around is the world/cords. so if I have camera at (0,0,0) and ten I get a vector(0,0,10) from "somewhere" if I want to cast a ray via that vector, I can also normalize that vector to be =1, so. why. WHy do I normnalize it. If I use it as a direction to cast from point 0, or is this something that will become clear once I learn linear algebra/matrices/etc?
[17:14:56] <exDM69_> Dariusz: in opengl, there is no concept of "camera"
[17:15:13] <Dariusz> hmm
[17:15:19] <Dariusz> its the matrix isnt it
[17:15:51] <exDM69_> you can use transformation matrices and vertex shaders to "create a camera"
[17:16:01] <exDM69_> but as far as opengl is concerned, it just draws triangles
[17:16:40] <DarkUranium> there isn't even always a camera *outside* of GL (consider using OpenGL for image processing)
[17:18:00] <hampusw> what OpenGL has is a coordinate system for the "screen" / frame buffer
[17:18:12] <DarkUranium> ^
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[17:18:31] <DarkUranium> anything before that, GL doesn't care about.
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[17:18:48] <DarkUranium> it's just data (& arbitrary operations on data) to it
[17:20:16] <hampusw> exactly. it only needs to care about what the coordinates mean when rasterizing triangles and other elements.
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[17:23:28] <DarkUranium> Dariusz, you can view OpenGL as a frontend to a massively-parallel processor, and an accelerated rasterizer (with conveniency links between the two)
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[17:51:13] <zid> DarkUranium: I view it as a handy 3D interpolator
[17:51:27] <zid> I give it verticies and it gives me a callback on every point
[17:51:50] <zid> Then I wrote a program for the transform and the shading, bingo
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[19:24:29] <DarkUranium> zid, yeah, pretty much
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[20:14:54] <Dariusz> Omg im so drunk WOHOOO :D Im defnitely gonna do the fucking cast now XD
[20:15:38] <Dariusz> "now where is my enter key " xD
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[22:38:07] <nogravityrush> i have a mesh
[22:38:19] <nogravityrush> how do i draw gl_lines without the middle edge
[22:38:51] <nogravityrush> I want to draw wireframe of a sphere without the diagonal edge
[22:38:56] <nogravityrush> ty
[22:39:03] <nogravityrush> please
[22:39:05] <upgrdman> use quads instead of triangles
[22:39:35] <upgrdman> or go to the pain of figuring out which vertices form the non-diagonal lines, and use indices
[22:40:12] <zid> It's not going to mind-read for you
[22:40:35] <zid> If you want to ignore shared edges in coplanar triangles.. don't ask it to render them :)
[22:41:48] <chrisf> upgrdman: quads are dead and gone.
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[22:47:04] <zid> You still need to essentially form quads, though
[22:47:10] <zid> to render as though you had them
[22:47:29] <zid> even if you are using line segments
[22:48:22] <nogravityrush> hmm
[22:48:41] <nogravityrush> gl_quads results to gl_fill
[22:49:28] <derhass> forget about gl_quads
[22:50:44] <chrisf> nogravityrush: what /do/ you have. you said a mesh, but be more precise
[22:50:58] <nogravityrush> a mesh sphere
[22:51:31] <chrisf> are you loading it? are you generating it on the fly?
[22:52:10] <nogravityrush> generate on the fly
[22:52:43] <spear2> do you need to be able to render it both solid and wireframe?
[22:52:47] <chrisf> then you can easily adapt your generator to produce the correct set of line segments
[22:53:14] <Stragus> You can reuse the same vertices and switch to a different set of indices to draw your lines
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[22:56:24] <nogravityrush> this is bollocks
[22:56:53] <Stragus> Eh?
[22:56:56] <nogravityrush> i need quads
[22:57:08] <Stragus> Quads don't exist, the hardware draws triangles
[22:57:16] <nogravityrush> ok
[22:57:37] <nogravityrush> i get 2 faces instead of 1
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[23:01:20] <chrisf> you want to emit 2 sides of each "quad"
[23:01:35] <chrisf> if you're using GL_LINES, that means 4 indices
[23:02:17] <chrisf> pastebin your generator
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[23:12:29] <Dariusz> Mi masters, when I use VAO(QOpenGLVertexArrayObject) with vertex/frame shader(QOpenGLShaderProgram) can I assign 1 shader program to 2 objects? I'm a tad lost/never tried before. Usually just made 1 shaderProgram per vao...
[23:14:00] <Stragus> VAOs and shader progarms are totally unrelated, can mix as you please
[23:14:08] <Stragus> programs* too
[23:14:09] <Dariusz> hmm
[23:15:07] <Dariusz> oh I see, neat thanks!
[23:15:20] <Dariusz> so I can optimize my shaders then... can have 1 per all objects instead of 50k copies ;- D
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[23:46:48] <Dariusz> is computation of bounding box a long calculation?
[23:46:52] <Dariusz> I have 18k vertex
[23:47:00] <Dariusz> no sorry, 6k vertex
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   February 23, 2018  
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