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[02:03:46] <bookmark> so like every third time i run my program it works
[02:03:49] <bookmark> the rest the guy is stuck in the sky
[02:09:04] <vmt> sounds like there's something uninitialized somewhere
[02:09:26] <bookmark> actually that's true. it does now that you mention that.
[02:09:48] <bookmark> but i don't know what
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[02:12:51] <bookmark> probably gravity stuff
[02:13:51] <vmt> well, if your program is well-structured it shouldn't be all that hard to make sure everything is initialized to sane values
[02:26:44] <bookmark> well somtimes compilers like initilization in different places
[02:27:01] <bookmark> so my program has suffered this
[02:27:19] <vmt> i take it, you have debugged it?
[02:27:50] <bookmark> its runnin
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[02:32:34] <lone-pine> Hello, I'm trying to port an opengl game programmed on linux to windows. During the port, something went wrong with the vertex shader and the ViewProjection matrix. I can see the corner of the UI and I've tried playing with different hardcoded values for the matrix, on the C side and the GLSL side but I can't get it correct... maybe the uniform isn't being set correctly? Hoping one of you have some idea to help.
[02:33:56] <bookmark> why don't you just put the stuff from the linux version? it should be the same pretty much
[02:34:22] <bookmark> i mean c++ is c++ when it comes to matrices no?
[02:34:33] <bookmark> whoops or whatever language
[02:34:41] <bookmark> you would be a usin
[02:34:50] <bookmark> anyway ill bbl
[02:36:17] <lone-pine> bookmark, well when I imported into Visual Studio it didn't compile right away, I had to fix a bunch of issues like syntax supported by GCC but not VS
[02:36:36] <lone-pine> Named struct initialization for example
[02:37:15] <lone-pine> I don't know why the port broke the shader
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[02:49:13] <lone-pine> I think I'm gonna switch to MinGW, maybe I'll have less compatibility issues
[02:55:54] <vmt> i don't think it broke the *shader*
[03:02:19] <bookmark> ah i found it
[03:02:26] <bookmark> i'm not initilizing an array
[03:02:45] <bookmark> and its printing wacky shit so this must be it
[03:04:05] <bookmark> booya
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[03:04:23] <bookmark> thanks vmt
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[03:08:19] <vmt> lessons to be learned: don't jump to conclusions
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[04:08:56] <Stragus> bookmark: valgrind it, or the equivalent on your platform
[04:09:11] <Stragus> It will list all usage of uninitialized memory
[04:09:17] <bookmark> stragus, thats what you say to everything
[04:09:20] <bookmark> not that you're wrong
[04:09:29] <bookmark> but you are cuz i already found it
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[04:10:04] <bookmark> next time ill try valgrind
[04:10:19] <Stragus> It's a fantastic tool for any programmer, it can catch a lot of issues. Even when things seem to run fine
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[04:19:19] <bookmark> they need winvalgrind
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[04:43:08] <vmt> valgrind is a bit of a pita when you're using some libraries which have well-known false-positives
[04:43:18] <vmt> i for one have never learned how to use the filtering thing properly
[04:43:36] <vmt> the snr drops dramatically at that point
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[04:53:03] <Stragus> You can ignore the false positives? And if you gdb your valgrind, --vgdb-error=foo to skip a given count of false positives
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[14:02:34] <hyperion101010> hi there ,i am a contributor for servo browser engine and i am working on an enhancement that will port remaining opengl support for it
[14:04:27] <hyperion101010> so what i need to know is ,what dll file is loaded(used to execute) while running opengl ?
[14:04:51] <hyperion101010> people can anyone help here ?
[14:05:05] <hyperion101010> https://github.com/servo/servo/issues/21305
[14:05:17] <hyperion101010> this is the issue, you can have a look
[14:05:22] <Stragus> On Windows, there's some OpenGL32.dll which is some kind of wrapper exposing only GL 1.1 that calls the drivers
[14:05:56] <Yaniel> best to look at something like https://glad.dav1d.de/ and check what it loads on each platform
[14:07:00] <Yaniel> aand I see you already got more rust-specific instructions in that issue
[14:07:12] <Yaniel> servo-specific even
[14:07:12] <dav1d> glad2 has some rudimentary rust support
[14:07:13] <Stragus> Glancing over it, seems more like a Rust issue than a GL issue
[14:07:23] * dav1d hasnt read the issue
[14:07:53] <Yaniel> the last comment is basically "do whatever glutin does"
[14:10:02] <Yaniel> which seems like a reasonable solution
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[19:07:59] <bookmark> finally
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[19:08:16] <bookmark> whoops didn't mean to say that
[19:08:26] <bookmark> i was pushing enter on compile
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[19:18:59] <zy]x[yz> finally
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[19:27:42] <bookmark> for realz
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[19:40:01] <bookmark> this is strange my collisions on convex objects are reporting zero but they work
[19:40:14] <bookmark> if there is a collision they are to return 1
[19:40:52] <bookmark> (ue)
[19:44:02] <bookmark> man f this
[19:45:04] <bookmark> oh its my conditional logic
[19:45:08] <bookmark> n/m bbl
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   February 1, 2019  
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