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[02:23:50] <eruditehermit> Hey, I have a question about glColorPointer. I'm trying to draw points using glVertexPointer and glDrawElements. I am able to draw the points but they appear to have the wrong color. They look transparent. I make a call with glColorPointer with seemingly the right arguments but it doesn't seem to be colouring my points properly. Can anyone help? My code is here: https://pastebin.ubuntu.com/p/f894PPtHjr/
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[02:26:10] <immibis> eruditehermit: what's the definition of dpoint?
[02:27:42] <immibis> you're telling OpenGL that the memory layout for the vertex positions is X1,Y1,Z1,X2,Y2,Z2,... (3 floats each, nothing in between) and the colours are R1,G1,B1,R2,G2,B2... (3 unsigned bytes, nothing in between)
[02:28:03] <immibis> since they're the same buffer I doubt that's right, because then the same memory is the positions and the colours at the same time
[02:28:04] <derhass> eruditehermit: prehistoric GL detected
[02:28:41] <immibis> the stride should be sizeof(dpoint), the starting position for the colours should be the offset of the colour inside a dpoint, and if the R/G/B are floats then change GL_UNSIGNED_BYTE to GL_FLOAT
[02:28:58] <immibis> derhass: opengl is prehistoric
[02:29:31] <immibis> derhass: if it's not vulkan, it's prehistoric
[02:29:57] <derhass> doesn't invalidate my point
[02:29:58] <eruditehermit> hmm? My Points and Color are stored as an array of structs (float X, float Y, float Z, uint8_t r, uint8_t g, uint8_t b)
[02:30:28] <immibis> eruditehermit: opengl needs to know where the colour is in the struct and where the position is in the struct and how big each struct is
[02:32:03] <eruditehermit> immibis: Therefore I have the call to glVertexPointer( 3, GL_FLOAT, 0, 0 ), which states the first 3 floats in my struct is x,y,z. And the call to glColorPointer(3, GL_UNSIGNED_BYTE, 0, (GLvoid*)(sizeof(float)*3)), states to skip the 3 floats (x,y,z) and refer to the 3 unsigned bytes afterwards. Am I wrong?
[02:32:21] <immibis> eruditehermit: the 0 means there is no gap between the first colour and the second colour
[02:32:33] <immibis> which there is (because the second position is in that space)
[02:32:51] <immibis> it should be sizeof(dpoint)
[02:33:00] <eruditehermit> There isn't a gap since my struct is very simple : struct dpoint { float x; float y; float z; uint8_t r; uint8_t g; uint8_t b; };
[02:33:29] <immibis> eruditehermit: there is a space between the first position and the second position and in that space is the first colour.
[02:33:30] <eruditehermit> I thought my GL_ELEMENT_ARRAY_BUFFER (aka indicies) would help me stride across my array of dPoints
[02:33:33] <derhass> eruditehermit: https://www-user.tu-chemnitz.de/~heinm/tmp/va_ptr.pdf
[02:34:03] <immibis> it goes p0.x, p0.y, p0.z, p0.r, p0.g, p0.b, <probably padding>, p1.x, p1.y, p1.z, p1.r, p1.g, p1.b, <probably padding>, p2.x, ...
[02:34:42] <eruditehermit> yes, you're completely right there. But I'm still confused as to why I need a stride since the space between two colors of the same point is 0?
[02:35:00] <derhass> two colors of the same point?
[02:35:15] <eruditehermit> I mean two channels, sorry
[02:35:30] <immibis> eruditehermit: the space between the first point's colour and the second point's colour...
[02:35:33] <derhass> the channels are always tightly packed
[02:35:39] <derhass> that's not wat stride is about
[02:36:07] <eruditehermit> I see the stride indexes into each block that stores the colors of every point
[02:36:19] <eruditehermit> But I was under the impression that my "indicies" did that for me?
[02:37:02] <immibis> the index tells it which points to use. 0 for first, 1 for second, 2 for third, ...
[02:37:14] <immibis> the stride and offset tell it where the data for the first point is, where the data for the second point is, ...
[02:37:35] <immibis> so when it sees index 56, it uses those to figure out where the data for point 56 actually is
[02:37:55] <eruditehermit> so if I had an array of 60 points, my indices array is literally (0, 1, 2, 3, ....)
[02:38:20] <eruditehermit> Dang! I thought it was supposed to be (0*sizeof(dPoint), 1, 2*sizeof(dPoint), ...)
[02:38:34] <eruditehermit> *(0*sizeof(dPoint), 1*sizeof(dPoint), 2*sizeof(dPoint), ...)
[02:39:22] <derhass> you never told it what sizeof(dPoint) even is, so there is _no_ way the GL could have done that
[02:39:52] <eruditehermit> I thought indices indexed into my data buffer as the byte location of first point, location of second, etc..
[02:42:03] <eruditehermit> Shoot! So I added my stride=sizeof(dPoint), and I still don't see the colors.
[02:42:50] <eruditehermit> colors are : glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(dpoint), (GLvoid*)(sizeof(float)*3));
[02:45:45] <immibis> what happens instead?
[02:48:59] <eruditehermit> immibis: https://imgur.com/a/KhwfVd3
[02:49:33] <eruditehermit> immibis: don't focus on the boxes, the problem is the white/transparent points in the cloud
[02:49:58] <eruditehermit> the boxes are bounding boxes i'm drawing around the points
[02:50:36] <immibis> what's are the white/transparent points in the cloud supposed to do
[02:50:52] <immibis> what colour are they supposed to be?
[02:51:31] <eruditehermit> immibis: They are supposed to be all sorts of colours. The data is coming from a camera. It should look like the picture on the surface of a box
[02:53:57] <eruditehermit> immibis: this even more ancient gl code works but is a bit slower. It iterates over all the points and sends them one by one to the GPU https://paste.ubuntu.com/p/N3ZD8dbTMp/
[02:54:22] <eruditehermit> immibis: I'm trying to update it to use VBOs to send the whole dataset to the GPU in one shot and render it
[02:56:25] <immibis> have you tried it with alpha? https://stackoverflow.com/questions/5642000/why-does-glcolorpointer-not-color-the-triangle-and-other-weird-things-with-ope
[02:56:33] <immibis> (add alpha after r/g/b and change 3 to 4 in the glColorPointer call)
[02:59:09] <eruditehermit> trying it now
[03:00:16] <eruditehermit> immibis: nope didn't work
[03:01:28] <immibis> you set it to 255 right
[03:04:16] <eruditehermit> immibis: this is what it's supposed to look like. I showed you the old method of rendering the points iterating over each point. This is the output https://imgur.com/a/P7tBmqe
[03:07:25] <eruditehermit> immibis: the same scene with vbos: https://imgur.com/a/TU0Ufu3
[03:07:41] <eruditehermit> immibis: yes I set the alpha to 255
[03:08:09] <immibis> what if you turn off GL_COLOR_ARRAY and make them a fixed colour like red, are they all red?
[03:08:28] <immibis> by calling glColor
[03:08:40] <eruditehermit> immibis: current code is: https://paste.ubuntu.com/p/xzK3cRVgDN/
[03:26:03] <eruditehermit> immibis: sorry for the silly question. I am getting a segfault. I commented out glEnableClientState(GL_COLOR_ARRAY); and added glColor3ub(static_cast<GLbyte>(255), 0, 0);
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[03:26:25] <immibis> okay, well i have no other ideas...
[03:31:36] <eruditehermit> immibis: ah, I think I discovered something. glColor3ub doesn't work either
[03:31:54] <eruditehermit> immibis: there might be some context I'm not setting up correctly
[03:33:12] <eruditehermit> immibis: https://paste.ubuntu.com/p/tMJsCVw8hH/ I think something is wrong in here
[03:33:32] <immibis> doubt it
[03:34:19] <immibis> well you use the projection matrix for modelview+projection and leave the modelview matrix set to the identity matrix - but I think that would only impact lighting
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[03:36:19] <eruditehermit> immibis: https://paste.ubuntu.com/p/Fr9ZBjz38p/
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[04:34:43] <eruditehermit> immibis: It turns out that alpha 255 is actually transparent and 0 made it show up
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[05:11:34] <immibis> that's odd, because alpha 0 is transparent
[05:11:46] <immibis> unless you have some weird blending modes going on (glBlendFunc)
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[13:09:00] <bs0d> Hi all. Has anyone implemented the GPU based geometry clipmaps as described here https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter02.html ?
[13:25:12] <Yaniel> pretty sure that's now part of every open world terrain renderer
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[13:39:41] <bs0d> I've read through the Lassao and Hoppe paper, as well as that GPU gems text, and I still have some parts I do not understand in it.
[13:41:43] <Yaniel> so explain which part
[13:42:05] <bs0d> Looking at Figure 2-5 I do not understand is it centered around the origin or not? Looks like the white square is centered, the next level is off-center, the next level (for n=15) is again centered
[13:43:03] <bs0d> in other words, do I start rendering this whole structure around the origin, and go outwards, or I align a bigger square with the grid (i.e. 15-vertex share), and position other blocks inside it?
[13:44:23] <bs0d> in my current implementation I start from inwards from the white square and go outward
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[13:46:08] <bs0d> Another part that I do not understand is L-shaped mesh. It is composed of two (2m+1) x 2 blocks, which overlap in one square - this should create z-fighing artifacts, shouldn't it?
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[13:52:48] <Yaniel> it is centered around the camera
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[14:01:53] <bs0d> Frankly speaking, looking at Figure 2-5 here (https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter02.html) the outer ring looks centered around the camera, but the inner one doesn't, and the white box with the viewer looks also offcenter to me.
[14:02:15] <bs0d> Yaniel, how would you approach rendering such a mesh? Draw the outer ring first, and then the rings inside it?
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[14:07:26] <bs0d> the black dot marked Viewpoint, first I was thinking it is the origin (0,0,0) but taking a closer look I am not so sure in it any more
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[14:13:10] <Yaniel> > The choice of grid size n = 2 k -1 has the further advantage that the finer level is never exactly centered with respect to its parent next-coarser level.
[14:14:17] <Yaniel> so the hole in the innermost ring is centered exactly around the camera
[14:20:22] <bs0d> thanks for clearing that up Yaniel
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[14:21:37] <bs0d> another question is about the L-shaped mesh. According to the GPUgems paper, it is constructed of two rectangular (2m+1) x 2 meshes. For an L shape, these two rectangular meshes need to overlap in exactly one square.
[14:21:58] <bs0d> Is it the right way to construct L-shapes? I think there might be z-fighting occurring in this case
[14:25:44] <Yaniel> I think that part is just badly explained and it's actually 2x 2m + 1
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[14:38:02] <bs0d> so it is composed of two 2m+1 rectangular meshes stitched together?
[14:39:37] <Yaniel> seems so to me
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   February 16, 2019
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