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[05:20:41] <chrisf> s0laster, the limitation you're running into is part of why nobody uses transform feedback
[05:21:19] <chrisf> s0laster, if you want other types, bitpack them yourself; glsl has builtin functions to help you with that
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[08:23:56] <s0laster> chrisf: That's what I ended up doing. I'm stuck with OpenGL 3.3, so I believe I have no other alternatives.
[08:25:17] <s0laster> chrisf: But I may ditch the transform feedback step entirely, it takes too much time on the GPU (100ms) and that cause some unacceptable frame drops
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[11:33:08] <paul424> Unlike Gouraud shading, which interpolates colors across polygons, in Phong shading a normal vector is linearly interpolated across the surface of the polygon from the polygon's vertex normals.
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[11:33:49] <paul424> Does it means that in Phong model , one must bring the normals with his / her mesh ? speaking colloquaily ...
[11:34:38] <karalaine> "bring"? shader needs the normal, yes, you can either import it if 3d mesh format has it or calculate it after import
[11:34:58] <paul424> how calculate ?
[11:35:33] <paul424> a vertex is a joint of sevaral surfaces , each having a diffrent normal hmm ...
[11:36:10] <paul424> karalaine, some kind of avarage over those surfaces ?
[11:36:14] <Yaniel> you can calculate the normal of a surface from the positions of its vertices
[11:36:30] <Yaniel> and then the normal of each vertex from the normals of all surfaces it is part of
[11:37:04] <paul424> Yaniel, seeems we don't understand each other
[11:37:22] <karalaine> assimp lib can do that for you, even generate "smooth" normals
[11:37:39] <paul424> assimp, hmm ok ...
[11:37:42] <Yaniel> yes, the easiest solution is to just average all surfaces that a vertex touches
[11:38:02] <paul424> Yaniel, yeap that's what I was asking for , many thanks then :)
[11:38:06] <Yaniel> for more accurate results you probably need to weigh the surface normals by surface area
[11:38:27] <paul424> Yaniel, you are smart bro !
[11:38:37] <paul424> :)
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[15:03:32] <thomas_25> I've prototyped my idea in three.js and now i want to have a foundation for something that is cross platform. what i need is to have a model in 3d space and 1) apply math on this (ray tracing, scattering etc etc) 2) paint this in a 3d viewer
[15:03:41] <thomas_25> what libraries, technologies would you recommend?
[15:03:56] <thomas_25> as a language i'm thinking c++
[15:04:18] <thomas_25> there's cgal and opencascade but they seem obscure a bit?
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[15:15:48] <zeduckmaster> don't go with opencascade, it's mainly for CAD oriented program and it's a heavy library (professionally speaking)
[15:18:35] <thomas_25> i know, maybe not in the first iteration, where i can define my geometries with code. but eventually i might want CAD functions (modeling a room)
[15:19:17] <thomas_25> i'm doing ray tracing for simplified acoustic simulation -- right now i can deal with evertyhing in code but eventaully CAD would be nice
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[15:21:16] <zeduckmaster> just be warned that using opencascade to do something else than just what is presented in tutorials will require some learning
[15:21:49] <thomas_25> noted
[15:23:13] <thomas_25> what about a drawing library? should i just use vanilla opengl? i'm extremely new to 3d programming and i feel like i'd have to deal with a lot of quirks with i go with just opengl
[15:24:16] <zeduckmaster> depends, do you want to learn opengl or just do 3d stuff fast?
[15:25:00] <zeduckmaster> I have to leave, but you can look at: https://github.com/fffaraz/awesome-cpp
[15:25:37] <zeduckmaster> it has a good view on the trendy 3d render engine nowadays
[15:25:58] <zeduckmaster> and other 3d frameworks, it could be a good start
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[16:09:48] <RobertPlummer> Running into an odd situation when switching a program unit tests for headless-gl which connects to google angle. It seems that when switching programs, program that was linked is being deleted.
[16:10:21] <RobertPlummer> It could be I don't fully understand the issue yet, but is there a way to prevent the program from being deleted?
[16:10:37] <RobertPlummer> The unit test that I'm tracing this issue from is here: https://gist.github.com/robertleeplummerjr/ac072ac5fde47211c3d758212feca87a#file-extensions_webgl-draw-buffers-js-L3065
[16:10:55] <RobertPlummer> The green program simply remains.
[16:23:00] <RobertPlummer> Still digging.
[16:23:43] <RobertPlummer> I built https://github.com/robertleeplummerjr/gl-wiretap/ which allows me to list out all the calls and iterate through them, which is helping to debug.
[16:24:47] <ratchetfreak> renderdocnot good enough?
[16:25:01] <RobertPlummer> So I guess stepping back: it is like the drawBuffersWEBGL call and the call to useProgram isn't letting the the program change?
[16:25:51] <RobertPlummer> ratchetfreak: I'm on osx right now, that looks to be a fantastic tool
[16:26:09] <RobertPlummer> But I needed something that allows me to step into c++ and javascript, and as well compare with functionality of webgl.
[16:27:13] <RobertPlummer> In this case, I'm just debugging unit tests of an already working feature, but I'm resolving the specifics for unit tests established by Khronos for webgl, but in the case of headless-gl.
[16:27:31] <RobertPlummer> Headless-gl being a node server side renderer for webgl.
[16:28:18] <RobertPlummer> Looking here: https://github.com/baldurk/renderdoc/wiki/Linux-and-OS-X-support#os-x
[16:28:41] <RobertPlummer> "but currently capture and replay is not supported"
[16:28:48] <RobertPlummer> So, no. It is not good enough.
[16:29:01] <ratchetfreak> fair enough
[16:29:30] <RobertPlummer> ty for the suggestion though
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[17:29:36] <Danol> Hello
[17:30:02] <Danol> How is it with glMemoryBarrier? Should I call it between two compute shader dispatches where the second one reads from results of the first one?
[17:31:51] <chrisf> yes, you need to do that.
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[20:24:28] <Danol> Yo
[20:25:23] <Danol> I'd like to use a 3D RGBA4 texture to feed as a writable image to a compute shader
[20:25:49] <Danol> However, rgba4 is not listed in the image formats in https://www.khronos.org/opengl/wiki/Layout_Qualifier_(GLSL). Does that mean I can't use it?
[20:27:27] <Danol> Resp. the thing is I need to generate the texture in the compute shader and I want to later use it in a sampler
[20:27:36] <Danol> 4 bits for each component is enough for me
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[22:49:22] <chrisf> Danol: the sub-8-bit formats are really only for legacy stuff
[22:50:05] <Danol> eww demmit
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[22:50:18] <chrisf> do you need it to be filterable?
[22:50:22] <Danol> yes
[22:50:41] <chrisf> 8bpc it is then
[22:50:44] <Danol> I guess i'll bind it as r16ui to the compute shader
[22:50:50] <Danol> upload it as that
[22:50:55] <Danol> *write
[22:51:06] <Danol> and then put it as RGBA4 to the sampler
[22:51:21] <chrisf> there is no view compatibility between RGAB4 and RG16UI
[22:51:35] <chrisf> (there is no view compatibility between RGBA4 and *anything*)
[22:51:47] <Danol> "view compatibility"?
[22:52:15] <chrisf> for reinterpreting one texture format as another
[22:53:08] <Danol> hmm
[22:53:22] <Danol> I guess I'll implement the filtering myself then?
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   March 6, 2019  
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