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[03:13:59] <wedr_> Is it no longer possible to request an OpenGL 3.0 context anymore? No matter what, it keeps giving me 4.6
[03:15:23] <wedr_> I even set the gl_Attributes to enable compatibility mode.
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[03:48:06] <Thomspoon> I'm seeing ill behavior with glGetActiveUniform, what are my options for determining if what I'm doing is valid?
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[03:48:31] <Thomspoon> My program is valid, and I'm providing a valid length and pointers and all that, but my size is zero and name is empty...
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[04:21:59] <wedr_> Ok.... it seems my computer's minimum OpenGL supported version is 3.1
[04:22:11] <wedr_> not maximum
[04:22:15] <wedr_> maximum is 4.6
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[07:15:49] <s0laster> Is there a way to "join" texture when accessing them in a shader to have proper interpolation on texture boundaries? Something like seamless cubemaps but with any set of textures?
[07:16:36] <s0laster> The use case is to join 8 3D lightmaps on the shader
[07:17:41] <s0laster> The only way I found so far is to create a "join" texture with pixels of neighbor lightmaps, and use it when coordinates fall within two or more texture boundaries
[07:18:15] <maxtothemax> are you limited by texture size? normally I'd just combine them
[07:19:30] <s0laster> Kindof: the world is split in chunks and each chunk has a lightmap. Lightmaps are deduplicated to save memory, so re-combining them in a big texture would defeat the purpose of the deduplication
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[10:19:51] <User__> How should I go about to implement fish eye lens undistortion with opengl?
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[13:55:34] <Yaniel> write a fragment shader that reads a texture with an offset calculated from the lens parameters
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[14:42:09] <learningc> Yaniel, hum ok I guess that would be the easiest solution
[14:43:00] <learningc> But I have no idea how to implement it :( (beginner opengl user here)
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[14:44:00] <wedr> I'm just going to assume that, only on Windows that is, I can only do OpenGL 1.1, OpenGL 3.1, all the way up to OpenGL 4.6.
[14:44:35] <wedr> I can't do OpenGL 1.2, 1.5, 2.0, 2.3, and 3.0
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[14:50:05] <Yaniel> you can
[14:50:22] <Yaniel> but you might not get a context with the exact version you request
[14:50:34] <Yaniel> which is allowed as long as what you get is compatible with what you asked for
[14:50:38] <zeduckmaster> wedr: you can do, not strictly though. You should be able to query arb functions from opengl dll and make your own opengl "version"
[14:51:17] <wedr> zeduckmaster: I tried. If I query any OpenGL version less than and equals to 3.0, it will always grab me 4.6
[14:52:10] <zeduckmaster> wedr: just stick to opengl 3.1 not in core mode, and then grab the arb functions you want directly from the opengl dll
[14:52:27] <wedr> Yaniel: I would be surprised if OpenGL 3.0 is compatible with OpenGL 4.6
[14:52:46] <zeduckmaster> wedr: it will be a virtual opengl version but it should work
[14:52:48] <wedr> (...Or maybe they do)
[14:53:26] <wedr> So, Load dummy context -> load ARB context -> use ARB context to load "opengl32.lib" -> ??? -> Get OpenGL 3.0?
[14:53:59] <learningc> Yaniel, can I also create a curved surface (like semi-spherical), stitch my texture on it then capture the front view ?
[14:55:03] <zeduckmaster> create an opengl 3.1 context (not in core mode), then query arb functions of, let's say opengl 2.0, and use only these functions
[14:55:34] <wedr> So that's how you use OpenGL 2.0? Interesting.
[14:55:53] <wedr> Wow, that's a long way to go about it.
[14:56:05] <zeduckmaster> that's not how I use opengl 2.0, but that's a way of having your own opengl 2.0
[14:56:21] <zeduckmaster> if not available
[14:56:41] <wedr> yes, what if it's not available?
[14:57:13] <wedr> (Or you're referring to something else "not available"? I probably misread...)
[14:57:18] <zeduckmaster> that's what I mean sorry, that a way to retrieve a virtual one if not available
[14:57:26] <wedr> oh ok
[14:58:07] <zeduckmaster> the important part is to create a non core/strict context, then it will be backward compatible, then you will have access to all old opengl functions
[14:58:22] <zeduckmaster> but you have to retrieve them manually
[14:59:23] <wedr> load dummy context ->load ARB context -> get OpenGL 3.1 with compatibility mode enabled -> make the OpenGL 3.1 context the current context -> wglGetProcAddress the OpenGL 2.0 stuffs from "opengl32.lib" ?
[14:59:41] <wedr> Or you just use GetProcAddress (non-WGL) from the HMODULE "opengl32.lib"?
[15:00:17] <wedr> Wait, I don't think wglGetProcAddress allows you to specify which HMODULE to load from, as that's only GetProcAddress().
[15:00:39] <wedr> so it's just wglGetProcAddress([function name]) or GetProcAddress([HMODULE], [function name])
[15:01:25] <zeduckmaster> yes with an active context wglGetProcAddress
[15:01:33] <wedr> I see
[15:04:00] <zeduckmaster> in fact it can be a little bit more tricky if you want to retrieve also opengl 1.1 functions
[15:04:14] <wedr> Well, good thing Windows has that covered.
[15:04:31] <wedr> It's probably more tricky to get 1.2 ~ 1.5
[15:04:33] <wedr> than 1.1
[15:04:35] <zeduckmaster> you have to use wglGetProcAddress for opengl > 1.1, and GetProcAddress from opengl32.dll for opengl <= 1.1
[15:04:42] <wedr> yeah
[15:06:52] <wedr> hmmmm, is it possible to use wglGetProcAddress to load OpenGL 2.0 specific context, then set OpenGL 2.0 context as the current context?
[15:07:35] <wedr> If I can manage to get that set as the current context, then have it output the version information as 2.0, my life is complete.
[15:09:01] <zeduckmaster> with wglGetProcAddress you can retrieve wglCreateContextAttribsARB, after I never tried to use it to create a lower context than 3
[15:09:33] <wedr> yeah, but that is retrieved already from the OpenGL 1.1 dummy context.
[15:09:59] <zeduckmaster> then wglCreateContextAttribsARB is the only function I know that let you specifies the context version
[15:10:18] <wedr> which means I'm still at minimum getting OpenGL 3.1
[15:10:29] <wedr> or else it just jumps to 4.6
[15:10:33] <zeduckmaster> otherwise it's dependent from driver/os
[15:10:34] <wedr> hmmm
[15:10:35] <zeduckmaster> yes
[15:11:15] <wedr> that sucks, I was hoping I could make a proof of concept showcasing how it's possible for Window's known revered backwards compatibility to obtain deprecated OpenGL contexts.
[15:11:20] <zeduckmaster> that's why they allow to create either a "legacy" or a "core" context from opengl 3.x I guess
[15:15:36] <zeduckmaster> well technically opengl 3.x is backward compatible with all functions in previous version of opengl
[15:17:15] <wedr> that's only for OpenGL 3.0
[15:17:22] <wedr> OpenGL 3.1 removed OpenGL 3.0
[15:18:01] <wedr> Hmmm, I have OpenGL 3.1, doesn't explain how OpenGL 1.1 exists.
[15:19:09] <zeduckmaster> all opengl 3.x are backward compatible as far as I know if created with correct parameters
[15:19:19] <wedr> oh nice
[15:19:20] <karalaine> driver implementing new version doesnt mean that they would need to drop support for old ones though
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[15:19:43] <wedr> I see
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[15:20:03] <zeduckmaster> opengl 1.1 is windows part,last time they officially supported it, so I suspect it to be non hardware accelerated
[15:20:08] <karalaine> not just within same context and of course core contexts drop backward compability more aggressively
[15:20:26] <wedr> zeduckmaster: It's hardware accelerated.
[15:20:43] <karalaine> yeah, its just emulated with shaders and modern pipeline and such
[15:20:47] <zeduckmaster> ok
[15:20:56] <wedr> otherwise, it doesn't explain why my RTX card is furiously fanning the flames
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[18:11:16] <Danol> Hello
[18:11:17] <Danol> import core.runtime, std.stdio; void main() { writeln(defaultTraceHandler()); }
[18:11:19] <Danol> whoops
[18:11:23] <Danol> glBindTexture(GL_TEXTURE_3D, lightPropertiesMap_.textureId);
[18:11:23] <Danol> glTexImage3D(GL_TEXTURE_3D, 0, GL_R16UI, Chunk.width/2, Chunk.width/2, Chunk.height/2, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, buffer);
[18:11:35] <Danol> Any idea why is the glTexImage3D giving me GL_INVALID_OPERATION error generated. Target doesn't match the texture's target. ?
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[18:12:39] <zy]x[yz> do you need to call glActiveTexture?
[18:16:00] <Danol> ok, tried it, does not help
[18:25:57] <Danol> Hmm
[18:25:59] <Danol> weird
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[18:26:10] <Danol> it looks like glGenTextures returns the same texture id multiple times
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[18:28:26] <zy]x[yz> that doesn't sound right
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[18:53:14] <Danol> Figured it out
[18:53:15] <Danol> threads :/
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   March 7, 2019  
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