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[14:46:27] <Danol> Hello
[14:47:05]
<Danol> I'm suffering from edges not fitting correctly, sometimes leaving transparent pixels: https://ibb.co/hc9NYnj
[14:47:15] <Danol> (those light pixels in the middle)
[14:47:22] <Danol> Any ideas what to look for/what to do?
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[14:48:24] <Danol> I tried calculating the matrices in double precision on the CPU side, did not help
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[14:53:58] <Stragus> To avoid any gap between triangles, you want the same vertex coordinates, the same matrix and the same vertex shader
[14:55:50] <Danol> For the vertical lines, that is held
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[14:56:42] <Danol> For the horizontal gaps, will try
[15:04:58] <Danol> Hmm nah :/
[15:05:16] <Danol> Everything has the same matrix and shader and still
[15:05:23] <Danol> the coordinates are passed as integers
[15:05:40] <Danol> well not in the shader, but are sent to the GPU as integers
[15:05:46] <Danol> in 0..255 range
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[15:21:06] <Stragus> Danol: Are you sure you are using the same vertex attribute values and the same matrix?
[15:23:45] <Danol> where rec.offset is integer
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[15:24:31] <Danol> I can see the stitching even inside the rendered chunks that are rendered by the same glDrawArrays
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[15:25:54] <Stragus> That offset is not guaranteeing the same output for calculations
[15:26:28] <Stragus> If any offset math was done with integers before conversion to floats, I guess that would work in practice. Although maybe not strictly guaranteed
[15:28:12] <Danol> as I said, the stitching is visible even in the regions rendered using the same glDrawArrays where the offset is uniform
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[15:30:59] <Stragus> That would be pretty weird. Are you using the same vertices? Or different vertices with all identical vertex attributes for the ones that contribute to computing gl_Position?
[15:31:33] <Danol> I'm quite positive it's the same vertices
[15:32:08] <Danol> I've discovered that when I turn of my postprocessing, it goes away
[15:32:20] <Danol> so I might have some bugs in the postprocessing
[15:32:35] <Stragus> Right. Otherwise it should have been impossible
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[15:49:05] <Danol> I'm getting a different part of the texture when a face is heavily skewed
[15:49:19] <Danol> filtering is set to nearest
[15:49:34] <Danol> The grass seems to be getting to texture of the lamp
[15:51:05] <Stragus> Not sure what to look at, you get a border of 1 pixel from the neighbor image of your atlas?
[15:51:07] <Danol> Every face has a margin repeating the around the face (the face is ther erepeated)
[15:51:20] <Danol> the border is actually equal to the sife of the image
[15:51:44] <Danol> On the game screenshot, you can see those weird yellow-black lines in the center of the image
[15:51:56] <Danol> there should be grass texture there
[15:51:59] <Stragus> Do you have anisotropic filtering enabled?
[15:52:02] <Danol> no
[15:52:29] <Danol> and even if so, the lamp texture is on the right in the atlas
[15:52:31] <Stragus> Do your texcoords end up in the middle of the corner pixels of each image, or at the corners of each image?
[15:52:44] <Danol> corners I believe
[15:52:48] <Danol> but still, there's plenty of margin
[15:52:51] <Stragus> In the second case, float math can make you land in the next image
[16:05:26] <Danol> There's the big margin
[16:05:38] <Danol> and also the fact that the lamp texture is on the right of the grass texture, not under it
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[16:11:37] <Danol> There seems to be problem on the uv coordinates level
[16:12:16] <Danol> I'm not texturing anything, just showing the UV coordinates
[16:12:32] <Danol> there shouldn't be those places with yellow color. How does that happen?
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[21:15:10] <qptain_Nemo> so you have to use glviewport every time you use a framebuffer that has a different resolution, but those calls are very expensive. is there some kind of solution to this if you want to quickly render to textures of different sizes?
[21:16:02] <derhass> why di you think setting the viewport is the issue, and not switching the render target>
[21:16:50] <qptain_Nemo> well because simply changes the resolution of the framebuffers introduced a fps hit and massive extra cpu load
[21:16:56] <qptain_Nemo> *changing
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[21:28:21] <Stragus> I wouldn't have expected that. Even to a smaller resolution?
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[21:32:13] <Foaly> glviewport shouldn't be expensive
[21:34:00] <qptain_Nemo> hmm, reducing the resolution seems to help for some reason
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[21:43:39] <qptain_Nemo> oh hm i guess it could be the switch of render target
[21:46:02] <qptain_Nemo> i guess my situation is more complicated than i thought
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[22:01:27] <Yaniel> it is most likely the switch of render target causing other changes in your pipeline
[22:01:38] <Yaniel> possibly relinking of shader
[22:05:02] <qptain_Nemo> that can happen?
[22:05:21] <Yaniel> yes
[22:06:08] <Yaniel> modern drivers do stuff like blending in the shader AFAIK
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[23:06:26] <qptain_Nemo> do you actually need to insert explicit glMemoryBarrier calls between rendering to a texture and then reading from it in another shader?
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[23:10:28] <Yaniel> no
[23:11:09] <Yaniel> at least if you don't have the texture bound at the time when you use it in a shader
[23:11:19] <Serus> In OpenGL ES 2 are you supposed to call glEnableVertexAttribArray every time before drawing?
[23:11:28] <Yaniel> if you want to read and write to the texture at the same time thennnn it gets more complicated
[23:11:54] <Yaniel> Serus: it's global state so not necessary unless the set of enabled attributes changes
[23:12:33] <Serus> Does that very between objects drawn? Or is on a per buffer basis?
[23:12:47] <qptain_Nemo> Yaniel: well if it's always bound as the output of a framebuffer but then another shader only just samples from it
[23:13:30] <Yaniel> does the other shader draw to the same framebuffer?
[23:13:35] <qptain_Nemo> no
[23:14:32] <Yaniel> so texture is attached to FBO a and written to, then another shader samples the texture and writes to FBO b which has different textures attached?
[23:14:42] <qptain_Nemo> yes
[23:14:43] <Yaniel> that's fine, no need for any manual synchronization
[23:14:48] <qptain_Nemo> ok thanks
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[23:53:12] <Serus> glVertexAttribPointer uses the currently bound array buffer, right?
[23:53:37] <Serus> an element buffer would not change its behavior, right?
[23:59:53] <derhass> right