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[13:54:52] <Serus2> Hello
[13:57:09] <Stragus> Greetings carbon-based mammal
[13:57:28] <Serus2> I'm having trouble getting anything to render using opengl es 2 on a raspberry pi
[13:58:02] <Serus2> I'm using SSH X11 forwarding, and apitrace doesn't like that
[13:58:16] <Serus2> Is there a different debugger that I can use?
[13:58:17] <Stragus> Does glClear() work? Does a triangle draw without any vertex attributes or uniforms, just hard-coding the 3 vertices based on gl_VertexID?
[13:58:29] <Stragus> drawn*
[13:58:43] <Serus2> glClear does seem to work
[13:58:54] * Serus2 changes the clear color to be absolutely sure
[13:59:52] <Serus2> ok nvm
[13:59:57] <Serus2> glClear does not work
[14:00:46] <Serus2> I get a black screen either way
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[14:00:46] <Stragus> Sounds like serious GL context trouble
[14:00:54] <Stragus> Check for errors all the way
[14:01:19] <Serus2> I've plastered glGetError through the entire codebase
[14:01:27] <Serus2> I always get 0 back
[14:01:43] <Stragus> You probably don't even have a valid GL context, the problem is earlier than that
[14:01:48] <Serus2> And is 0 a valid buffer index?
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[14:02:09] <Stragus> If glClear() does not work and you don't have a context, no gl* calls will work
[14:02:25] <Serus2> Yes, that makes sense
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[14:02:34] <Serus2> but is 0 a valid buffer?
[14:02:39] <Serus2> from glGenBuffers
[14:02:45] <Stragus> No it's not
[14:02:58] <Stragus> Again, all your gl calls do nothing without a context
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[14:03:20] <Serus2> hmmm
[14:03:28] <Serus2> glfw window creation succeeds
[14:03:37] <Serus2> and I call glfwMakeContextCurrent beforehand
[14:03:53] <Serus2> before calling anyting gl related, I mean
[14:04:02] <Stragus> Can you run a tiny code base that only does glClear() after successfully creating the GLFW window?
[14:04:25] <Stragus> GLFW is pretty robust on error checking...
[14:04:38] <Serus2> I should have a small test somewhere
[14:06:34] <Serus2> oh I threw it aways
[14:06:39] <Serus2> away*
[14:08:01] <Stragus> Create window, while(1) { glClearColor(), glClear, glfwSwapBuffers(( }
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[14:13:21] <Stragus> If that test works, it's possible your code was running fine earlier, and the glClear() was just clearing some framebuffer object instead of the default framebuffer
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[14:26:43] <Serus2> https://gist.github.com/DragoonX6/8864c95b7bdf66c4e4e454a710928149
[14:26:49] <Serus2> I would expect a red screen here
[14:27:30] <Stragus> Is window non-zero?
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[14:28:09] <Serus2> yes, because I get to see a window created
[14:28:16] <Serus2> but I'll add an assert to be sure
[14:29:14] <Serus2> ok it is
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[14:29:18] <Serus2> 100% sure now
[14:30:02] <Stragus> That is unexpected. Maybe you could ask in #glfw, see if dreda is around, I'm not sure it's a GL problem at this point
[14:32:09] <Serus2> :/
[14:32:27] <Serus2> I tried setting the window size and using glViewPort, but that made no different
[14:32:35] <Serus2> I thought my tiling wm was at fault here
[14:32:49] <Stragus> Does other software using GL works?
[14:33:00] <Serus2> Well, yes, but no
[14:33:11] <Serus2> It stopped working after I upgrade my linux kernel a while ago
[14:33:21] <Serus2> Can't do glxgears anymore
[14:33:26] <Serus2> I used to be able to do it
[14:33:53] <Serus2> # pi @ raspberrypi3 in ~ [4:35:28]
[14:33:53] <Stragus> Oh. If glxgears doesn't work, that seems like a bad installation
[14:33:58] <Serus2> $ glxgears
[14:34:00] <Serus2> Error: couldn't get an RGB, Double-buffered visual
[14:34:07] <Stragus> But at least it produces an error
[14:34:41] <Serus2> Well, it stopped working after I upgraded my linux install
[14:34:46] <Stragus> I never touched a Pi, but maybe you should update/reinstall all GL drivers related packages
[14:34:47] <Serus2> the pi is untouched in that regard
[14:35:10] <Serus2> It happens to me both on arch linux and on my gentoo install
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[14:35:20] <Stragus> What's your hardware?
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[14:35:36] <Serus2> This laptop has an i7-8750H with a GTX1070
[14:35:47] <Serus2> i7-8700K with a GTX1080 on my desktop
[14:35:55] <wedr> Hello, asking to see if the Youtube series, Handmade Hero, is already using OpenGL?
[14:36:15] <Serus2> wedr: ask Casey on his streams (the answer is yes btw)
[14:36:23] <Stragus> Cool. Make sure the source for the kernel you are currently running is in /usr/src/linux, then run the binary NVIDIA linux driver installer
[14:36:42] <wedr> Serus2: Ok, that's all I wanted to know.
[14:36:42] <Serus2> my drivers work
[14:36:59] <wedr> Serus2: I can't ask on stream, because when he's livestreaming, I'm sleeping
[14:40:13] <Serus2> Stragus: https://media.discordapp.net/attachments/483737902505918464/555746905011781633/00000.png
[14:41:01] <Serus2> server glx vendor string: NVIDIA Corporation
[14:41:02] <Stragus> So a game works but not glxgears?
[14:41:04] <Serus2> From glxinfo
[14:41:15] <Serus2> glxgears doesn't work over SSH
[14:41:32] <Serus2> I SSH into my pi with SSH -X pi@raspberrypi3
[14:41:38] <Serus2> And then run glxgears
[14:41:57] <Stragus> Ah right, that's different
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[14:42:22] <Serus2> and if I use ssh -Y it fails with it being unable to load swrast
[14:42:30] <karalaine> is that even supported scenario? like does that work from normal linux distro to another?
[14:42:36] <Serus2> libGL error: No matching fbConfigs or visuals found libGL error: failed to load driver: swrast
[14:42:59] <Serus2> karalaine: it does, I used it often in past
[14:43:34] <Serus2> I can't SSH from out of the school net from here, but I can SSH in my server later and show you it works
[14:43:54] <karalaine> I believe you, just curious
[14:44:04] <Serus2> if I try the glfw test via SSH -Y it fails to load EGL
[14:44:11] <Serus2> libEGL warning: DRI2: failed to authenticate
[14:46:03] <karalaine> have you checked this: https://pi3d.github.io/html/FAQ.html#glx-dri2-not-supported-or-failed-to-authenticate
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[14:53:10] <Serus2> yeah, I just found that
[15:00:45] <Serus2> ok the error changed now
[15:00:50] <Serus2> now it can't create a window
[15:00:59] <Serus2> EGL: Failed to get EGL display: Success
[15:02:14] <Serus2> https://raspberrypi.stackexchange.com/questions/28513/egl-and-opengl-es-forwarding-via-ssh oh
[15:03:12] <Stragus> Oh eh, that explains it
[15:05:44] <Serus2> This makes my life substantially worse
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[16:45:17] <Danol> Yo. Is it possible that uv coordinates with MSAA go "outside" the specified triangle bounds?
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[19:41:51] <englosh> Hello. Are these the correct vertices to draw a rectangle? x, y, width, y, x, height, width, height
[19:42:04] <englosh> with x, y and width, height
[19:43:25] <zy]x[yz> you probably want x+width and y+height, right?
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[19:45:21] <englosh> hmmmm maybe. so x+width, y, width, y+height, x, height, width, height, ?
[19:45:33] <englosh> every single one of these is one vertex
[19:45:50] <Yaniel> depends on your transform
[19:45:56] <zy]x[yz> x, y, x+width, y x, y+height, x+width, y+height
[19:46:16] <Yaniel> but that one is what i'd do
[19:46:27] <Yaniel> because actually I'd swap the last two
[19:47:10] <Yaniel> (but I'd use a triangle fan instead of a strip)
[19:47:14] <zy]x[yz> if --oh
[19:47:38] <zy]x[yz> why? just preference, or is there an objective reason to prefer fan when you can?
[19:47:43] <Yaniel> preference
[19:47:54] <Yaniel> I'm not sure what makes you think that width or height alone would make sense as either coordinate
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[21:54:09] <Serus> Stragus: what's even worse is that raspi DRM is not your regular DRM
[21:54:25] <Serus> It uses an entirely different API to setup DRM rendering
[21:54:41] <Serus> So you can't even use a generic abstraction for it
[21:57:17] <derhass> Serus: I still don't understand why _indirect_ rendering shouldn't work
[21:57:53] <derhass> glxgears shouldn't use egl in the first place
[21:58:07] <Serus> it doesn't
[21:58:15] <Serus> oh, let me test that on my server now
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[22:00:00] <derhass> englosh: if what you want is a rectangle filling the complete viewport, I'd recommend using a single triangle
[22:03:20] <englosh> derhass: the complete screen you mean? wouldn't it be better to just change the background color then?
[22:03:37] <derhass> not if you want to do some work in the fragment shader
[22:04:41] <Yaniel> if you want a single color as your bg then sure, clearing is the best way
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[22:25:10] <Stragus> OpenGL draws triangles, triangles have 3 vertices
[22:25:23] <Stragus> You could reuse the same vertices, with indices, though
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[22:27:33] <englosh> hmmmmmm wait do you mean it does this? https://i.imgur.com/kjlI3Zg.png it draws two triangles and that's the rectangle?
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[22:30:07] <Stragus> Yup
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[22:30:53] <englosh> ohhhhh.... but why? Why doesn't it simply do it like I thought? Wouldn't that be much more efficient?
[22:31:33] <Stragus> Because the hardware works with triangles. Legacy OpenGL used to have quads, and drivers had to break them down into triangles
[22:32:07] <englosh> ah so there's no way to change that to something like I thought. I need to work with triangles. Well then I will get used to that. Thanks
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[22:32:44] <Stragus> If you look at the first argument of your glDrawArrays call, that should be a bit hint of the kind of geometry
[22:33:01] <Stragus> (or any other glDraw*() variant)
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[22:38:04] <englosh> ah and so this stuff with only 4 vertices is legacy glVertex2f(x1,y1); glVertex2f(x2,y1); glVertex2f(x2,y2); glVertex2f(x1,y2);
[22:38:30] <Yaniel> yes
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[22:51:22] <Serus> welp, now I'm in a whole adventure of upgrading my server and restoring zpools
[22:53:48] <englosh> Stragus: "You could reuse the same vertices, with indices, though" would that be faster/more efficient? Or is there not really a difference?
[22:54:51] <Yaniel> for a single quad there's no big difference
[22:55:13] <Stragus> englosh: It is faster when you have millions of vertices
[22:55:17] <Yaniel> you could even draw it without any vertex attributes at all
[22:55:29] <Yaniel> and just harcode the positions for each vertex in your vertex shader
[22:55:44] <Yaniel> and yes that's something people actually do
[22:55:53] <derhass> I do that a lot
[22:55:54] <Stragus> For a full-screen shader, sure
[22:56:01] <derhass> not only for fullscreen
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[22:56:54] <englosh> ooh.. just for a little bit more perfomance? that would probably be the fastest way then
[22:57:18] <Stragus> More a matter of convenience
[22:57:39] <Stragus> It really makes no difference for so few vertices
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[23:12:15] <englosh> it never hurts to use indices right? I will probably use it for lower memory footprint
[23:14:29] <Yaniel> for a single quad you'll only increase the memory
[23:15:50] <englosh> ooh.. and what about 2 rectangles/quads?
[23:16:17] <englosh> I heard it can reduce draw calls
[23:16:29] <derhass> not really
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   March 14, 2019  
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