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[00:16:23] <mandeep> are people still using glslviewer to run shaders, or is there something better?
[00:16:42] <derhass> I never used that
[00:18:37] <mandeep> derhass: do you use something to render shaders?
[00:19:00] <Yaniel> that doesn't even make sense
[00:19:11] <mandeep> glslviewer renders the shader while you edit it so you can see what your shader looks like realtime
[00:19:35] <Yaniel> https://www.shadertoy.com/
[00:19:38] <mandeep> oh yeah
[00:20:21] <Yaniel> but those tools work only with a very limited set of shaders built for that specific purpose
[00:20:53] <Yaniel> which is quite far from the kind of shaders you'd need to write normally
[00:21:07] <mandeep> yeah seems to be the case
[00:22:29] <derhass> mandeep: well, some of my code has a "reload shaders" key binding which is usually good enough to experiment with the results
[00:22:45] <mandeep> derhass: i see
[00:22:54] <derhass> I mostly use it when debugging stuff of finding some workaround for stupid compiler bugs
[00:23:16] <derhass> when developing the shaders, I really don't need any live editing
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[11:14:06] <neure> Does SDL default to GL 2.1 unless you specify SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION / SDL_GL_CONTEXT_MINOR_VERSION) ?
[11:16:10] <Yaniel> it defaults to whatever the OS will give you
[11:16:21] <Yaniel> which in practice means "something legacy-compatible"
[11:17:24] <neure> There is no easy way to get "best that is available"?
[11:17:50] <Yaniel> ask for it
[11:18:25] <neure> how?
[11:18:39] <Yaniel> if you want to do fallback then do something like ask for 4.5 core, ask for 3.3 core if that fails, and if even that fails assume 2.1
[11:18:53] <neure> but some devices have 4.1
[11:19:14] <Yaniel> then ask for 4.1 if that's enough for your "best" requirements
[11:19:14] <neure> so basically I need to start from 4.6 and fall back until something works
[11:19:34] <Yaniel> you need to determine the featuresets you want to code for and check them
[11:19:45] <neure> not that simple
[11:19:59] <Yaniel> because?
[11:20:19] <neure> I want the latest version if available, but looks like I have to probe versions manually
[11:20:30] <neure> IIRC it is the same with glfw too
[11:20:32] <Yaniel> what does "latest version" even mean
[11:21:01] <Yaniel> what good will it do to get a 4.7 context when only 4.6 existed when you wrote the code?
[11:21:33] <Yaniel> yes it is the same with glfw
[11:21:35] <neure> well for now I need to check for 4.6, 4.5, ... and that is a lot of versions
[11:21:40] <Yaniel> but why
[11:26:24] <Yaniel> what do you hope to achieve by that
[11:26:41] <Yaniel> also even if you ask for 4.1 you might actually get 4.6
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[11:32:01] <Yaniel> as long as what you get is compatible with what you ask for that is allowed
[11:34:01] <Adrinael> If you use, say, compute shaders, you need either 4.3+ or GL_ARB_compute_shader. You don't need to care which property allows you to use the functions
[11:34:05] <Adrinael> So why do you care?
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[13:13:24] <neure> hmh
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[13:55:25] <wedr> So, I
[13:56:11] <wedr> Repeating... So, it is the "natural" way of obtaining an OpenGL 4.1 context, and the drivers will automatically give the latest OpenGL context on the platform, correct?
[13:56:38] <karalaine> yeah, thats what happens in practise
[13:56:45] <karalaine> especially if you request core profile
[13:57:25] <derhass> no
[13:57:34] <wedr> and then just make sure not to use any 4.2+ features?
[13:57:36] <derhass> doesn't happen on a lot of drivers
[13:57:42] <wedr> oh ok
[13:57:53] <wedr> back to square 1
[13:58:25] <derhass> if you ask for 4.1, and you get a context, you can be sure that it is compatible to 4.1
[13:58:32] <derhass> that's all the guarantees there are
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[14:01:57] <wedr> Yes, and therefore, just avoid using any 4.2+ features
[14:02:10] <wedr> and anything that's not compatible with 4.1
[14:03:07] <derhass> well. I get the impression of your logic being backwards
[14:03:49] <derhass> what is the point of asking for 4.1 if one isn't using 4.1?
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[14:12:21] <ratchetfreak> I think he's looking for a way to notify him when he's using features that aren't core 4.1
[14:13:50] <derhass> there is no such thing, unfortunately
[14:14:36] <derhass> the closest one can get is generating a loader with just that feature set, but that does not prevent one from feeding existing functions with parameters or values which exceed the limits of 4.1
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[14:36:00] <Stragus> Just be careful what functionalities you are using come from, checking version of extensions
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[14:37:33] * wedr hmmms
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[19:12:08] <Danol> Hello. I need to read a single pixel from depth component texture
[19:12:25] <Danol> However, it is a multisampled texture, so I can't seem to use glReadPixels
[19:12:29] <Danol> is there any other way?
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[19:13:33] <chrisf> write a pass that samples from it in a shader
[19:13:51] <chrisf> what is this *for*?
[19:14:05] <Danol> mouose picking
[19:14:34] <derhass> and what value is this read supposed to return in the multisampled case?
[19:15:03] <Danol> I don't care
[19:15:05] <Danol> first sample
[19:15:19] <Stragus> It's generally a bad idea to get data from GPU to CPU, unless you pull data from 2-3 frame ago. Otherwise, it starves the GPU
[19:16:11] <Danol> Hmm how should I do it then?
[19:16:16] <Danol> *properly*
[19:16:40] <Stragus> The proper way is computing the intersection of a ray from the camera to the mouse cursor against your geometry, on the CPU
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[19:17:49] <chrisf> what's proper here depends on your requirements..
[19:18:32] <chrisf> Danol: i assume you've built some kind of object id buffer
[19:18:43] <Danol> I'd really prefer reading the depth and normal textures
[19:19:05] <chrisf> oh, you're not answering what, only where..
[19:19:30] <Stragus> You can do that, just expect a significant performance hit
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[19:29:57] <BPL> one thing I've noticed countless times on IRC is someone asks about something, that something isn't answered and another better solution is suggested. Now... I wonder, wouldn't be much better to answer that particular question (even if it's not the best way to go) and then and just then proposing a better solution?
[19:30:33] <derhass> the question _has_ been answered by chrisf
[19:31:03] <BPL> has it? ooops... you're right, my bad, lol :D , i guess i just wanted to make a little bit of chitchat
[19:31:55] <Danol> chrisf, hmm how should I get the information from the shader then? download a ssbo?
[19:32:39] <Stragus> BPL: Often, people ask for X thinking it's solution they need for a problem Y, but what they really need is a different solution
[19:32:46] <Stragus> it's the* solution
[19:34:30] <BPL> Stragus: Yeah, that's also a good point... Thing is, sometimes maybe the questioner just want to know about something to satisfy his curiousity. For instance, sometimes I may just ask something very geeky or strange being already aware there are better solutions but just being interested on the suboptimal solution for the sake of satisfying my own curiosity
[19:35:28] <BPL> although this wasn't the case as the quesitoner already asked "Hmm how should I do it then?", so... that invalidates my whole point :)
[19:36:46] <BPL> also guess you meant this http://xyproblem.info/
[19:37:26] <derhass> BPL: not sure what your point is. irc isn't a qeustion answer service. it's a discussion, and while the direction the discussion goes depends heavily on the people involved, the original asker still can influence all this.
[19:38:47] <chrisf> Danol: whatever mechanism you like -- if you have storage buffers then sure, that will work well
[19:43:12] <BPL> derhass: you're absolutely right here, also... there wasn't any point being made by me actually, just something I've noticed many times on IRC, that's pretty much, even if that didn't apply to this particular context
[19:44:02] <Stragus> BPL: It really comes from experience, you'll discover people often ask for something else than what they really need
[19:44:12] <Stragus> So we try to anticipate this
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[19:49:10] <BPL> Stragus: Yeah, sure, guess that approach will be the best one in almost 99% of times :)
[19:54:31] <Danol> Ha! it works!
[19:54:43] <Danol> I've mapped the SSBO to the memory
[19:54:55] <derhass> persistently?
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[20:18:52] <wedr> No one will never know
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[20:25:11] <Danol> derhass, yes
[20:25:15] <Danol> so far it looks like so
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[20:56:49] <englosh> why do these vertices: -x, y, x, y, -x, -(y-0.5) give me https://i.imgur.com/4XYgUOd.png ? x and y is 0.75. I don't understand how I can get from 3 vertices to 5
[20:57:07] <englosh> I'm trying to make an adjustable triangle with x y and width and height
[21:04:51] <Danol> do you clear the buffer?
[21:05:04] <Danol> I'd guess you have two different rectangles in the view englosh
[21:05:23] <Danol> Show me your gldrawarrays
[21:05:32] <Danol> you might be also passing a wrong number of vertices
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[21:07:38] <englosh> which buffer?
[21:07:54] <englosh> I'm passing vertices.size * sizeof(Float32) vertices
[21:08:18] <Danol> frame buffer, vertex array buffer, I don't know in which buffer
[21:08:25] <Danol> englosh, you're passing that into gldrawarrays?
[21:09:03] <englosh> I'm creating a new vertex buffer every frame (i will change that later) so it should be "cleared"
[21:09:24] <Danol> show me the code please
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[21:16:17] <englosh> but also that thing that comes out of the triangle flickers
[21:20:16] <Danol> show me the code
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[21:30:08] <toxictype> Visual studio cannot find glew32.lib please help.
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[21:33:39] <derhass> toxictype: why should it find it?
[21:33:48] <toxictype> I installed the nuget package.
[21:39:26] <derhass> no idea about nuget
[21:39:56] <derhass> but if the file is somewhere, you need to supply the correct path for the linker to find it
[21:40:13] <derhass> als take care about the bitness
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[21:43:38] <toxictype> I fixed it.
[21:43:49] <toxictype> How do I clear to a transparent background instead of black or red?
[21:44:01] <toxictype> I want to draw triangles on top of an existing SDL screen.
[21:45:44] <toxictype> I tried setting glClearColor alpha to 0 but it still flickers in black.
[21:46:04] <derhass> that's not how it works
[21:48:45] <toxictype> It doesn't flcier if I do GL swap window
[21:48:49] <toxictype> but then the window flickers.
[21:49:06] <derhass> what are you even doing?
[21:49:13] <toxictype> I'm trying to draw triangles on top of SDL.
[21:49:23] <derhass> and SDL means what in this context?
[21:49:44] <derhass> it has this weird render abstractions nobody is using
[21:49:50] <toxictype> There's an SDL_Window pointer that gl is set to and I just call the sdl functios and stuff is suppsoe to happen
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   March 15, 2019  
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