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   March 17, 2019  
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[20:35:27] <zy]x[yz> there's a cube directly in front of the camera ({x,y,z} = {0, 0, -1.5}). you rotate the camera 30 degrees about the y-axis. you expect the camera to move toward the right side of the screen or the left side of the screen?
[20:35:43] <zy]x[yz> s/expect the camera/expect the cube/
[20:37:06] <Stragus> Left? Just remember that in 3D graphics, you rotate the entire world around a fixed camera at the origin
[20:37:33] <zy]x[yz> yes, what i'm confused about at the moment is the direction of rotation
[20:38:16] <zy]x[yz> i feel like there should be a negation in my arithmetic (because of that moving-the-world-around-the-camera thing you mention), but i get the results i expect without it
[20:39:01] <derhass> well, if you rotate the camera, than you rotate the camera
[20:40:48] <zy]x[yz> let me ask again to take the camera element out of it: you draw a cube at position {0, 0, -1.5} so that it lands in front of the camera which is at {0, 0, 0}. you rotate the cube 30 degrees about the positive z axis. do you expect the cube to turn clockwise or counter-clockwise?
[20:40:49] <derhass> and, actually, assuming usual GL conventions, I'd expect the cube to move to the right
[20:41:04] <zy]x[yz> i also thought it should move to the right
[20:41:58] <Stragus> Oops, you are both right there
[20:42:19] <derhass> zy]x[yz: counter-clockwise
[20:42:32] <zy]x[yz> thanks, that's what i thought
[20:44:29] <derhass> if you just imagine the infinite cycle xyz->xyz->xyz, you can just look at the next two elements after the axis you're rotating around (no matter the handedness of the space)
[20:44:43] <derhass> so positive rotation around x axis means it moves y towards z
[20:45:05] <derhass> positive rotation around y axis means it moves z towards x, and z moves x towards y
[20:45:22] <zy]x[yz> oh cool, that's a good way to remember it. thanks
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[21:22:07] <zalt> hello, i have very simple vertex and fragment shaders with "#version 330"
[21:22:40] <zalt> i'm trying to use them as they are for GLES 2, what #version string do i need?
[21:24:11] <zalt> oops, i can't use them as they are :P ERROR: 0:3: 'in' : storage qualifier supported in GLSL ES 3.00 only
[21:24:27] <zalt> i guess i can transliterate them, but i don't know what #version am i supposed to use
[21:24:38] <derhass> #version 300 es
[21:25:19] <zalt> i found this: https://en.wikipedia.org/wiki/OpenGL_Shading_Language
[21:25:42] <zalt> i'm trying to use them in a GLES 2.0 version, i guess this means #version 100 es?
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[21:25:59] <zalt> and should i even bother with GLES 2.0?
[21:26:11] <derhass> yeah, es2 is #version 100 es
[21:26:18] <derhass> and no, you should not
[21:26:38] <zalt> do most modern phones support gles 3.0? :O
[21:26:54] <derhass> I don't know
[21:27:14] <derhass> but _I_ don't support GLES2 any more
[21:27:24] <zalt> lol, i hate trying to be backwards compatible
[21:27:29] <derhass> it has become just too depressing
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[21:28:14] <Stragus> Not my field, but as far as I know, you need pretty old hardware to only get GLES 2
[21:29:09] <zalt> this is relevant https://developer.android.com/about/dashboards
[21:29:48] <zalt> 2.0 is 21%, >= 3.0 is about 79%
[21:29:51] <zalt> fuck it
[21:29:56] <Stragus> Agreed
[21:29:58] <zalt> :P
[21:30:50] * zalt recompiles everything for API level 18
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[21:56:41] <zalt> ummm, texture2D no longer exists?
[21:57:07] <derhass> welcome in 2008
[21:57:44] <zalt> lol
[21:58:11] * zalt wants to outsource this task so he gets to see something on the screen
[21:59:03] <zalt> https://pastebin.com/xsnhuGUw
[21:59:44] <zalt> i feel like 90% of shaders in existence do exactly the same thing
[22:00:53] <derhass> the in ivec4 a_col thing looks a bit suspicous
[22:01:29] <derhass> apart from that, it is pretty standard
[22:01:57] <zalt> so it should work with glsl 3.0 es?
[22:02:02] <derhass> no
[22:02:05] <zalt> lol
[22:02:12] <zalt> what do i need to change :(
[22:02:14] <derhass> texture2D doesn't exist there
[22:02:29] <derhass> it is called just texture() sind GLSL 1.30 (from 2008)
[22:02:34] <derhass> *since
[22:03:03] * zalt updates his package database
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[22:06:19] <derhass> not sure how that is related...
[22:08:25] <zalt> i mean my mental one :P
[22:08:32] <zalt> now it says Error: uniform u_mat specified with different precision in different shaders.
[22:08:44] <zalt> i guess that's because in one of the shaders i specified precision?
[22:08:44] <derhass> right
[22:08:52] <derhass> yes
[22:08:56] <zalt> i don't even need it in the other one
[22:10:10] <zalt> Yay! it worked
[22:10:49] <zalt> after a few days of fighting with build systems, cross compilation environments, patching dependencies :D
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[22:11:09] <derhass> zy]x[yz: still, the question about a_col remains
[22:11:23] <derhass> what are you doing there?
[22:11:48] <derhass> I get the impression that what you do is not a good idea, but I can't know for sure
[22:11:49] <zalt> ummm i don't know, i had to unlearn gles in order to make room for other things
[22:12:01] <zalt> i don't know why my intention was
[22:12:19] <zalt> i have for each vertex a uint8_t rgba[4];
[22:12:29] <derhass> that's what I thought
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[22:12:32] <zalt> i need this to be a value between 0 .. 1.0
[22:12:44] <derhass> so there is not the slightest need to use integer attributes
[22:12:56] <derhass> that's a total waste
[22:13:03] <derhass> exactly as I suspected
[22:13:06] <zalt> lol
[22:13:17] <derhass> you get that conversion for free
[22:13:22] * zalt knows that he doesn't know how to code shaders
[22:13:23] <derhass> just use standard float attributes
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[22:14:36] <zalt> you mean i shouldn't be using glVertexAttribIPointer?
[22:14:43] <zalt> or is that unrelated
[22:14:47] <derhass> yes, you should not
[22:15:17] <derhass> you should use in vec4 in the VS, and glVertexAttribPPointer? with normalize parameter set to GL_TRUE
[22:15:35] <derhass> glVertexAttribPointer
[22:16:43] <derhass> and of course remove the stupid division by 255 and conversion from the shader
[22:18:02] <zalt> ok, take it easy on me!
[22:18:09] <zalt> i'm doing this :P
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[22:29:27] * zalt wonders why is he passing 4 color components even though he's only using 3
[22:29:48] <zalt> i think i switched to premultiplied alpha or something
[22:35:06] <zalt> hmm, this explains why some things were broken
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[22:43:35] <zalt> derhass, ok everything works, also i fixed a bug in the process, thanks
[22:44:26] <zalt> so what's wrong with what i was doing was that i was doing things in a roundabout way that prevents the hardware from optimizing it?
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[22:50:11] <derhass> zalt: fixed point UNORM is a default format in GPUs since ages
[22:50:21] <derhass> integer attributes are supported only recently at all
[22:50:33] <derhass> and you do the conversion manually in the shader
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[22:50:52] <derhass> that code for examle would never have worked on ES2
[22:51:13] <derhass> while the standard flot attribute variant would have
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   March 17, 2019  
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