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[00:36:00] <toxictype> This gives a linker error.
[00:36:39] <derhass> so. read it
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[00:42:15] <derhass> you have the strange habit of always providing so little information that it is guaranteed to not be enough to diagnose the issue
[00:42:35] <derhass> if two (or more) things can't be linked together, showing just one part is not helpful at all
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[00:49:01] <toxictype> Does anybody have a lava shader?
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<toxictype> Why does the graphic change when the viewport moves horizontally but not when moving vertically? https://pastebin.com/zqa2dhDq
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[01:13:28] <toxictype> derhass help
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[02:51:32] <rebustosanchez> I was also complimented on #osdev that i am not welcome to among retards of such severe degree, it is similar channel to #opengl aka. no real scientist not embarrased to log on. Truely bizarrely retarded ways and subjects not only moderation etc.
[02:54:17] <zy]x[yz> right on, brother
[02:54:18] <Stragus> What's that about #opengl? It's one of the friendliest channels around, and there are very competent regulars, some of them writing actual drivers and so on
[02:54:58] <rebustosanchez> So i had nothing left to do, than to simulate some of the testbenches, and it surely confirmed, that there have been no real hw designer doing mistakes from sm 1.0 -- which is what i said
[02:55:22] <zy]x[yz> this has to be a spam bot
[02:55:45] <rebustosanchez> and the code when hw is known, is very easy to be written for insane performance
[02:55:58] <Stragus> Okay, bot it is
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[02:58:53] <rebustosanchez> and btw. you just have to beat verilog paradigm to read every file as new one, cause its too relaxed and loose semantics, as i said, no mistakes ever done in hw, and it was coordinated so from millenium times
[02:59:40] <rebustosanchez> verilator right away dumped 1600 instances of issue flops per CU for GCN cards from its complient miaow impl.
[03:00:16] <Stragus> miaow indeed
[03:01:45] <rebustosanchez> you are just hopeless migrant retards in wrong countries pressing wrong rights ... like the douche Yaniel and ratchetfreak
[03:02:05] <rebustosanchez> you have no clue what you talk or present or how you mislead programmers it seems
[03:02:14] <rebustosanchez> just a total lack of real self-confidence
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[03:14:26] <rebustosanchez> it is very likely that some multi-cultural mixer from european union terrorises my local fellow countrimen to take decisions against me, more than delighted to prove that most except dutch who are very intelligent are retards there, who may regulate their own, and will be treated alike in the future
[03:16:02] <rebustosanchez> hungarians are also quite sane though
[03:28:18] <rebustosanchez> you may do a central zoopark from beatiful belgium country, but do not regulate other nations personalities, when you are unable to defend your borders so that a white person can without troubles walk in such flashy countries, Estonians have fucked up bad during the EU times, doping scandals , businesses sold -- country sold we can not go on like this
[03:44:58] <rebustosanchez> well GPUs can be thought as second or third massively multithreaded Von Neumann architectures with added Tomasulo central queues, that are very easy to play with
[03:45:49] <rebustosanchez> cause they are intentnionally programmed in hw, to do that, so gcn has 40*40 cause it also has scalar regfile , I would imagine the sm1.1 card having 8*8 proportionally
[03:46:28] <Stragus> Hey rebustosanchez, choke on your markov chains
[03:47:04] <rebustosanchez> Stragus: you are an idiot, i know that, but perhaps some are not idiots here?
[03:48:09] <rebustosanchez> they need no interface like modern cards have , but only LSU and texture units to schedule instructions, modern cards have plumbing via special controllers that are programmable as command processors
[03:48:37] <rebustosanchez> same thing as ACEs provide and asynchronous work queues can be done also with pure Load/store unit, in shader model specification
[03:52:09] <rebustosanchez> and yes, by doing that unlocks the cards real potential, so far there is not much correct code available even on dx12 nor opencl, not to mention opengl with driver changes
[03:53:40] <rebustosanchez> why it has not been done? it is because most people do not have independent thinking and no self-confidence, and earlier scientists made the circuits proving to be way more smarter than todays generation
[03:55:50] <rebustosanchez> those queues can be regarded as rescheduling side-effect where they need to exist, but i more like think those were added also intentionally for superior performance and power-save at the same time
[03:56:17] <rebustosanchez> cause when instruction is behind a dep, it needs to be replayed from somewhere
[03:59:32] <rebustosanchez> I am not giving more pointers to entirely clueless personalities like you are, except that running those queues is very thin and easy addition to all cards
[04:00:12] <rebustosanchez> and I will be impressed if such monkeys are able to find the hotspots, since you also lack any type of fighting spirit, resillience or independant logics
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[04:12:19] <rebustosanchez> well yeah sm hasn't got 8*8 sm2.0 or so has such, but it is maximum number of waves , well this does not matter, it is perpendicular to maximum amount of registers, this needs a bit tuning to get right
[04:12:26] <rebustosanchez> sm1.1 i meant
[04:14:26] <rebustosanchez> dahlia: never ever throw this gtx560 away, tesla or fermi card, maybe tesla do not have sass assemblers standalone, but it is very powerful card
[04:14:57] <rebustosanchez> fermi has asfermi , maxwell maxas, and kepler has sass assembler from gpgpu-sim project
[04:16:33] <rebustosanchez> making the driver or assembler is not entirely trivial though, but ... there still is minor reg alloc issue, which does not allow doing per application modifications
[04:16:57] <rebustosanchez> withtout involving the final assembly or machine code
[04:18:22] <rebustosanchez> nouveau i would advise but it may not suite for all, even though the main dev ben skeggs seems like a nice person
[04:18:57] <rebustosanchez> nouveau has some bugs hilorously enough for longer time, cause they have arrogant moderators and really few hands
[04:27:44] <rebustosanchez> I know what happens when Yaniel wakes , as much as i have known what happens when wrong people try to regulate things they are not supposed to, and do things their not intended or skilled enough to be doing, examples are the fiascos in my country when i was held under custodial programs for all the time
[04:28:08] <rebustosanchez> they know pretty much, showing first time their intelligence and empathy what is going to happen to them though
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[04:31:14] <rebustosanchez> i have been sanctioned now round about for a decode, and was terrorised round about a decade before, where they did not get a total grip in cracking me entirely up or sending me to heaven all in all in both of those phases, but this type of scam is revealed nowdays allready
[04:37:51] <rebustosanchez> i carry around five or more physical injuries from that terror and legal sanctions on top, ouh they know what will happen, as much as japanease knew what is going to happen when they attacked in pearl harbor, the sleeping gigant was awakened, as much hyena knows what will happen when he attacks a lion.
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[04:43:50] <toxictype> Hey
[04:44:17] <toxictype> Can I apply a shader to a quad and make it distort everything that is behind it like a pixel censor filter?
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[04:47:51] <Stragus> Not sure what a pixel censor filter is, but you could draw the "behind to a texture in a framebuffer, then sample that texture in your shader to distort the image
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[05:00:51] <chrisf> oh, i missed the spam
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[05:25:33] <toxictype> How do I draw an .fbx with OpenGL using fbxsdk?
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[08:53:37] <toxictype> I can't draw a vertex buffer.
[08:54:15] <toxictype> Or rather gldrawarrays
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[09:00:42] <toxictype> It still should work no?
[09:01:24] <karalaine> I guess? unless you somehow manage to get core context with all the deprecated stuff from 90s removed
[09:01:59] <toxictype> I did.
[09:02:07] <toxictype> I got the Model_OBJ class working.
[09:02:20] <toxictype> Data seems to be there and the function where it draws it draws a triangle.
[09:02:24] <toxictype> But it doesn't draw the array.
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[09:15:20] <karalaine> toxictype: if you are planning to use the deprecated stuff, you need compability profile instead of core
[09:16:08] <toxictype> Nothnig changed.
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[09:27:41] <karalaine> toxictype: you should find proper SDL tutorial as well, you are setting context properties after creating the contxt
[09:30:22] <karalaine> and to be exact, SDL_GL_SetAttribute needs to be called before creating window too
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[09:39:05] <toxictype> Still nothing.
[09:48:50] <karalaine> show the current code please?
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[10:18:12] <toxictype> karalaine I used a tutorial.
[10:31:27] <toxictype> I can't draw anything please help.
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[10:54:33] <karalaine> toxictype: why are you creating sdl renderer? if you change glClearColor to something different than black, does that work?
[10:56:15] <toxictype> karalaine no it doesnt change anything.
[10:56:25] <toxictype> wait
[10:56:56] <toxictype> Yes.
[10:57:02] <toxictype> Yes it does it changes the clear color.
[10:57:06] <toxictype> I have it set to transparent.
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[11:02:07] <toxictype> glVertex3f doesn't work.
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[11:08:18] <toxictype> I can't figure out why glVertex2f works but glVertex3f doesn't.
[11:11:20] <immibis> what are you using as the Z?
[11:11:40] <immibis> 2f is the same as 3f but with Z=0
[11:13:18] <toxictype> 0
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[12:15:31] <toxictype> Is this correct?
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[13:05:28] <toxictype> it draws my triangle finally but when I try to rotate it on the y axis it just gets smaller and smaller.
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[13:07:19] <Adrinael> Isn't that what's supposed to happen
[13:07:26] <Adrinael> Until you pass 90 degrees
[13:07:27] <toxictype> it draws my triangle finally but when I try to rotate it on the y axis it just gets smaller and smaller.
[13:07:30] <toxictype> oops
[13:07:33] <toxictype> no
[13:07:38] <toxictype> it shrinks into top left
[13:07:43] <toxictype> and doesn't come aroun.
[13:12:22] <wedr> Wait, in fixed function pipeline, after obtaining the OpenGL context, you just do, glViewport(), then glBegin(), glDraw stuffs, glEnd(), and then glClear() + SwapBuffers()?
[13:12:26] <wedr> And that's it?
[13:12:57] <wedr> wow.... that's a bit too simple, isn't it?
[13:13:16] <wedr> I feel like there must be a trick to this. A plot twist...
[13:13:58] <wedr> and yes, that's just 1 loop iteration. I just loop back to glBegin() and repeat to SwapBuffers().
[13:14:19] <toxictype> My shape disappears if I add to any z coordinate of any vertex.
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[13:25:29] <toxictype> Why does my GL shape disappear when I change a z v
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[13:30:23] <Stragus> wedr: The twist is that you are stuck with ugly graphics ;)
[13:30:53] <Stragus> And it's quite inefficient too
[13:32:30] <wedr> Stragus: Inefficient yes, but the point is, that's all there is to it?
[13:32:41] <wedr> Like, it's just glDraw stuffs?
[13:33:04] <wedr> I'm thinking head over heels wondering how to get the legacy stuffs running...
[13:34:13] <Stragus> It uses the current GL state regarding bound texture, shade model, etc.
[13:34:19] <Stragus> But yes, it was pretty simple
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[13:34:58] <Stragus> Note that already 20 years ago, you were supposed to use verex arrays, not this glBegin stuff. It was too slow
[13:34:59] <wedr> I'm going to try that once I get home.
[13:35:04] <wedr> I know
[13:35:21] <wedr> But it's at least something that can get me to stay awake when programming in my spare time.
[13:35:35] <wedr> I get to doze off on the desk if I don't see anything flashing.
[13:35:58] <Stragus> Eheh. You can get something flashing with modern GL too, and it can be far more flashy
[13:36:08] <wedr> yes, but I'm not there yet
[13:36:47] <wedr> Since most of the tutorial assumes I'm using a GL library extensions loader, so they all skipped out on what small things I need to do to match up with their requirements.
[13:37:54] <Stragus> Use one, glew.c is a single file
[13:38:09] <Stragus> No point in rewriting such a simple thing, and it makes no difference
[13:40:36] <wedr> No difference, but learning is cool
[13:41:52] <Stragus> I think you could learn something cooler than writing an alternative to GLEW or GLFW
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[13:43:08] <wedr> And never will be writing an alternative to GLEW and GLFW.
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[14:14:01] <toxictype> My triangle disappears.
[14:14:18] <toxictype> oops
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[14:34:55] <toxictype> why
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[14:53:06] <wedr> The Khronos Group officially cannot verify if the wgl headers they hosted on the OpenGL Registry is actually working or not.
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[16:34:00] <englosh> I can't reuse the indices of a circle, right? So I can't use an index buffer
[16:34:08] <englosh> I meant the vertices
[16:35:13] <Stragus> A circle is usually made of many triangles which share vertices
[16:35:28] <Stragus> You can use a triangle fan for that specific case. Or just an index buffer
[16:37:44] <englosh> ah yes I had a thinking error. A circle might be even the primitive where I can reuse the most vertices
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[17:06:41] <toxictype> shapes won't get drawn if z coordinate of any vertex isn't 0.
[17:07:34] <derhass> which value did you try instead?
[17:11:08] <toxictype> derhass, as small as 0.0001f
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[17:12:32] <derhass> well, with what kind of transform
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[18:28:12] <toxictype> derhass setting z on the vertex itself also glTranslatef also glRotatef
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[18:30:14] <derhass> that does no explain which projection matrix you use
[18:32:18] <toxictype> I have no idea what you mean or how that reflects in code.
[18:32:25] <toxictype> What do you mean "which"?
[18:35:01] <Stragus> If you use shaders, you supply the matrix as an uniform and use it in shader. This legacy glTranslate stuff is irrelevant
[18:35:28] <toxictype> But I'm not using shaders to draw the triangle.
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[18:55:00] <englosh> is it possible that the index buffer not just exists for smaller vertex arrays but also for that less vertices are drawn on the screen? when there are two vertices on the exact same spot, only one is drawn. Yes, right?
[18:55:06] <englosh> Because I'm thinking about having one an empty vertex array at the beginning of each frame and then I fill it with all the vertices of the frame and when a vertex is added that is already in the array, I simply don't add it. Would I still need an index buffer in this case?
[18:55:14] <englosh> after that I hand the array over to a dynamic vertex array. After that I probably clear the old array so I don't create a new one every frame
[18:58:47] <derhass> englosh: vertices aren't drawn at all, your question doesn't make sense
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[19:00:00] <englosh> do you mean that triangles are drawn, not vertices?
[19:00:42] <englosh> that isn't even the point of the question
[19:01:01] <englosh> you could only look at the text in the middle
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[19:03:53] <derhass> the rest of your question is making even less sense to me
[19:04:25] <englosh> what is unclear? you can ignore except for the middle part
[19:04:31] <englosh> ignore everything
[19:04:34] <englosh> *
[19:05:16] <derhass> "and when a vertex is added that is already in the array, I simply don't add it. Would I still need an index buffer in this case?" is totally unclear
[19:05:26] <derhass> no idea what you're asking there
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[19:10:30] <englosh> derhass: so index buffers exists so that you reuse vertices so you dont draw for example two vertices on one spot. And I'm having one big vertex array. And everytime a vertex is added, I check if it's already in the vertex array. And if it is, I don't add the vertex. Because otherwise two vertices would be drawn on one spot which is useless. And so I think that I don't even need an index buffer. Because I'm already doing what the ind
[19:10:46] <englosh> exist*
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[19:12:41] <derhass> englosh: and I'm saying that this doesn't make sense. your whole mental model here. you draw primtives defined by vertices. and having severl vertices "at the same spot" is not useless at all - quite to the contrary, it is a very usual case
[19:13:08] <derhass> bbut it still goes on with your index buffer thing. no idea what you mean by that
[19:13:25] <derhass> because index buffers are the only way to re-use vertices during the draw call
[19:13:55] <derhass> none of what you said makes any sense to me, so I can't answer the question
[19:14:13] <englosh> but why is it usual to draw multiple vertices on one spot? isn't that absolutely useless? I mean there was already a vertex drawn there so why draw another one?
[19:14:35] <zy]x[yz> vertices are not drawn
[19:14:36] <derhass> you do not draw vertices
[19:15:02] <derhass> primitives sharing an edge or a single vertex are very common
[19:15:02] <toxictype> When rendering in immediate mode if a triangle's any vertices Z is nonzero the triangle will not get drawn.
[19:15:16] <toxictype> If I try glRotatef(r, 0, 1.0f, 0); then the triangle shrinks into its origin.
[19:15:26] <toxictype> It also does not draw if I try to translate it on the Z coordinate.
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[19:16:57] <derhass> z in [-1,0] should work
[19:17:05] <derhass> since that is how YOU set things up
[19:17:08] <toxictype> Doesn't.
[19:17:43] <derhass> you do not want to learn the fundementals of the stuff you're using, fine
[19:17:43] <toxictype> Wait let me check.
[19:17:52] <englosh> then I seem to misunderstand index buffers. I thought they are for that when primitives share vertices, these vertices can be reused so only one of them will be updated to the GPU in the end
[19:18:01] <englosh> uploaded
[19:19:02] <derhass> englosh: that parts isn't wrong
[19:19:25] <derhass> but everything else you said simple doesn't make sense _especially_ when you understood index buffers in that way
[19:20:18] <toxictype> derhass where is that set up?
[19:20:22] <englosh> well by "drawing" i simply mean "uploading to the GPU". Was that maybe confusing?
[19:20:37] <derhass> englosh: no
[19:21:07] <derhass> toxictype: how should I know?
[19:21:20] <toxictype> *How* is it set up then?
[19:21:31] <derhass> I don;t know that either
[19:21:41] <toxictype> How do you know I set it up like that?
[19:21:45] <derhass> all I can see is the projection matrix from that apitrace screenshot
[19:21:52] <toxictype> Oh, great.
[19:22:13] <derhass> how you ended up with that one is totally out of my knowledge
[19:22:30] <toxictype> How do I change it then?
[19:22:49] * derhass shrugs
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[19:25:10] <derhass> toxictype: seriously, I'm not going to answer anything from you anymore. it is impossible anyway
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[19:28:00] * zalt needed to draw a source of vertices that used vertices + an index buffer, did the deindexing on the cpu instead of upgrading his renderer
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[20:50:31] <toxictype> YO CAN I DRAW 3D OPENGL ON TOP OF SDL?
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[20:53:08] <R2robot> lol
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[20:57:22] <zy]x[yz> no but i can
[20:58:03] <toxictype> How?
[20:58:41] <zy]x[yz> sorry trade secret
[20:59:02] <toxictype> But I need to render a model on top of some rendered SDL_Textures.
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[21:22:40] <BPL> :O
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[21:25:01] <BPL> derhass: "seriously, I'm not going to answer anything from you anymore. it is impossible anyway" ... just curious but... what did to you to take so drastic measurements? :)
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[21:30:28] <derhass> BPL: I tried it several times. he usually just give a code snippet which is far from complete to diagnose the issue, and even when asked for more, is not providing it. and furthermore, he has ignored almost every advice given to him, and refuses to learn the basics first
[21:31:09] <derhass> BPL: he can do whatever he likes, but I'm not going to waste my time on that
[21:32:56]
<BPL> derhass: Aha, I see, then yeah, makes total sense your decission. toxictype: One advice so maybe you'll receive better help to your questions... did you consider to use the strategy proposed here http://sscce.org/ ?
[21:33:16] <toxictype> screw that
[21:33:30] <BPL> lol :O , ok, coding back
[21:34:23] <derhass> BPL: see...
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[21:35:10] <BPL> derhass: idd! I'd only read a little fragment of the logs so I hadn't understood your drastic reaction but now makes total sense to me :)
[21:35:35] <mijowh> you should see #gamedev, heh
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[21:38:09] <R2robot> lol
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