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[17:09:02] <englosh> how is it possible that my rectangle has color even if my fragment shader is empty? it's just `void main() {}`
[17:09:05] <englosh> it's black
[17:09:30] <derhass> it's _undefined_
[17:10:13] <derhass> what do you expect to happen?
[17:10:53] <Yaniel> an absence of any color whatsoever, pure nothingness of the void
[17:11:40] <englosh> I expect it to be invisible
[17:11:46] <englosh> because I don't give any color
[17:11:51] <derhass> actually, black would be the absence of color (in a way)
[17:12:16] <derhass> englosh: that's not how it works
[17:12:27] <Stragus> Fragments are still rendered. Use blending with some alpha, or discard, if you want fragments not to be rendered
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[17:12:40] <derhass> englosh: the GPU will call the fragment shader on every fragment, and will then process the fragment furhter, and write it to the framebuffer
[17:13:06] <Yaniel> it would be invisible if the shader discarded the fragment
[17:13:27] <derhass> yeah, there are some ways
[17:13:37] <Yaniel> or if the triangle is degenerate, but then the fragment shader does not get invoked at all
[17:13:58] <derhass> but one has still to consider the whole fragment processing pipeline to understand them
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[17:28:41] <englosh> Now when my vertex shader is `void main() {}` too then I still see the rectangle and it's on the same position as before
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[17:29:32] <Yaniel> sounds like your shader isn't actually being used
[17:29:44] <englosh> oh
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[17:30:54] <englosh> yes. When I don't submit the program, nothing changes. I wonder though how it's possible that I still see the rectangle. I mean there has to be something that hands the vertices over to the GPU
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[17:34:33] <derhass> englosh: show the code
[17:36:59] <englosh> that could be quite complicated because it's not even C or C++. I will try minimizing the code until it doesnt work anymore
[17:37:22] <derhass> well
[17:37:25] <derhass> show the code
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[17:38:05] <derhass> if it is not written in brainfuck or whitespace, there is ahigh chance that we can interpret it. especially since the GL calls are what matters here
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[17:50:40] <englosh> aaah! oh wow I think I finally fixed it after like 3 days! I submitted the program on the wrong line. Now I placed it around a bit and now it works
[17:50:41] <englosh> thanks
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[17:52:09] <englosh> also for some time I tried to submit the program only once. Before the loop. But that does not seem to work somehow
[17:52:32] <Yaniel> show the code
[17:53:42] <englosh> I think submitting multiple times is fine for now, not a high priority
[17:54:59] <derhass> what do you mean by "submitting" here?
[17:56:00] <Stragus> You really aren't making it easy for people to help you
[18:03:56] <englosh> I will try to be more understandable next time
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[18:04:19] <Yaniel> that's not what was meant...
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[18:21:25] <zy]x[yz> tbf he's stayed pretty true to his nick
[18:22:13] <derhass> huh?
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[18:25:30] <zy]x[yz> it's almost english but not quite
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[21:41:31] <Elronnd> is it a good idea to compile shaders to spir-v and use glShaderBinary, to reduce load-times?
[21:47:26] <Yaniel> requiring spir-v support would limit your supported hardware a lot
[21:51:00] <Elronnd> really? From wikipedia, it looks like gl4.1 has been supported by pretty much everything made recently
[21:51:19] <Elronnd> (gtx 400, radeon hd 5000, intel 3rd-generation igpus)
[21:53:05] <Yaniel> depends on what you want to support obviously
[21:53:18] <Yaniel> there are people who still care about intel gma >.<
[21:53:53] <Yaniel> and for example my previous laptop is from 2009 and only does 3.3
[21:56:42] <derhass> Elronnd: SPIR-V is GL 4.6
[21:56:50] <derhass> which is not supported by mesa ar all, currently
[21:57:08] <Yaniel> glShaderBinary predates SPIR-V
[21:57:15] <Elronnd> ohh
[21:57:22] <Elronnd> so glshaderbinary is for like
[21:57:23] <Yaniel> and the format it uses is implementation defined
[21:57:25] <Elronnd> vendor-specific formatS?
[21:57:26] <Elronnd> ok
[21:57:30] <Yaniel> it's for a local cache
[21:58:05] <Yaniel> although it may or may not help you, since it is allowed to just spit out the same glsl code you fed into glShaderSource
[21:58:24] <derhass> drivers have their own shader cache nowadays anyway
[21:58:26] <derhass> even mesa does
[22:00:34] <Elronnd> I'm on windows, linux driver for my wifi card is crashy
[22:01:21] <Yaniel> of course if you have other needs for 4.6 then it does make sense to use spir-v
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[23:25:25] <rocketmagnet> hi everyone, i'm about to draw UI elements and they change alot, how can i setup a a
[23:25:48] <rocketmagnet> verticles like vertex object's that cane be changed ?
[23:26:29] <rocketmagnet> vertex array are static, so how can i draw a new vertex object ? destroy the old and create a new one ?
[23:27:03] <Yaniel> you can update VBOs
[23:27:10] <Yaniel> either by overwriting them entirely or just partially
[23:27:28] <Yaniel> with glBuffer(Sub)Data
[23:27:53] <Yaniel> or you can map them so you can treat them like normal CPU-side arrays
[23:28:15] <rocketmagnet> so i can rewrite them without creating a new VBO ?
[23:28:34] <Yaniel> yes
[23:28:48] <derhass> but should you?
[23:29:03] <derhass> you should use multiple buffers / ranges
[23:29:08] <rocketmagnet> how to thead them as normal CPU-side array ? this is still slower than using glBuffer() or ?
[23:29:19] <Yaniel> look up glMapBuffer
[23:29:26] <rocketmagnet> ok, tahnks you
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   March 23, 2019  
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