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[07:07:41] <Elronnd> I'm trying to figure out perspective transforms. My vertex shader is http://ix.io/1EvZ/glsl, but when I use it, the textured triangles I'm drawing are nowhere to be found! I know the problem is with the projection matrix, because if I take it out (just view * model * vec4(in_pos, 1.0)), I see it fine. Where am I going wrong? My projection is a perspective(to_rad(45), aspect_ratio, 0.1, 100.0);
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[07:49:07] <karalaine> Elronnd: got further with it? have you checked that with your current view matrix, your triangle z-coords end up in 0.1-100.0 range?
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[08:07:11] <Elronnd> karalaine: ahh...interesting
[08:07:17] <Elronnd> my z coordinate is negative
[08:08:21] <Elronnd> yeah, I'm ending up with lots of negative coords
[08:09:56] <Elronnd> and when I add in the projection, I end up with coords outside of NDC
[08:10:03] <Elronnd> why, though?
[08:12:04] <karalaine> well could I see your actual data and matrices?
[08:12:38] <Elronnd> yah, one sec
[08:15:09] <Elronnd> http://sprunge.us/5pK5su here
[08:18:32] <karalaine> how about the triangle?
[08:20:10] <Elronnd> with the partial distortion or none?
[08:21:23] <Elronnd> https://files.catbox.moe/c6vlyq.png
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[08:22:19] <Elronnd> oh, you mean triangle coords? (+/-0.5, +/-0.5, 0)
[08:23:22] <karalaine> yeah
[08:24:38] <Elronnd> also tried with +/-50 in case 0.5 was too small to be seen on a 0-100 range -- no effect
[08:38:25] <karalaine> are you implementing the math yourself? at least the parameters for constructing matrices look correct
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[08:39:48] <Elronnd> I'm using a library, but not a well-known one like glm. Is there something easy-to-start-up-with like in numpy I can check the numbers against?
[08:40:45] <Elronnd> https://github.com/d-gamedev-team/gfm/blob/master/math/gfm/math/matrix.d#L644 this is their perspective transform function
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[08:43:52] <karalaine> looks correct, not familiar with numpy but if it has matrix operations you can calc the final values manually
[08:44:42] <Elronnd> I don't know numpy either, actually, I just know that it's supposed to be _the_ math lib
[08:45:40] <Elronnd> WAITWAIT
[08:45:48] <Elronnd> I'm an idiot
[08:46:14] <Elronnd> I set transpose to true, and now it works
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[08:51:51] <karalaine> oh your lib was giving you row major layout?
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[08:58:25] <karalaine> so it seems http://d-gamedev-team.github.io/gfm/gfm.math.matrix.html
[08:58:41] <karalaine> weird that they provide opengl wrapper as well but still use different convention
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[10:08:22] <DarkUranium> karalaine, you mean rows/columns?
[10:08:26] <DarkUranium> Or what?
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[10:17:32] <karalaine> yeah
[10:20:05] <DarkUranium> Wonder if it's on purpose. TBH, the GL convention makes little sense to me, because it's the opposite of the mathematical one *and* because it eliminates a handy mnemonic.
[10:20:11] <DarkUranium> I keep messing this up in GL.
[10:20:21] <DarkUranium> E.g. writing `mat3x4` when I meant `mat4x3`.
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[10:32:19] <karalaine> never needed non-square matrix yet but I guess they their uses
[10:32:27] <karalaine> *they have
[10:34:16] <Foaly> either convention is mathematical
[10:34:42] <Foaly> it just changes the order of operations
[10:35:20] <ratchetfreak> it saves you the last row which is going to be 0,0,0,1 for any non-perspective affine transform
[10:37:50] <karalaine> aye, I guess thats normally case with skinning/bone animation stuff? gotta study that stuff someday..
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[10:56:21] <DarkUranium> Foaly, well, with the way they're typically written, it's (rows,cols).
[10:56:29] <DarkUranium> Semantically, sure, either is mathematical.
[10:56:41] <DarkUranium> But mathematics has notation, and notationally, it's (rows,cols).
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[10:57:39] <Foaly> a row is a row and a column is a column
[10:58:09] <Foaly> which meaning you attach to a row can differ though. it still stays a row
[10:58:18] <Foaly> and all mathematical operations stay the same
[11:02:29] <ratchetfreak> I can never keep that straight in my head
[11:10:39] <DarkUranium> Foaly, the same notation & conventions apply to the operators, though.
[11:11:18] <Foaly> how?
[11:13:25] <DarkUranium> `A * B` on matrices does a specific thing.
[11:13:31] <DarkUranium> Much like how it does a specific thing on integers.
[11:13:35] <Foaly> yes. and it always does
[11:13:38] <DarkUranium> At least in LA.
[11:13:56] <Foaly> no matter whether you put the translation in the last row or column
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[11:41:30] <snyp> imo, this should documented in a totally different way, without using 'rows' or 'columns'. Just say how the transformed basis vectors are to be specified, and that's it.
[11:42:10] <snyp> Eliminates all this row/column confusion.
[11:44:21] <ratchetfreak> or just move away from matrices and only use rotation+scale+translate expressed by quaternion+translate vector
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[12:19:24] <DarkUranium> ratchetfreak, until you get to perspective stuff.
[12:19:33] <DarkUranium> Maybe move away from matrices and towards tensors :D
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[13:33:37] <notadeveloper> hi
[13:33:50] <notadeveloper> I almost got panning working
[13:34:34] <notadeveloper> when I pan up object moves down and to the right how can i constraint it to move to down ownly
[13:34:36] <notadeveloper> only
[13:34:39] <notadeveloper> omg
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[13:37:24] <RobertPlummer> In webgl2 I'm reading a Float32Array to a program to output a texture as gl_FLOAT which I use in another pogram as an input and then I want to readPixels on it to a Float32Array, and I keep getting -Infinity. What am I doing wrong? A script that reproduces the issue can be seen here: https://gist.github.com/robertleeplummerjr/0733b02a943908b25cf51d263d470c53
[13:37:58] <karalaine> notadeveloper: how do you implement panning?
[13:38:30] <RobertPlummer> The above is output from gpu.js, so it is a little deep, but it is generally well tested.
[13:40:54] <notadeveloper> i got it
[13:44:40] <RobertPlummer> I've been digging through unit tests on khronos' website to find a use case, and after hours, I found one: https://www.khronos.org/registry/webgl/sdk/tests/conformance2/extensions/ext-color-buffer-float.html?webglVersion=2&quiet=0&quick=1
[13:44:57] <RobertPlummer> Where they use gl.readPixels with gl.RGBA and gl.FLOAT
[13:45:35] <karalaine> RobertPlummer: there is some weird values, texImage2D border value is set from variable glVariable12 even when webgl spec says that it must not be other than 0
[13:46:49] <RobertPlummer> karalaine: Looking. Ty for responding!
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[13:50:10] <RobertPlummer> karalaine: glVariable12 = 0 here
[13:50:20] <RobertPlummer> The output is auto generated.
[13:50:44] <karalaine> it was not for me when tried running
[13:51:31] <karalaine> and it doesnt make any sense when its declared as const glVariable12 = gl.getAttribLocation(glVariable8, 'aTexCoord');
[13:56:48] <karalaine> its also used as gl.vertexAttribPointer stride parameter, even weirder
[13:57:33] <ratchetfreak> I guess it tries to auto match those
[13:57:48] <ratchetfreak> but with a pretty bad blacklist of associations
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[14:06:49] <derhass> yeah, this code is pretty broken, it seems to assume that Location of `aTexCoord` is 0, otherwise it will break at differenct places
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[16:02:50] <bayoubengal> greetings. I'm puzzling over a problem. glMapBufferRange( GL_COPY_WRITE_BUFFER, 33554432, 50) is returning a null with an error state of GL_INVALID_OPERATION
[16:03:29] <bayoubengal> I've gone through the reason for the failure in the docs but I can't prove that any of the conditions are true.
[16:04:23] <bayoubengal> is there a way I can test the condition that GL_COPY_WRITE_BUFFER might already be mapped when the call is made?
[16:05:11] <bayoubengal> the code is generally succeeding but fails predictably when a certain step is taken
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[16:06:37] <bayoubengal> the line is preceded by glBindBuffer( GL_COPY_WRITE_BUFFER, 13 ) which succeeds
[16:06:58] <Foaly> have you enabled debug output?
[16:07:04] <Foaly> maybe that can give you some clues
[16:07:06] <bayoubengal> no.
[16:07:13] <bayoubengal> is there docs on that?
[16:07:55] <Foaly> https://www.khronos.org/opengl/wiki/Debug_Output
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[16:12:09] <bayoubengal> tanx
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[16:28:41] <bayoubengal> crud. that feature does not exist on OSZ
[16:28:46] <bayoubengal> OSX*
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[17:59:32] <toy2tool> http://freenode.net/policy.shtml#aboutchannels --> 404
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[18:05:00] <toy2tool> http://www.youtube.com/watch?v=JNahswHfXfw&list=PLgRQpWV --> not available
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[18:22:45] <bayoubengal> The problem I described earlier happens when the mapping operation is called the first time on a different GL context
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[18:24:04] <bayoubengal> I've verified that the necessary operation for the platform to switch the context has been done. I verified that GL_COPY_WRITE_BUFFERwas unmapped on the old context before it was switched out. Any thoughts on what might be the missing element here?
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[23:27:55] <RobertPlummer> What are the advantages of reading from a gl.FLOAT vs gl.UNSIGNED_BYTE?
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[23:31:30] <zy]x[yz> more precision?
[23:33:17] <RobertPlummer> As I understand it, each value returned in the array, if using gl.FLOAT, you get a maximum of 16 bits, is that correct?
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[23:33:30] <derhass> no
[23:33:49] <derhass> what are you even talking about?
[23:35:44] <RobertPlummer> lol
[23:35:58] <RobertPlummer> derhass: gpu.js again.
[23:36:14] <RobertPlummer> I was looking for usage from khronos unit tests for gl.FLOAT
[23:36:29] <RobertPlummer> and playing them back using glWiretap
[23:37:00] <RobertPlummer> Trying to fix a use case in gpu.js, where you can define that you'd like to use "floatOutput"
[23:37:43] <RobertPlummer> When I playback the values from a khronos unit test, I see how I can put a value up to 65506 in each returned value from the vec4
[23:37:54] <RobertPlummer> the vec4 reads into the float32array in js, one to one.
[23:38:37] <RobertPlummer> so if I define `vec4(65506, 65506, 65506, 65506);` in glsl, I get a maximum of that value back in javascript's Float32Array.
[23:38:38] <derhass> well, there are some precision limits in ES2/webgl as always
[23:38:58] <RobertPlummer> I was reading the documentation on it here: https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_color_buffer_float.txt
[23:39:58] <RobertPlummer> And it states: "any sized | 16 < R | 16 < G | 16 < B | 16 < A | RGBA32F ", and I thought it was talking about bytes.
[23:40:37] <RobertPlummer> Because a 32 bit float can be 3.402823466e+38 or intBitsToFloat(2139095039)
[23:40:42] <RobertPlummer> maximum
[23:42:07] <RobertPlummer> derhass: So I'm bringing it up because I want to provide the use case in gpu.js to handle floats correctly. I believe the feature essentially kicks the kernel into 16 bit mode, which performs what seems like quite a bit less work.
[23:45:42] <RobertPlummer> derhass: nm. I'm dead wrong.
[23:45:56] <RobertPlummer> I must have missconfigured it.
[23:46:04] <RobertPlummer> I can read 32 bits fine it seems!
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[23:50:17] <RobertPlummer> https://gist.github.com/robertleeplummerjr/3707145dce4395c84eae06095778cb60 shows it with a bunch of noise
[23:50:41] <RobertPlummer> line 390 is where it gets important.
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   March 26, 2019  
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