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[00:53:01] *** impulse32 has quit IRC [00:53:14] <Jeaye> Attribute location. [00:53:37] <HuntsMan> well, attribute location and uniform location aren't the same [00:53:44] <Jeaye> Aye [00:53:55] <HuntsMan> and glUniform expects a uniform location [00:54:00] <HuntsMan> in your case, for a uniform sampler2D [00:54:46] *** Element9 has quit IRC [00:55:34] <ptriller> ok, I just checked, I use glGetUniformLocation and in my shader I use sampler2D [00:55:56] <HuntsMan> post code [00:56:07] *** Redjack1964_ has quit IRC [00:56:38] <vandal-> how opengl works with older graphic cards? i have geforce4 mx 420 here and nvidias www says it suports opengl 1.5 [00:57:18] <HuntsMan> vandal-: so you can use OpenGL 1.5 [00:57:41] <vandal-> what other libraries i need for this? glut, sdl ? [00:57:46] <vandal-> what versions? :) [00:57:57] <HuntsMan> that's just to create a windows [00:57:59] <HuntsMan> a window [00:58:07] <HuntsMan> no specific version needed [00:58:18] <vandal-> okay thanks [00:59:22] <vandal-> and another question, is opengl 3 (last version?) much different from this old 1.5? or just offers many new features but works similar? [01:00:03] *** kernelpanic has quit IRC [01:00:04] *** Beelsebob has quit IRC [01:00:12] *** zzing has joined ##OpenGL [01:00:15] <HuntsMan> yes, very differente, your card doesn't even support shaders [01:00:25] *** kernelpanic has joined ##OpenGL [01:01:38] <ptriller> I am not using Shader objects, could that mess things up ? [01:01:59] *** Darlos9D2 has quit IRC [01:02:16] *** shintah has quit IRC [01:02:28] <HuntsMan> ptriller: what do you mean? [01:02:29] *** Darlos9D has joined ##OpenGL [01:03:20] <ptriller> Argh , I meant "Sampler" not Shader .. I am not using sampler objects [01:03:31] <HuntsMan> ah, no, that's fine [01:03:34] <HuntsMan> post code :D [01:06:54] *** Skhaz_ has quit IRC [01:07:08] *** JeZ-I-Lee has quit IRC [01:07:17] *** vandal- has quit IRC [01:07:21] *** JeZ-I-Lee has joined ##OpenGL [01:07:38] *** sq-one has quit IRC [01:10:32] *** vandal- has joined ##OpenGL [01:11:11] <ptriller> http://pastebin.com/eBNuswB9 [01:11:31] <ptriller> thats the render thread of my app. [01:11:57] <ptriller> and my shader class http://pastebin.com/PVyt1gNR [01:13:33] *** tmnt has quit IRC [01:13:33] *** Kapteeni has joined ##OpenGL [01:14:21] *** JeZ-I-Lee has quit IRC [01:14:28] *** jyp has joined ##OpenGL [01:14:35] <HuntsMan> ptriller: i think you're missing some setup in your texture [01:14:42] *** yuriks_ has joined ##OpenGL [01:14:45] <HuntsMan> like setting the MIN filter to GL_NEAREST or GL_LINEAR [01:16:04] <ptriller> ok, Ill add that [01:16:58] *** Fatbag has joined ##OpenGL [01:17:39] *** yuriks has quit IRC [01:18:49] *** Kapteeni has left ##OpenGL [01:18:54] *** jyp has quit IRC [01:19:16] <ClaudiusMaximus> i think i want a tesselation shader - my ideal geometry is smooth, so far i've been subdividing to a fixed depth on the cpu, but it's noticeably bad in places... and slow.. http://claudiusmaximus.goto10.org/g/reflex/r1456/reflex-r1456-03.png - any tutorials anyone can recommend? [01:20:39] <ptriller> HuntsMan, THanks a lot, that did it ! [01:20:59] <HuntsMan> ptriller: ;) [01:21:23] <HuntsMan> ptriller: the default MIN filter is mipmapped, so, you provide no mipmaps, you get a incomplete texture [01:21:53] <ptriller> HuntsMan, Ah, ok, thanks [01:22:57] *** ShadowIce has quit IRC [01:24:11] *** JacobF has joined ##OpenGL [01:24:51] *** orm has quit IRC [01:25:49] *** orm has joined ##OpenGL [01:25:52] *** yuriks_ has quit IRC [01:25:53] *** yuriks_ has joined ##OpenGL [01:25:55] *** yuriks_ is now known as yuriks [01:29:48] *** jeiting has joined ##OpenGL [01:30:42] *** wm4 has quit IRC [01:30:58] *** unRuhe has joined ##OpenGL [01:35:21] *** charvN has quit IRC [01:37:09] *** jacekmigacz has quit IRC [01:37:36] *** unRuhe has quit IRC [01:38:21] *** jeiting has quit IRC [01:46:25] *** unRuhe has joined ##OpenGL [01:48:04] *** Rahul_ has quit IRC [01:52:11] *** davidbitton has joined ##OpenGL [01:52:21] *** qeed has left ##OpenGL [01:54:48] *** AlbireoX has quit IRC [01:55:02] *** sharkbird has quit IRC [01:55:07] *** Jeaye has quit IRC [01:55:20] *** sharkbird has joined ##OpenGL [01:59:18] *** ryden has joined ##OpenGL [01:59:24] <ryden> Hi, is there a way to debug GLSL? [02:00:03] *** kernelpanic has quit IRC [02:00:09] *** __doc__ has quit IRC [02:00:27] *** kernelpanic has joined ##OpenGL [02:05:36] <cantelope> <<"?" [02:05:38] <b0ttt> ? [02:06:14] *** davidbitton has quit IRC [02:06:24] *** Quacktop is now known as Quacktop|BNC [02:07:06] *** Quacktop|BNC is now known as Quacktop [02:07:29] *** cipher__ has joined ##OpenGL [02:07:38] *** cipher__ has joined ##OpenGL [02:07:50] <pragma_> <<"bs" [02:07:52] <b0ttt> bs [02:08:01] <pragma_> <<bs [02:08:01] <b0ttt> error: 'bs' was not declared in this scope [02:08:10] <cipher__> is there an enumeration I can lookup for values like GL_TRIANGLES and GL_QUADS? [02:09:31] <chirpsalot> cipher__: why would you want to know the values? Or do you mean the constants? Generally the man pages for functions list all of them. [02:09:47] <cipher__> I am just trying to implement a batch method, and need to take arguments to see if it is a quad, triangle, etc. [02:09:56] <cipher__> sorry, i just started opengl [02:10:21] *** Quacktop is now known as Quacktop|BNC [02:10:26] <chirpsalot> cipher__: just compare with GL_TRIANGLES and GL_QUADS? [02:10:49] <cipher__> Well yes, I just assumed there was a full list i could reference. [02:10:59] <pragma_> cipher__: the value of GL_QUADS is GL_QUADS [02:11:14] <pragma_> you have no need to know the actual implementation detail [02:11:16] <cipher__> I know, I was just trying to look to see what other types there are :p [02:11:49] <chirpsalot> cipher__: man glBegin [02:11:56] <cipher__> thank you [02:12:05] <chirpsalot> Should list a bunch. [02:12:19] <cipher__> "No manual entry for glBegin" :( [02:12:35] <chirpsalot> Oh, hmmm, sec. [02:12:50] <chirpsalot> http://www.manpagez.com/man/3/glBegin/ [02:12:55] <cipher__> :) [02:14:31] *** m4ggus has quit IRC [02:14:51] *** ragecryx has joined ##OpenGL [02:15:13] *** aricz_ has quit IRC [02:18:21] *** Quacktop|BNC is now known as Quacktop [02:18:30] *** karswell has quit IRC [02:18:57] *** karswell has joined ##OpenGL [02:19:36] *** japro has quit IRC [02:22:17] *** Dark_Confidant has quit IRC [02:25:23] *** ragecryx has quit IRC [02:25:56] *** MissionCritical has quit IRC [02:30:31] *** thedmd_ has joined ##OpenGL [02:33:20] *** thedmd has quit IRC [02:40:05] *** davidbitton has joined ##OpenGL [02:44:20] *** ptriller has quit IRC [02:45:24] <ryden> I'm trying to make a skinning vertex shader: http://pastebin.com/xNcC0FaH but I get weird behavior: http://i41.tinypic.com/2r4sbbm.png [02:45:27] <ryden> Can someone help me please? [02:46:36] <ryden> Huh, if I place ex_Color = vec3 ( in_VertexWeight, 1.0 ); right above the loop, the behavior is different... [02:46:39] *** MissionCritical has joined ##OpenGL [02:48:47] <ryden> All the joint matrices are identity matrices ,btw. [02:48:54] <pragma_> pics or it didn't happen [02:53:15] <ryden> http://i41.tinypic.com/2r4sbbm.png [02:53:38] <ryden> It's weird, I removed the iJoint vec2 and just did int(in_Joint[i]) and it seemed to work... [02:55:01] *** ClaudiusMaximus has quit IRC [02:55:43] *** ClaudiusMaximus has joined ##OpenGL [02:55:45] <ryden> Nah, it's still doing weird stuff :/ [03:00:07] *** rnx has left ##OpenGL [03:03:02] *** aricz has joined ##OpenGL [03:03:49] *** hardwalker has joined ##OpenGL [03:08:44] *** hardwalker has quit IRC [03:09:29] *** JacobF has quit IRC [03:09:38] *** horon has joined ##OpenGL [03:10:49] *** orm has quit IRC [03:11:17] *** orm has joined ##OpenGL [03:11:22] *** JacobF has joined ##OpenGL [03:13:05] *** hardwalker has joined ##OpenGL [03:13:29] *** ryden has quit IRC [03:13:43] *** orm has quit IRC [03:14:22] *** orm has joined ##OpenGL [03:16:19] *** one[coding] has joined ##OpenGL [03:20:02] *** mazachri has quit IRC [03:20:54] *** karswell has quit IRC [03:23:11] *** mazachri has joined ##OpenGL [03:24:53] *** JacobF has quit IRC [03:28:13] *** MissionCritical has quit IRC [03:31:14] *** davidbitton has quit IRC [03:37:19] *** JacobF has joined ##OpenGL [03:42:08] *** orm has quit IRC [03:43:29] *** orm has joined ##OpenGL [03:44:20] *** melkor has joined ##OpenGL [03:44:20] *** SirBeast has quit IRC [03:46:30] <melkor> I am using some of the information from the arcysythesis and I get glGenBuffers not found. Does this mean my opengl version isn't up to date? [03:48:53] <HuntsMan> on what platform? [03:49:04] <melkor> Linux [03:49:11] <melkor> Linux-mint specifically. [03:49:23] <HuntsMan> you're missing the #define GL_GLEXT_PROTOTYPES thing [03:51:54] <melkor> Wow, it compiled thanks. [03:53:11] *** MissionCritical has joined ##OpenGL [03:53:50] <cipher__> I realize this is not the proper channel to ask this, however: does anyone here use sfml in conjunction with opengl? If so, do you know if sfml-fonts conflict when rendering with opengl? [03:54:51] *** sigvatr has joined ##OpenGL [03:55:35] <sigvatr> if i want to pass a color to a shader, do i use glUniform4fv and give it to a uniform vec4 ? [03:56:57] *** orm has quit IRC [03:57:00] <HuntsMan> sigvatr: a constant color? yes [03:57:21] <sigvatr> so not a uniform float[4] ? [03:57:39] *** orm has joined ##OpenGL [03:57:39] *** droidevr has joined ##OpenGL [03:57:39] *** droidevr has joined ##OpenGL [03:57:55] <HuntsMan> no, a vec4 [03:58:01] <sigvatr> ok cool [03:59:22] *** jeppewalther has quit IRC [04:01:00] <sigvatr> if i want to include some variables that will always be used in a shader, do i declare them inside the main function, or can i declare them outside of it? [04:04:08] <HuntsMan> what kind of variables? [04:04:11] <HuntsMan> uniforms? [04:04:15] <sigvatr> floats [04:04:30] <sigvatr> they won't receive any data from outside of the shader [04:04:34] <sigvatr> but they are more or less static data [04:04:57] <sigvatr> i figure if i declare them outside of the main function, then they won't have to be declared for every iteration of the shader [04:05:36] <HuntsMan> if it's a constant, just declare it const [04:05:51] <sigvatr> well, they will be assigned data in the main function [04:05:59] <sigvatr> not data sent to the shader from my program [04:06:12] <HuntsMan> then they are local variables [04:06:16] <sigvatr> i mean like, should i do: [04:06:24] <sigvatr> void main() { float a; [04:06:25] <sigvatr> pr [04:06:27] <sigvatr> or [04:06:34] <sigvatr> float a; void main() { ... [04:06:35] <HuntsMan> that's a local variable [04:06:59] <sigvatr> it's more or less local to the main function, yes [04:07:16] <sigvatr> but will it make a difference if it is declared in or outside the main function? [04:07:38] <HuntsMan> i don't think you can declare it outside [04:07:45] <HuntsMan> besides, it might confuse whoever reads the code [04:07:49] <HuntsMan> and why declared it outside anyway? [04:08:39] <sigvatr> well, i'm wondering if it makes a difference when the shader program is run, like maybe the variables are declared at the shader start, or maybe they are declared for every million pixels the shader goes through a million times [04:08:44] <sigvatr> i'm wondering about performance really [04:09:08] <HuntsMan> micro-optimization [04:09:16] <melkor> So my setup only supports glsl 1.2 should I be able to change that? [04:09:47] <HuntsMan> sigvatr: are you aware that shader instances runs in parallel? [04:09:53] <HuntsMan> melkor: on what GPU? [04:09:59] <sigvatr> what do you mean? [04:10:48] *** davidbitton has joined ##OpenGL [04:10:51] <melkor> ATI 3650HD [04:11:04] <HuntsMan> sigvatr: your shader is run by the GPU in several instances, once per each vertex/fragment, depending on the shader type [04:11:09] <HuntsMan> and that execution is in parallel [04:11:19] <HuntsMan> so, the variable will be duplicated for each execution [04:11:27] <sigvatr> so it runs a million shader passes at once? [04:11:32] <melkor> But I'm using the radeon open source drivers so they might be behind [04:11:36] <HuntsMan> yeah [04:11:43] <sigvatr> cool [04:11:52] <HuntsMan> melkor: yes, they are behind, that card supports a newer GL version [04:13:09] *** m3thyl has quit IRC [04:14:44] *** dla09 has quit IRC [04:16:43] *** ivan\ has quit IRC [04:17:44] *** ferdna has joined ##OpenGL [04:19:24] *** ivan\ has joined ##OpenGL [04:20:34] *** orm has quit IRC [04:21:35] *** xith_kymous has joined ##OpenGL [04:22:09] *** orm has joined ##OpenGL [04:25:00] *** ferdna has quit IRC [04:26:26] <melkor> Thanks for the help [04:26:29] *** melkor has left ##OpenGL [04:28:28] *** ferdna has joined ##OpenGL [04:28:49] *** jyp has joined ##OpenGL [04:34:41] *** brachyon1c has quit IRC [04:37:08] *** Darlos9D2 has joined ##OpenGL [04:37:09] *** boblehest has quit IRC [04:38:18] *** Darlos9D has quit IRC [04:39:53] *** davidbitton has quit IRC [04:53:31] *** davidbitton has joined ##OpenGL [04:56:59] *** davidbitton has quit IRC [05:11:34] *** kingx has joined ##OpenGL [05:23:11] *** AlbireoX has joined ##OpenGL [05:27:28] *** xith_kymous has quit IRC [05:27:48] *** xith_kymous has joined ##OpenGL [05:30:45] *** thedmd has joined ##OpenGL [05:32:14] *** xith_kymous has quit IRC [05:32:26] *** droidevr has quit IRC [05:32:27] *** xith_kymous has joined ##OpenGL [05:33:38] *** thedmd_ has quit IRC [05:38:52] *** `Assassin has quit IRC [05:41:24] *** xith_kymous has quit IRC [05:41:49] *** xith_kymous has joined ##OpenGL [05:50:57] *** `Assassin has joined ##OpenGL [05:51:56] *** adnap has quit IRC [06:02:04] *** adnap has joined ##OpenGL [06:09:31] *** xissburg has quit IRC [06:15:28] *** Darlos9D2 has quit IRC [06:18:05] *** Quacktop is now known as Quacktop|BNC [06:20:33] *** HuntsMan has quit IRC [06:28:56] *** sweetpi has joined ##OpenGL [06:29:49] *** Beetle has joined ##OpenGL [06:30:13] *** Beetle has left ##OpenGL [06:39:16] *** impulse32 has joined ##OpenGL [06:45:20] *** ferdna has quit IRC [06:46:27] *** ferdna has joined ##OpenGL [06:47:05] <sigvatr> i want to use a shader to draw an image that has been "spherified" like in photoshop [06:47:18] <sigvatr> like it's expanding as a bubble out of the image [06:47:22] <sigvatr> would i do that in a frag or vert shader? [06:48:16] <ClaudiusMaximus> i'd do it in a fragment shader [06:48:40] <sigvatr> any ideas how i'd do that? [06:48:54] <sigvatr> i'm trying to make a shader to render a crt computer monitor or old tv set [06:50:58] <ClaudiusMaximus> i just draw a quad, manipulate texture coordinates to distort before looking up the texture, and do some other maths to work out the depth - eg http://claudiusmaximus.goto10.org/g/rdex/2010-04-27_worlds_1.png [06:51:11] <ClaudiusMaximus> (each of those sphere-ish things is a single quad) [06:54:02] <ClaudiusMaximus> https://gitorious.org/rdex/client/blobs/2.devel/src/borderwindow.frag (probably bad coding style, i was even less competent then than i am now..) [06:55:19] <ClaudiusMaximus> it's got all kinds of cruft to do with getting one tile from a tile sheet texture, unrelated highlighting of things, sphere spin, etc [06:58:45] <ClaudiusMaximus> ah, this one has a bit less unrelated junk https://gitorious.org/rdex/client/blobs/2.devel/src/worldsphere.frag [06:59:16] <madsy> sigvatr: You can do that by making a circle shape with vertices and displace and scale the texture coordinates by an amount [06:59:35] <sigvatr> hmmm [06:59:44] <sigvatr> that sounds like a lot of work :/ [07:00:05] <madsy> Computer graphics isn't for the weak, sure [07:01:04] *** ra4king1 has joined ##OpenGL [07:01:16] <sigvatr> will shaders take into account if a 2d texture is drawn at a non-rectangular positition/rotation/whatever [07:01:24] <sigvatr> like if i had some dumb shader that draws a blue line over a texture [07:01:31] <sigvatr> horizontally [07:01:50] <sigvatr> if i drew that texture rotated at 90 degrees, would the shader still draw the blue line horizontally? [07:03:09] *** JacobF has quit IRC [07:04:49] *** ra4king has quit IRC [07:05:42] *** msponge has quit IRC [07:05:45] <madsy> sigvatr: huh? [07:06:14] <ClaudiusMaximus> varyings (like texture coordinates) can be interpolated between vertices, you can do what you like with them [07:06:24] <madsy> Samplers are stupid. They read textures from the texture coordinates you give them. [07:07:16] <madsy> Fragment shaders are also stupid. They write only the data you tell them to, at the exact bounds you give them (the primitives you specified) [07:07:23] *** orm has quit IRC [07:08:07] *** msponge has joined ##OpenGL [07:10:18] *** orm has joined ##OpenGL [07:10:27] *** ra4king1 is now known as ra4king [07:14:26] *** Josef_K has joined ##OpenGL [07:25:20] *** ixtli has joined ##OpenGL [07:26:02] *** ixtli_ has quit IRC [07:30:47] *** vandal- has quit IRC [07:34:18] *** hotae has joined ##OpenGL [07:36:37] *** hotae has left ##OpenGL [07:39:49] *** Josef_K has quit IRC [07:52:33] *** Fatbag has quit IRC [07:57:50] *** gilead has quit IRC [07:59:19] *** sigvatr has quit IRC [08:00:42] *** Guest1062 has quit IRC [08:01:10] *** reklipz has joined ##OpenGL [08:01:36] *** cantelope has quit IRC [08:01:36] *** reklipz is now known as Guest93817 [08:03:18] *** cantelope has joined ##OpenGL [08:08:35] *** ferdna has quit IRC [08:10:31] *** cantelope has left ##OpenGL [08:11:26] *** cantelope has joined ##OpenGL [08:19:36] *** jacekmigacz has joined ##OpenGL [08:24:47] *** kingx has quit IRC [08:32:38] *** bl4ckb1t has quit IRC [08:35:56] *** ra4king is now known as ra4king|zzzzzz [08:45:22] *** BoarderX has quit IRC [09:03:06] *** Skhaz has joined ##OpenGL [09:04:25] *** rurufufuss has joined ##OpenGL [09:04:39] <cipher__> Is there such a function/struct as GLShaderManager? [09:06:51] <cipher__> (No, it's another liberty this author took to make his constituents dependent on :(. ) [09:07:49] *** shintah has joined ##OpenGL [09:20:02] *** mazachri has quit IRC [09:20:21] <amoffat> this is probably a stupid question, but does glDrawBuffers set a state on an FBO? in other words, can i bind that FBO again and it will know what buffers to draw to if i've set it once already? [09:20:41] <amoffat> so i can switch between FBOs, without having to call glDrawBuffers each time i bind [09:22:19] *** jem777 has joined ##OpenGL [09:23:12] *** mazachri has joined ##OpenGL [09:23:46] *** JaceFuse has joined ##OpenGL [09:33:08] *** Skhaz has quit IRC [09:33:53] *** leavittx has joined ##OpenGL [09:43:09] *** alonl has joined ##OpenGL [09:49:23] *** ixtli has quit IRC [09:53:34] *** jyp has quit IRC [10:02:11] *** Lemml has joined ##OpenGL [10:03:15] *** hardwalker has quit IRC [10:04:51] *** nemesit has joined ##OpenGL [10:18:08] *** a-stray-cat` has quit IRC [10:18:48] *** pbor has joined ##OpenGL [10:20:13] *** TBJ has joined ##OpenGL [10:27:00] *** baedert has joined ##OpenGL [10:27:36] *** Yustme has joined ##OpenGL [10:35:01] *** CrazyWoods has joined ##OpenGL [10:35:05] *** rendar has joined ##OpenGL [10:37:42] *** gusnan has joined ##OpenGL [10:41:13] *** adrian_broher has joined ##OpenGL [10:44:26] *** TCR|65 has joined ##OpenGL [10:45:08] *** Beelsebob has joined ##OpenGL [10:46:54] *** impulse32 has quit IRC [10:48:18] *** tmnt has joined ##OpenGL [10:52:35] *** charvN has joined ##OpenGL [10:56:28] *** japro has joined ##OpenGL [11:03:37] *** bl4ckb1t has joined ##OpenGL [11:05:24] *** sweetpi has quit IRC [11:07:27] *** yosafbridge has quit IRC [11:09:15] <serp_> so umm [11:10:15] <serp_> I want to use a depth buffer stored in a texture and draw to the visible framebuffer [11:10:38] <serp_> is it possible to create an fbo with this combination? I tried to just not give it any color attachments, but it doesn [11:10:46] <serp_> doesnt seem to output any colors [11:17:07] *** unRuhe has quit IRC [11:18:39] *** meoblast001 has quit IRC [11:21:15] *** yosafbridge has joined ##OpenGL [11:28:05] *** bl4ckb1t has quit IRC [11:30:12] <roxlu_> hi [11:32:02] <roxlu_> Why doesnt the opengl implementation binds attributes to VBOs ? [11:32:13] *** jyp has joined ##OpenGL [11:32:19] *** msponge has quit IRC [11:32:20] <roxlu_> I mean -per- vbo [11:33:13] *** glcrazy has joined ##OpenGL [11:33:15] <roxlu_> I Know there are VAOs but for me it would made sense if state was kept directly in the vbo (?) [11:34:54] *** alonl has quit IRC [11:35:00] <Beelsebob> roxlu_: because you may want to (for example) upload two meshes that use the same vertex coords, but different texture coords [11:36:15] <roxlu_> ah and then you i.e just change what gets passed to the attributes using glVertexAttribPointer(..) [11:37:50] <roxlu_> ? [11:39:54] <roxlu_> Or.. you bind another vbo of course [11:40:25] <Beelsebob> yes ? the point of VAOs is to stop you having to carry out that "bind onether VBO, now set up the attrib pointers" step [11:41:00] <roxlu_> yep cool [11:41:38] <roxlu_> and how is glEnableVertexAttribArray used then? I would thing, whenever you call glVertexAttribPointer it's logical to have it enabled? [11:43:32] <Beelsebob> it's logical to have it enabled exactly when you want the shader to get that attribute [11:43:46] <Beelsebob> this typically means? create VAO, enable a few attributes, forget [11:45:01] *** unRuhe has joined ##OpenGL [11:46:05] <roxlu_> Beelsebob: but what happens when you don't enable the attribute for shader and the attribute is used in the shader code? (I get a erorr here, but then I don't see the use of disabling them..Or is this the same thing when using different texture coordinates, but then for using one buffer and different shaders? ) [11:48:00] *** factor has quit IRC [11:49:43] *** __doc__ has joined ##OpenGL [11:57:08] *** ShadowIce has joined ##OpenGL [11:57:08] *** ShadowIce has joined ##OpenGL [11:57:59] *** ragecryx has joined ##OpenGL [12:01:46] *** vonn has joined ##OpenGL [12:03:09] *** TBJ has quit IRC [12:03:50] *** m4ggus has joined ##OpenGL [12:03:51] *** m4ggus has joined ##OpenGL [12:05:11] *** factor has joined ##OpenGL [12:13:18] *** zzing has quit IRC [12:16:12] *** skypers has joined ##OpenGL [12:16:57] *** Jackneill has joined ##OpenGL [12:16:57] *** Jackneill has joined ##OpenGL [12:18:14] <roxlu_> Beelsebob: when I have multiple vbos which I draw w/o a vao, does that mean I need to call glEnableVertexAttribArray after binding the vbo and before calling i.e. glDrawArrays() ? or do I set them once [12:25:35] *** glcrazy has quit IRC [12:26:58] *** vonn has quit IRC [12:31:20] *** jyp has quit IRC [12:37:20] *** koo5 has joined ##OpenGL [12:38:22] *** leavittx has quit IRC [12:39:17] *** jyp has joined ##OpenGL [12:40:28] *** yosafbridge has quit IRC [12:41:40] *** vonn has joined ##OpenGL [12:50:32] *** leavittx has joined ##OpenGL [12:55:22] *** yosafbridge has joined ##OpenGL [12:55:28] *** Beetny has quit IRC [12:58:50] *** Xmas| has joined ##OpenGL [13:01:48] *** baedert has quit IRC [13:03:32] *** bl4ckb1t has joined ##OpenGL [13:06:00] *** boblehest has joined ##OpenGL [13:09:57] *** nemesit has quit IRC [13:16:10] *** jacekmigacz has quit IRC [13:21:44] *** JeZ-I-Lee has joined ##OpenGL [13:22:50] *** JacobF has joined ##OpenGL [13:26:33] *** everythingWorks has joined ##OpenGL [13:26:42] <everythingWorks> in a 2d scene, the origin is bottom left, right? [13:27:42] *** Element9 has joined ##OpenGL [13:28:23] <Bloodust> if you put it there [13:28:58] <everythingWorks> how can i say it to be at top left? [13:29:20] <Beelsebob> make your shader work that way [13:36:48] *** Jernej_L has joined ##OpenGL [13:40:35] *** JernejL has quit IRC [13:43:31] *** jacekmigacz has joined ##OpenGL [13:44:47] *** cccaldas has joined ##OpenGL [13:49:34] *** prophile has joined ##OpenGL [13:51:13] *** prophile has quit IRC [13:51:13] *** prophile has joined ##OpenGL [13:54:14] *** catno7 has quit IRC [13:55:15] *** catno7 has joined ##OpenGL [13:56:27] *** Dark_Confidant has joined ##OpenGL [14:00:09] *** everythingWorks has left ##OpenGL [14:00:10] *** brachyon1c has joined ##OpenGL [14:03:02] *** unRuhe has quit IRC [14:05:24] *** unRuhe has joined ##OpenGL [14:07:29] *** JacobF has quit IRC [14:09:16] *** ville has quit IRC [14:09:59] *** MrBeast has joined ##OpenGL [14:14:10] *** karswell has joined ##OpenGL [14:14:51] *** xissburg has joined ##OpenGL [14:14:58] *** unRuhe has quit IRC [14:15:26] *** unRuhe has joined ##OpenGL [14:17:20] *** __smirnov__ has joined ##OpenGL [14:19:41] *** catno7 has quit IRC [14:19:55] *** unRuhe has quit IRC [14:20:02] *** catno7 has joined ##OpenGL [14:20:29] <roxlu_> I'm drawing into a texture using a FBO and it only works when I set the clear color to transparent (glClearColor(0,0,0,0)) I'm wondering why this is necessary? (I am using alpha transparency btw, but just wondering why it's necessary) [14:23:24] *** ville has joined ##OpenGL [14:24:38] *** KonoM has quit IRC [14:25:37] *** charvN has quit IRC [14:31:34] <xissburg> define doesn't work [14:31:46] *** Xmas| has quit IRC [14:32:27] *** `Assassin has quit IRC [14:33:27] *** cwkx has joined ##OpenGL [14:35:47] *** davidbitton has joined ##OpenGL [14:37:07] *** KonoM has joined ##OpenGL [14:40:50] *** glYoda_ has joined ##OpenGL [14:40:50] *** glYoda has quit IRC [14:41:52] *** paul424 has joined ##OpenGL [14:43:10] <roxlu_> xissburg: hmm maybe it's something else which is going wrong here [14:43:38] <paul424> hi , I just played a few OS 3D games, and found the models ( static objects on the race map ) to be to simple and repeatable as well to "smooth" at closer look. Is there a theory of adding some noise into the 3d mesh model ? [14:44:04] <roxlu_> xissburg: when I create a FBO with the same size of my screen, and I render into a texture, then the texture contains everything I've drawn right? [14:44:13] <Beelsebob> paul424: noise probably isn't what you want ? instead, just fine detail ? tools like zbrush are great for doing that [14:44:21] <Beelsebob> (along with tesselation shaders for implementing them efficiently) [14:44:22] *** unRuhe has joined ##OpenGL [14:46:52] *** jeppewalther has joined ##OpenGL [14:49:03] *** cccaldas has quit IRC [14:49:19] *** fanta[Rn] has joined ##OpenGL [14:50:01] *** JacobF has joined ##OpenGL [14:50:03] <paul424> aha yeah [14:50:20] *** fanta[Rn] has left ##OpenGL [14:50:30] *** frna has joined ##OpenGL [14:50:36] *** nemesit has joined ##OpenGL [14:52:16] <frna> im trying to fit the shadow map better to my scene. right now i'm setting the scene's bounding box values into glOrtho, is that the right way? should i bring them into light space (by multiplying the light view matrix?) first? [14:54:05] *** CharlesDM has joined ##OpenGL [14:55:33] *** qeed has joined ##OpenGL [14:59:38] *** cccaldas has joined ##OpenGL [15:02:39] <xissburg> roxlu_: the fbo should have the same size as the texture [15:04:04] *** krake has joined ##OpenGL [15:05:37] <xissburg> anyway, drawing to a texture is the same as drawing to the framebuffer [15:06:06] <xissburg> anyway, you didn't tell what is the problem [15:09:34] <roxlu_> I didn't really have a problem [15:11:13] *** Darlos9D has joined ##OpenGL [15:11:54] *** AuraHxC has joined ##OpenGL [15:12:34] *** AuraHxC has left ##OpenGL [15:20:02] *** mazachri has quit IRC [15:23:11] *** mazachri has joined ##OpenGL [15:24:38] *** jeddhaberstro has joined ##OpenGL [15:31:26] *** sq-one has joined ##OpenGL [15:32:12] <frna> im trying to fit the shadow map better to my scene. right now i'm setting the scene's bounding box values into glOrtho, is that the right way? should i bring them into light space (by multiplying the light view matrix?) first? [15:33:20] *** KonoM has quit IRC [15:33:54] *** KonoM has joined ##OpenGL [15:36:31] *** Jackneill has quit IRC [15:40:10] *** thepro4ever has joined ##OpenGL [15:40:35] *** nemesit has quit IRC [15:41:36] *** thepro4ever has left ##OpenGL [15:43:09] *** Guest93817 has quit IRC [15:46:45] *** Skhaz has joined ##OpenGL [15:49:13] *** ZeuPiark has quit IRC [15:55:33] *** ZeuPiark has joined ##OpenGL [15:57:36] *** horon has quit IRC [15:59:40] *** gusnan has quit IRC [16:02:34] *** HuntsMan has joined ##OpenGL [16:03:51] *** rurufufuss has quit IRC [16:11:41] *** affine has quit IRC [16:11:45] *** rnx has joined ##OpenGL [16:12:03] *** affine has joined ##OpenGL [16:12:21] *** Barrett_ has quit IRC [16:12:30] *** Barrett_ has joined ##OpenGL [16:14:52] *** paul424 has quit IRC [16:21:25] *** JeZ-I-Lee has quit IRC [16:22:57] *** davidbitton has quit IRC [16:28:09] *** jem777 has quit IRC [16:33:58] <xissburg> direct light? [16:37:03] *** Fatbag has joined ##OpenGL [16:38:04] *** dreda_ has left ##OpenGL [16:38:10] *** freespace has quit IRC [16:38:41] *** dreda has joined ##OpenGL [16:39:02] *** [_y_] has joined ##OpenGL [16:39:32] *** [_y_] is now known as Crypticode [16:40:33] *** nooba has joined ##OpenGL [16:40:59] *** freespace has joined ##OpenGL [16:42:34] <nooba> a completely random thought occured to me. what happens if one always keeps 2 FBOs of the game simulation in memory: one for the last rendered frame and one for the next frame (which could be current frame + x where x is relatively low) and for every frame between the current and last+x you would interpolate the pixels. if x is relatively small, could this result in low-fps rendering looking fairly smooth? [16:43:24] *** jeddhaberstro has quit IRC [16:46:00] *** droidevr has joined ##OpenGL [16:46:00] *** droidevr has joined ##OpenGL [16:48:07] *** charvN has joined ##OpenGL [16:49:15] <ment> nooba: no, it would look like a powerpoint presentation [16:49:28] <nooba> ment: why? [16:49:52] <nooba> let's say you render one frame, then interpolate one, then render again, etc. [16:49:59] *** jeddhaberstro has joined ##OpenGL [16:50:09] <nooba> would the difference even be noticable? [16:51:35] <ment> nooba: because you are not really rendering enough frames. 20->25 would look decent but under that it doesn't help much [16:52:15] <nooba> what about rendering at 30fps but running at 60 and interpolating every 2nd frame? [16:52:15] <ClaudiusMaximus> it would look more like badly done motion blur i guess [16:52:45] <HuntsMan> nooba: what exactly are you trying to achieve? [16:53:14] <nooba> HuntsMan: nothing, I just read somewhere about different double/triple buffering-related stuff and this occured to me [16:53:35] *** everythingWorks has joined ##OpenGL [16:53:35] <nooba> I don't want to actually implement this [16:54:12] <nooba> anway, my rationale is that it would give smoother-looking results even if the fps is lower than usual [16:54:18] <everythingWorks> does the z axis go INTO the display or from the display to my head? :D [16:55:22] *** JacobF has quit IRC [16:57:25] *** vandal- has joined ##OpenGL [16:59:51] <HuntsMan> nooba: implement it and see [17:00:04] <nooba> that's what I'm too lazy to do:) [17:00:11] <jezek2> everythingWorks: to your head [17:00:18] <everythingWorks> thanks :) [17:00:31] <nooba> and I don't really have any high speed fps-style game source at hand where I could really see the (dis)advantage [17:00:38] <everythingWorks> thought so as everything was vice versa :/ [17:00:43] <jezek2> everythingWorks: btw you can google these things very easily :) [17:01:13] <jezek2> everythingWorks: worked with D3D previously? ;) [17:01:22] <everythingWorks> sorry for stealing your valuable time :P [17:01:29] <everythingWorks> yes, a little [17:01:45] *** davidbitton has joined ##OpenGL [17:01:58] *** JeZ-I-Lee has joined ##OpenGL [17:02:31] <jezek2> that explains it, D3D uses left-hand coordinate system and opengl right-hand one [17:03:12] <everythingWorks> I'll keep that in mind. Thanks :D [17:05:04] <nooba> are gl_FragCoord rgb values clamped after the shader runs or could I cause a problem by setting them too high or low? [17:06:02] <HuntsMan> writing to gl_FragCoord? [17:06:10] *** japro has quit IRC [17:06:40] <nooba> color, sorry [17:07:58] <HuntsMan> clamping depends on whatever the target buffer is floating point [17:08:05] <HuntsMan> (or integer unnormalized even) [17:09:23] <ment> nooba: if you set color components too high it displays ultra violet and other high-frequency colors [17:09:43] <ment> nooba: but human eye is not capable of percieving them so you should be fine [17:10:04] *** sq-one has quit IRC [17:10:14] *** reklipz has joined ##OpenGL [17:10:39] *** reklipz is now known as Guest85561 [17:11:03] <nooba> ment: can I also emit gamma radiation by calculating the proper frequency difference? :) [17:12:44] *** Stormx2 has joined ##OpenGL [17:13:30] <ment> nooba: i think this is disabled by default after some nvidia testers got sterilized from x-rays :) [17:13:47] *** krake has quit IRC [17:13:56] *** Xmas| has joined ##OpenGL [17:18:57] *** msponge has joined ##OpenGL [17:19:48] *** glYoda_ is now known as glYoda [17:22:09] *** MrBeast has quit IRC [17:23:16] *** jeddhaberstro has quit IRC [17:27:47] *** koo5 has quit IRC [17:30:27] *** ra4king|zzzzzz is now known as ra4king [17:31:02] *** thedmd_ has joined ##OpenGL [17:34:17] *** thedmd has quit IRC [17:41:21] *** msponge has quit IRC [17:42:26] *** everythingWorks has left ##OpenGL [17:46:51] *** davidbitton has quit IRC [17:47:27] *** JacobF has joined ##OpenGL [17:56:26] *** AlexPOWER has joined ##OpenGL [17:57:10] *** AlexPOWER has left ##OpenGL [18:00:47] *** nemesit has joined ##OpenGL [18:09:22] *** OBudista has joined ##OpenGL [18:09:39] <OBudista> can someone explain why glVertexPointer's initial size is 4? [18:11:34] *** japro has joined ##OpenGL [18:13:47] *** JeZ-I-Lee has quit IRC [18:14:30] *** JeZ-I-Lee has joined ##OpenGL [18:16:47] <HuntsMan> OBudista: what do you mean? [18:18:11] <OBudista> http://www.opengl.org/sdk/docs/man/xhtml/glVertexPointer.xml [18:18:30] <OBudista> in here, says that the size is thenumber of coordinates per vertex, (2, 3 or 4) and that the initial value is 4 [18:18:45] <OBudista> I understand 2 and 3 (2D and 3D), but why 4? [18:18:54] <HuntsMan> homogeneous coordinates [18:20:11] <OBudista> ok, I'll read about that [18:20:12] <OBudista> thanks [18:23:50] *** JeZ-I-Lee has quit IRC [18:24:09] *** parcs` has quit IRC [18:24:25] *** JeZ-I-Lee has joined ##OpenGL [18:30:33] *** parcs` has joined ##OpenGL [18:31:00] *** ra4king is now known as ra4king|afk [18:31:24] *** jophish has joined ##OpenGL [18:31:53] *** phr34k has joined ##OpenGL [18:33:33] *** ixtli has joined ##OpenGL [18:37:52] *** Stormx2 has quit IRC [18:39:41] <phr34k> heya, i'm updating a bunch of fixed function code to the programable pipeline. But was wondering how point-sprites worked in conjunction with glVertexAttribPointer. [18:40:00] *** amoffat has quit IRC [18:40:40] *** amoffat has joined ##OpenGL [18:41:02] *** baedert has joined ##OpenGL [18:42:09] *** pbor has quit IRC [18:45:03] *** impulse32 has joined ##OpenGL [18:48:03] *** ragecryx has quit IRC [18:51:11] <ZeuPiark> hello [18:55:12] *** pbor has joined ##OpenGL [18:55:17] <cipher__> does std::vector have too much overhead to act as the base matrix class? [18:55:30] <cipher__> or rather to use in it, instead of just arrays [19:00:26] *** nemesit has quit IRC [19:00:42] <orm> cipher, just use arrays [19:00:49] <orm> matrices are pretty static in size [19:01:15] <orm> so vectors are pretty pointless [19:06:00] *** ferdna has joined ##OpenGL [19:07:20] *** vonn has quit IRC [19:10:42] *** nemesit has joined ##OpenGL [19:12:03] <cipher__> orm: is this code nonsense? http://codepad.org/EdUFyptw [19:12:44] <cipher__> I am just trying to find a way to handle different dimensional arrays from one class. [19:13:46] *** vonn has joined ##OpenGL [19:17:52] *** KonoM has quit IRC [19:18:24] *** KonoM has joined ##OpenGL [19:18:57] *** goldsteam has joined ##OpenGL [19:20:14] <krishna> Seems like more of a general C++ question than anything related to OpenGL [19:20:49] <krishna> Your load function isn't informing the object what its dimensions are. [19:22:34] <krishna> I'm not completely sure what your Matrix3d is. But in the context of OpenGL you wouldn't likely have a T *** [19:22:53] <phr34k> probably matrix3x3 [19:25:20] <cipher__> ah yes, I suppose I would only need [], and [][] ;P. [19:26:06] *** zaphXX has left ##OpenGL [19:28:01] *** JeZ-I-Lee has quit IRC [19:28:50] *** kingx has joined ##OpenGL [19:33:44] *** gilead has joined ##OpenGL [19:35:03] *** xith_kymous has joined ##OpenGL [19:39:50] <krishna> cipher__: Yeah. I think a matrix is a 2 dimensional object by definition. It might be better to think of your [] case as a 1xN matrix rather than a one dimensional matrix. [19:40:34] *** ZeuPiark has left ##OpenGL [19:40:48] <cipher__> krishna, after thinking about it lucidly for a moment, i only have [][] now. I feel sort of, erm, special. That should have been obvious. [19:41:32] *** gusnan has joined ##OpenGL [19:44:19] *** teknoRx has joined ##OpenGL [19:44:39] *** charvN has quit IRC [19:45:07] <krishna> We all get mixed up sometimes. [19:47:24] <decltype> How do I go about generating bezier patches from a heightmap so that the derivates are smooth at the patch borders? I can't just take each 4x4 group of texels and pretend they were control points because then the surface isn't continous. [19:47:26] *** koo4 has quit IRC [19:47:33] *** ZeuPiark has joined ##OpenGL [19:48:15] <jophish> cipher__, take a look at joemath, it has a nice matrix class template [19:48:34] *** MrBeast has joined ##OpenGL [19:48:40] <jophish> https://github.com/expipiplus1/joemath/blob/master/include/joemath/matrix.hpp#L255 [19:48:41] *** koo5 has joined ##OpenGL [19:49:22] *** charvN has joined ##OpenGL [19:49:35] <cipher__> you can compute derivatives from data-sets? this is all insane. and thank you jophish [19:50:23] *** koo5 has quit IRC [19:52:27] *** kahrl has joined ##OpenGL [19:53:42] <jophish> cipher__, I'll be the first to admit that it's not the nicest code [19:54:03] *** krake has joined ##OpenGL [19:54:09] <jophish> but actually using the library is pretty nice, and it's fast too [19:54:53] <cipher__> alright [19:55:20] <Darlos9D> yo dudes [19:56:00] *** kahrl_ has quit IRC [19:56:11] <Darlos9D> can I get some help with some more general stuff? I've got an issue involving an array of structs, where the structs also have arrays [19:56:26] <Darlos9D> obvioulsy you can't do that if the array in the struct is of undefined size [19:56:28] *** teknoRx has quit IRC [19:56:50] *** teknoRx has joined ##OpenGL [19:57:30] <Darlos9D> how would I go about implementing something similar that actually works? due to the nature of what I'm working on its impossible to know the size of the arrays when I'm coding [19:59:03] *** devbug has joined ##OpenGL [19:59:17] <HuntsMan> Darlos9D: GLSL? [19:59:28] <Darlos9D> huh? [19:59:38] <Darlos9D> not sure what GLSL has to do with it [19:59:40] <HuntsMan> what language are you talking about? [19:59:45] <Darlos9D> oh, C++ [19:59:45] <Darlos9D> sorry [19:59:53] <HuntsMan> then why are you asking here? :P [20:00:26] *** teknoRx has quit IRC [20:00:38] *** teknoRx has joined ##OpenGL [20:01:03] *** CrazyWoods has quit IRC [20:01:45] <Darlos9D> ugh, I just have so many IRC channels open [20:01:54] <Darlos9D> alright I'll hop over to the C++ channel... [20:03:35] *** jyp has quit IRC [20:03:43] *** teknoRx has quit IRC [20:04:12] *** teknoRx has joined ##OpenGL [20:04:14] <HuntsMan> just to answer, use pointer when you need runtime sized arrays [20:04:36] *** alex` has joined ##OpenGL [20:05:46] *** AlbireoX has quit IRC [20:05:56] *** teknoRx has quit IRC [20:06:11] *** teknoRx has joined ##OpenGL [20:09:08] *** jeddhaberstro has joined ##OpenGL [20:18:26] *** teknoRx has quit IRC [20:18:40] *** teknoRx has joined ##OpenGL [20:20:38] *** orm has quit IRC [20:20:54] *** BoarderX has joined ##OpenGL [20:21:00] *** JeZ-I-Lee has joined ##OpenGL [20:21:20] *** orm has joined ##OpenGL [20:21:20] *** BoarderX has quit IRC [20:21:46] *** BoarderX has joined ##OpenGL [20:23:19] *** ZeuPiark has quit IRC [20:23:36] *** __smirnov__ has quit IRC [20:23:53] *** alex` has quit IRC [20:25:34] *** teknoRx has quit IRC [20:25:47] *** teknoRx has joined ##OpenGL [20:26:20] *** teknoRx has joined ##OpenGL [20:27:29] *** Xmas| has quit IRC [20:27:58] *** teknoRx has quit IRC [20:28:09] *** teknoRx has joined ##OpenGL [20:30:38] *** teknoRx has quit IRC [20:30:48] *** teknoRx has joined ##OpenGL [20:31:26] *** devbug has left ##OpenGL [20:32:00] *** teknoRx has quit IRC [20:32:10] *** orm has quit IRC [20:32:15] *** teknoRx has joined ##OpenGL [20:33:46] *** teknoRx has quit IRC [20:33:58] *** teknoRx has joined ##OpenGL [20:34:08] *** orm has joined ##OpenGL [20:35:17] *** teknoRx has quit IRC [20:35:32] *** teknoRx has joined ##OpenGL [20:40:04] *** teknoRx has quit IRC [20:40:07] *** Brend_ has quit IRC [20:40:16] *** Brend has joined ##OpenGL [20:40:26] *** teknoRx has joined ##OpenGL [20:44:06] *** sherief has joined ##OpenGL [20:44:24] *** SAHChandler__ has quit IRC [20:44:42] *** SAHChandler has joined ##OpenGL [20:45:25] <glYoda> http://paste.lisp.org/display/127525 [20:45:27] <glYoda> heh [20:45:31] <glYoda> basic stuff [20:45:34] <glYoda> one should know [20:47:36] *** ZeuPiark has joined ##OpenGL [20:48:58] *** teknoRx has quit IRC [20:49:14] *** teknoRx has joined ##OpenGL [20:49:17] *** orm has quit IRC [20:50:00] *** teknoRx has quit IRC [20:50:14] *** teknoRx has joined ##OpenGL [20:50:55] *** teknoRx has quit IRC [20:51:03] *** orm has joined ##OpenGL [20:51:09] *** teknoRx has joined ##OpenGL [20:51:18] *** ra4king|afk is now known as ra4king [20:51:47] *** teknoRx has quit IRC [20:51:58] *** teknoRx has joined ##OpenGL [20:52:53] *** teknoRx has quit IRC [20:53:36] *** teknoRx has joined ##OpenGL [20:54:15] *** r-a has quit IRC [20:55:24] *** orm has quit IRC [20:56:11] *** r-a has joined ##OpenGL [20:56:48] *** orm has joined ##OpenGL [20:56:48] *** teknoRx has quit IRC [20:56:59] *** nemesit has quit IRC [20:57:03] *** teknoRx has joined ##OpenGL [20:57:03] *** nemesit|osx has joined ##OpenGL [20:58:45] *** AlbireoX has joined ##OpenGL [20:59:01] *** HuntsMan has quit IRC [20:59:15] *** JaceFuse has quit IRC [20:59:28] *** JaceFuse has joined ##OpenGL [21:00:03] *** teknoRx has quit IRC [21:00:19] *** teknoRx has joined ##OpenGL [21:00:33] *** teknoRx has left ##OpenGL