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   February 5, 2012
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[00:51:26] <ptriller> Ok, just throwing this in here, I validatet vil gDEBugger GL that I load the texture correctly, I checked with modified fragment shaders, that the texture coordinates are correct, and I call glUniform1i(attribLoc, 0) to bind the matrix, but all I get is a nice Black box where the texture should be
[00:51:51] <ptriller> *to bind the texture
[00:52:55] <HuntsMan> attribLoc?
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[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
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[00:55:34] <ptriller> ok, I just checked, I use glGetUniformLocation and in my shader I use sampler2D
[00:55:56] <HuntsMan> post code
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[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?
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[01:00:15] <HuntsMan> yes, very differente, your card doesn't even support shaders
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[01:01:38] <ptriller> I am not using Shader objects, could that mess things up ?
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[01:02:28] <HuntsMan> ptriller: what do you mean?
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[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
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[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
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[01:14:35] <HuntsMan> ptriller: i think you're missing some setup in your texture
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[01:14:45] <HuntsMan> like setting the MIN filter to GL_NEAREST or GL_LINEAR
[01:16:04] <ptriller> ok, Ill add that
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[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
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[01:59:24] <ryden> Hi, is there a way to debug GLSL?
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[02:05:36] <cantelope> <<"?"
[02:05:38] <b0ttt> ?
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[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
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[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__> :)
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[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...
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[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...
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[02:55:45] <ryden> Nah, it's still doing weird stuff :/
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[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.
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[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?
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[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 ?
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[03:57:00] <HuntsMan> sigvatr: a constant color? yes
[03:57:21] <sigvatr> so not a uniform float[4] ?
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[03:57:55] <HuntsMan> no, a vec4
[03:58:01] <sigvatr> ok cool
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[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?
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[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
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[04:26:26] <melkor> Thanks for the help
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[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
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[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?
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[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)
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[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 :(. )
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[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
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[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
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[11:30:12] <roxlu_> hi
[11:32:02] <roxlu_> Why doesnt the opengl implementation binds attributes to VBOs ?
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[11:32:20] <roxlu_> I mean -per- vbo
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[11:33:15] <roxlu_> I Know there are VAOs but for me it would made sense if state was kept directly in the vbo (?)
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[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
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[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? )
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[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
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[13:26:42] <everythingWorks> in a 2d scene, the origin is bottom left, right?
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[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
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[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)
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[14:31:34] <xissburg> define doesn't work
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[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)
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[14:50:03] <paul424> aha yeah
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[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?
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[15:02:39] <xissburg> roxlu_: the fbo should have the same size as the texture
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[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
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[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?
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[16:33:58] <xissburg> direct light?
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[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?
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[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.
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[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
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[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
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[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
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[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?
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[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
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[17:11:03] <nooba> ment: can I also emit gamma radiation by calculating the proper frequency difference? :)
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[17:13:30] <ment> nooba: i think this is disabled by default after some nvidia testers got sterilized from x-rays :)
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[18:09:39] <OBudista> can someone explain why glVertexPointer's initial size is 4?
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[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
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[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.
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[18:51:11] <ZeuPiark> hello
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[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
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[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
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[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.
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[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.
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[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.
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[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.
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[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.
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[19:48:15] <jophish> cipher__, take a look at joemath, it has a nice matrix class template
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[19:48:40] <jophish> https://github.com/expipiplus1/joemath/blob/master/include/joemath/matrix.hpp#L255
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[19:49:35] <cipher__> you can compute derivatives from data-sets? this is all insane. and thank you jophish
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[19:53:42] <jophish> cipher__, I'll be the first to admit that it's not the nicest code
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[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
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[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
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[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
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[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
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[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...
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[20:04:14] <HuntsMan> just to answer, use pointer when you need runtime sized arrays
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[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
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