#jogamp @ irc.freenode.net - 20140111 05:05:38 (UTC)


20140111 05:05:38 -jogamp- Previous @ http://jogamp.org/log/irc/jogamp_20140110050538.html
20140111 05:05:38 -jogamp- This channel is logged @ http://jogamp.org/log/irc/jogamp_20140111050538.html
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20140111 06:27:40 <hharrison> In the spirit of upgrading, fedora 20 seems to be rather uneventful here
20140111 06:28:03 <sgothel> oh .. no xorg updates ?
20140111 06:28:14 <sgothel> tons here on debian ..
20140111 06:28:50 <sgothel> (security ones .. as fixes are underway)
20140111 06:29:38 <sgothel> JAWTWindow visibility stuff .. still not good enough :( what a pain )
20140111 06:29:40 <hharrison> went from f19 -> f20 _everything_ got updated
20140111 06:29:58 <hharrison> Only moderate terror
20140111 06:30:11 <sgothel> ah .. uneventful == all quite good
20140111 06:30:29 <hharrison> although the opensource radeon driver is still pretty screwy on this machine
20140111 06:30:47 <hharrison> one of the first gen mux-less AMD/Intel jobs
20140111 06:31:15 <hharrison> Even on windows machines catalyst doesn't even support it
20140111 06:31:19 <sgothel> I added debian experimental for mesa .. works very well
20140111 06:31:39 <hharrison> I need to go get mesa 10 as well
20140111 06:31:52 <sgothel> yup mesa10 it is
20140111 06:32:21 <hharrison> It feels like things are really picking up speed in mesa/open drivers
20140111 06:32:50 <hharrison> Hopefully steamOS helps increase the pace/testing even further
20140111 06:41:29 <hharrison> excited to see things like freedreno making good progress on the open side
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20140111 06:51:41 <hharrison> yay, eclipse is all crashy now
20140111 06:51:46 <hharrison> :-(
20140111 06:53:08 <sgothel> http://freedreno.github.io/ - https://github.com/laanwj/etna_viv/wiki#related-projects - looks like reverse engineering is fashion by now ?
20140111 06:54:19 <hharrison> freedreno, lima, etnaviv
20140111 06:54:31 <sgothel> https://github.com/hermanhermitage/videocoreiv .. etc etc :)
20140111 06:54:35 <hharrison> All producing fairly solid stuff
20140111 06:54:57 <hharrison> Oh FFS, known bad interaction between eclipse and google talk plugin...WTF
20140111 07:31:28 <hharrison> sgothel: got a few minutes to help me evaluate some legacy opengl use?
20140111 07:31:46 <sgothel> I can try ..
20140111 07:32:08 <hharrison> GL_SGI_texture_color_table
20140111 07:32:30 <sgothel> not familiar .. texture lookup ?
20140111 07:32:41 <sgothel> color lookup .. I mean
20140111 07:33:00 <sgothel> be kind .. extension link :)
20140111 07:33:27 <hharrison> What's the best place to find that, I'm working from Java3d source
20140111 07:33:48 <hharrison> Trying to determine if some (commented out) bits are worth preserving
20140111 07:34:05 <hharrison> Likely it's some pretty oddball stuff that I should just kill
20140111 07:34:11 <hharrison> GL_NV_register_combiners
20140111 07:34:27 <sgothel> http://www.opengl.org/registry/specs/SGI/texture_color_table.txt
20140111 07:34:45 <hharrison> GL_SGIX_texture_lod_bias
20140111 07:34:51 <sgothel> http://www.opengl.org/registry/specs/NV/register_combiners.txt
20140111 07:35:03 <hharrison> These all seem to be optional, there are other paths for all this stuff
20140111 07:35:10 <sgothel> http://www.opengl.org/registry/specs/SGIX/texture_lod_bias.txt
20140111 07:35:28 <hharrison> GL_SGIS_sharpen_texture
20140111 07:35:42 <hharrison> SUN_global_alpha
20140111 07:35:53 <hharrison> global_alpha I think can just go
20140111 07:35:56 <sgothel> register_combiners <- .. I know those a bit .. but the ARB one, i.e. simple math for combining textures -> use shaders for that :)
20140111 07:36:16 <sgothel> did a bump mapping w/ it once ..
20140111 07:37:04 <sgothel> color lookup table to the texture mechanism <- similar .. use shader to lookup colors from texture * see my GLMame code
20140111 07:37:24 <hharrison> I'll have to go look what the alternative paths are like
20140111 07:37:24 <sgothel> so .. if you can use shaders .. ?
20140111 07:37:31 <sgothel> can you ?
20140111 07:37:40 <hharrison> At this point, probably
20140111 07:37:44 <sgothel> great
20140111 07:38:00 <hharrison> In the past, java3d tried really hard to use opengl 1.3 as a minimum
20140111 07:38:42 <hharrison> I'm tempted to just rip all this out honestly, it's all commented out as unconverted, and it was optimizations only
20140111 07:38:59 <hharrison> There exists a 'base' path for all this code
20140111 07:39:11 <sgothel> one can do all those things in shaders .. sure
20140111 07:39:26 <sgothel> I would vote for replacement - if I would use java3d
20140111 07:39:38 <sgothel> maybe some volunteers can do ?
20140111 07:39:59 <sgothel> shader based java3d .. ES2 baseline ..
20140111 07:42:04 <sgothel> problem w/ color lookup texture was the texture coordinates .. hmm
20140111 07:42:07 <hharrison> I'm trying to find a texture binding bug in Java3d by cleaning out crap
20140111 07:42:16 <sgothel> the rest is probably moreeasy
20140111 07:42:40 <hharrison> Hoping that with what is left I can find it
20140111 07:43:41 <hharrison> ie: http://forum.jogamp.org/Texture2D-and-offscreen-rendering-problem-td4030882.html
20140111 07:43:42 <sgothel> http://www.mamedev.org/source/src/osd/sdl/shader/glsl_bilinear_rgb32_lut.fsh.c.html <- my mame LUT shaders :)
20140111 07:43:56 <hharrison> (saved your link, thanks)
20140111 07:44:17 <sgothel> http://www.mamedev.org/source/src/osd/sdl/index.html <- gl_shader* .. etc
20140111 07:44:19 <hharrison> Funny enough, this is the fist time OSX has been the one that works properly!
20140111 07:45:01 <sgothel> not 100% .. still buggy visibility issue .. will cont. on that after nap ..
20140111 07:47:08 <sgothel> http://www.mamedev.org/source/src/osd/sdl/shader/glsl_bilinear_idx16_lut.fsh.c.html <- 16bit int LUT
20140111 07:48:10 <hharrison> quick question about FBODrawables
20140111 07:48:41 <hharrison> Do I still need the pbuffer paths these days, or should FBODrawables generally be available
20140111 07:48:59 <sgothel> try OffscreenDrawables :)
20140111 07:49:03 <sgothel> they can do both ..
20140111 07:49:10 <sgothel> FBO preferred
20140111 07:49:54 <sgothel> GLDrawableFactory.createOffscreenDrawable or createOffscreenAutoDrawable
20140111 07:50:08 <sgothel> see excessive verbose API doc
20140111 07:50:13 <hharrison> From my POV, I don't want to care, if jogl wraps it, I'd really prefer to rely on it
20140111 07:50:37 <hharrison> Sweet, I wonder if I can convince August to do some more work ;-)
20140111 07:50:44 <sgothel> there is the auto mode .. or you can pick .. all via the caps
20140111 07:52:23 <hharrison> Luckily Java3d tightly controls to draws offscreen, I just need to create the actual drawable
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20140111 17:46:40 <sgothel> @Xerxes: Another JiGong (JRE-Core) motivation: Reduce the attack surface :)
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20140111 19:45:39 <Eclesia> hi
20140111 21:51:43 <sgothel> hi
20140111 21:56:09 * Eclesia experimenting geometry shaders for the first time
20140111 21:56:25 <sgothel> we have one unit test :)
20140111 21:56:54 <zzuegg> *clap*
20140111 21:57:18 <sgothel> GeomShader01TextureGL3
20140111 21:58:12 <Eclesia> I think I now have a nice API for modular shader programs. with aumatic in/out value mapping between stages and stuff like that :)
20140111 21:59:48 <sgothel> you are always welcome advertising your stuff here :) - <adv>We have some ShaderCode/ShaderState/ .. etc as well </adv> :)
20140111 22:00:16 <sgothel> <serious>so you have a shader/fbo pipeline tool</serious>
20140111 22:00:55 <Eclesia> lol
20140111 22:01:00 <Eclesia> sorry
20140111 22:05:01 <sgothel> no seriously .. you have a nice FBO/shader pipeline graph ?
20140111 22:05:15 <sgothel> w/ proper i/o definition etc ?
20140111 22:06:08 <Eclesia> what exactly to you mean by graph ? a visual editor ?
20140111 22:08:32 <sgothel> no .. just nodes ..
20140111 22:08:40 <sgothel> i.e. stage1 -> stage2 .. etc
20140111 22:10:38 <Eclesia> something like that, RenderingContext > list of phases. phases can be update, physicupdate, snapshot, picking, directRender, deferredRender,
20140111 22:11:29 <sgothel> so a true graph .. nice nice
20140111 22:11:51 <sgothel> re picking: I was just a bit frozy due to the forum mails :)
20140111 22:11:52 <Eclesia> and MeshProgram is composed of ShaderActor : Material,Tesselator, SimpleShell, SkinShell
20140111 22:12:23 <sgothel> you have the raycast picking in ? maybe you can reply to the picking thread w/ a link to your code to finally shut 'em up :)
20140111 22:12:42 <Eclesia> no sorry, just a color picking
20140111 22:13:31 <sgothel> yeah .. will add this for our AABBox soon in utils
20140111 22:17:48 <Eclesia> hm... maybe doing ray picking won't too long, I'll have to push further the geometry and intersection processes. ... will be useful for physics too ... yeah maybe I'll try ray picking in a few weeks :)
20140111 22:18:11 <Eclesia> looks interesting
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20140112 05:05:38 -jogamp- Continue @ http://jogamp.org/log/irc/jogamp_20140112050538.html