#jogamp @ irc.freenode.net - 20140317 05:06:10 (UTC)


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20140317 05:06:10 -jogamp- This channel is logged @ http://jogamp.org/log/irc/jogamp_20140317050610.html
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20140317 13:13:15 <xranby> Debian is working hard in their toolchain group to produce byte-for-byte reproducible builds: https://wiki.debian.org/ReproducibleBuilds
20140317 13:13:36 <xranby> goal: Allow independent verifications that a binary matches what the source intended to produce.
20140317 13:18:24 <xranby> http://www.gitian.org/ "Gitian is a secure source-control oriented software distribution method. This means you can download trusted binaries that are verified by multiple builders."
20140317 13:34:33 <xranby> khronos released OpenGL ES 3.1 today http://www.khronos.org/registry/gles/
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20140317 15:09:21 <sgothel> http://jogamp.org/files/screenshots/graphui/01/
20140317 15:09:31 <sgothel> ^^ graphui ..
20140317 15:09:42 <sgothel> @Xerxes: gitian: awesome!
20140317 15:10:25 <sgothel> (still needs some .. err .. hashvalue / signature .. avoiding collisions
20140317 15:10:33 <sgothel> ES3.1 .. oh well :)
20140317 15:11:15 <zubzub> what's graphui?
20140317 15:11:25 <sgothel> look at the pics :)
20140317 15:11:32 <zubzub> I did
20140317 15:11:34 <zubzub> I see text
20140317 15:11:38 <zubzub> and labels
20140317 15:11:45 <zubzub> is it a widget toolkit?
20140317 15:11:48 <sgothel> yup .. thats it
20140317 15:16:17 <sgothel> all shapes rendered via GPU .. text/buttons .. all the same curve renderer in 3d space
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20140317 15:21:42 <sgothel> jogl stuff pushed ..
20140317 15:22:20 <sgothel> so next: font parsing fixes .. better aa .. and svg-import
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20140317 15:23:36 <phao> sgothel, hey, do you work (for $$) with jogamp stuff?
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20140317 15:25:08 <sgothel> my sole motivation is actually fun, but my wife's company does support clients - who is asking ?
20140317 15:26:17 <phao> Me, but just for curiosity.
20140317 15:26:23 <phao> =)
20140317 15:26:46 <phao> This graphui doesn't seem to be the first thing you mention in here that you've done using jogamp.
20140317 15:26:50 <phao> So I got curious.
20140317 15:37:03 <zubzub> sgothel: does that mean there will finally be a good rendering toolkit for java?
20140317 15:37:20 <zubzub> as in low level if you need it, high level if you want it?
20140317 15:37:41 <sgothel> there is - already - this is just refinement .. i.e. accessibility of the math (which was there for quite some time)
20140317 15:37:46 <sgothel> yup
20140317 15:37:54 <sgothel> the high level I currently work on
20140317 15:38:02 <sgothel> read: usability
20140317 15:59:35 <phao> that graphui seems really cool.
20140317 16:00:38 <phao> A nice thing about these 3d stuff is that (as it seems to me) it becomes easier to make layout stuff which put things on the back/front more visibly (for the user)
20140317 16:01:06 <phao> So, instead of having something like tabs, have a front-to-back stacked panels or something similar.
20140317 16:01:22 <phao> I guess that java glass had it.
20140317 16:01:42 <phao> Project Looking Glass, I mean hehehe
20140317 16:03:20 <zubzub> although 3d gui looks cool, it's practicallity is aften doubtful
20140317 16:03:30 <phao> why is that?
20140317 16:03:53 <zubzub> because tilded presentations are often not very readable
20140317 16:03:58 <phao> I remember enjoying using looking glass.. You could flip a window and add notes to it
20140317 16:04:03 <zubzub> I know
20140317 16:04:05 <phao> it was really cool =)
20140317 16:04:06 <phao> hehehehe
20140317 16:04:09 <zubzub> you could do that in a 2d wm as well
20140317 16:04:15 <phao> yeah.. the tilted stuff is kind of bad for reading.
20140317 16:04:38 <phao> But then, you could use 3d only for other effects.
20140317 16:04:41 <zubzub> the 'flip' functionallity looks cool but is not a requirement for the actual functionality of adding notes
20140317 16:04:52 <phao> Like moving things to bg, or creating some spinning etc menus, idk
20140317 16:05:05 <phao> zubzub, yep
20140317 16:05:17 <phao> and you can simulate an effect with horizontal/vertical scaling
20140317 16:05:33 <zubzub> things like fading however do have a nice functionality
20140317 16:05:59 <zubzub> things that pop up unexpectedly should fade in & out
20140317 16:06:10 <zubzub> this gives the user a chance to find & focus on the popup thingy
20140317 16:06:27 <zubzub> however menus should not fade in & out
20140317 16:06:30 <zubzub> as they are user initiated
20140317 16:06:38 <zubzub> and the user expects a menu asap
20140317 16:06:51 <sgothel> it's all more technically to test proper function .. i.e. how the buttons operate (position inside while rotated etc)
20140317 16:07:13 <sgothel> (button left side .. right side .. in 3d space)
20140317 16:07:14 <zubzub> don't get me wrong, I think it's awesome
20140317 16:07:17 <zubzub> ( <3 bling )
20140317 16:07:48 <sgothel> updating screenshots .. made a msaa mistake (plus our own AA method == not so nice .. )
20140317 16:08:09 <zubzub> and toolkits like javafx are a nono for me as they offer virtually no low level access
20140317 16:10:30 <bbbruce> sgothel: https://www.dropbox.com/s/hgygdp6moy6373l/Screenshot%202014-03-17%2017.09.58.png
20140317 16:10:57 <bbbruce> smaller text is with bitmaps, larger text is with triangles + smoothed lines on the edges :)
20140317 16:13:16 <bbbruce> I wish OpenGL could be instructed to output pixels whenever the triangle is inside a pixel, such that you can do the antialasing in a shader
20140317 16:15:01 <sgothel> the small text .. jaja :)
20140317 16:15:14 <sgothel> looks good
20140317 16:15:43 <sgothel> still working on our VBAA .. probably adding FXAA .. or better w/o FBO-multisampling ..
20140317 16:16:03 <sgothel> graph's big text looks good already
20140317 16:16:22 <bbbruce> small text rendering is quite a challenge yeah
20140317 16:16:24 <sgothel> small .. well, w/ vbaa 8x sampling .. ok'ish
20140317 16:16:54 <sgothel> need to get the hull/equidistant from the curve .. so we have more surrounding pixels to 'smooth'
20140317 16:17:02 <bbbruce> yeah
20140317 16:17:04 <sgothel> but we also have a font -> shape bug still
20140317 16:17:15 <bbbruce> there is an interesting article I found a while back
20140317 16:17:16 <sgothel> and ofc .. we render the curves for each frame .. res. indep.
20140317 16:19:29 <bbbruce> http://http.developer.nvidia.com/GPUGems3/gpugems3_ch25.html
20140317 16:19:50 <sgothel> that one :)
20140317 16:19:54 <sgothel> well, it doesn't work ..
20140317 16:20:04 <bbbruce> why is that?
20140317 16:20:37 <sgothel> one thing are the tex-coords .. they depend on the vertices -> expensive pass to compute them all the time
20140317 16:20:56 <sgothel> then .. the surrounding hull thingy .. we didn't get it to work in a former project
20140317 16:21:05 <sgothel> always somewhat edgy
20140317 16:21:11 <sgothel> then .. it's patented
20140317 16:21:42 <bbbruce> I thought the texture coordinates are fixed?
20140317 16:21:59 <sgothel> Rami's method .. uses tex-coord w/o dependency to vertices, hence we can translate the glyph's curve to it's position .. and hence cache the triangulation
20140317 16:22:16 <sgothel> not w/ loop-blinn AFAI remember
20140317 16:22:56 <sgothel> .. on the vertex pos ..
20140317 16:23:47 <sgothel> you can help finding the equidistant for a quad-curve ?
20140317 16:24:03 <sgothel> need to figure that out ..
20140317 16:29:18 <bbbruce> hm, I adopted code from anti grain for that
20140317 16:29:50 <bbbruce> http://antigrain.com/research/adaptive_bezier/ this is quite complete
20140317 16:33:46 <sgothel> thank you . another valuable link to the math folder
20140317 16:35:05 <sgothel> corner cases .. I thought so :)
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20140317 16:42:40 <noxuma> Hey guys
20140317 16:42:55 <noxuma> Trying to compile jogl 2.1.5 from git, and i'm getting:
20140317 16:42:56 <noxuma> [cc] c:/program files/mingw-builds/x64-4.8.1-win32-sjlj-rev5/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/4.8.1/../.
20140317 16:42:57 <noxuma> ./../../x86_64-w64-mingw32/bin/ld.exe: WindowsDynamicLinkerImpl_JNI.o: bad reloc address 0x0 in section `.pdata'
20140317 16:42:57 <noxuma> [cc] collect2.exe: error: ld returned 1 exit status
20140317 16:42:57 <noxuma> BUILD FAILED
20140317 16:43:04 <xranby> noxuma: welcome
20140317 16:43:24 <noxuma> completly clean git checkout of tag v.2.1.5
20140317 16:43:51 <sgothel> x86_64-w64-mingw32 ? same version as advised in howto build ?
20140317 16:43:59 <noxuma> yes sir!
20140317 16:44:15 <noxuma> MinGW64Installermingw-build-installversion: 4.8.1host: x64threading: win32exceptions: SJLJrevision: 5
20140317 16:44:34 <sgothel> mingw32 <- confudes me ..
20140317 16:44:42 <noxuma> its horrible
20140317 16:44:48 <noxuma> is there a better way to compile on windows?
20140317 16:45:01 <sgothel> I had no problems w/ it
20140317 16:45:01 <noxuma> FFMPEG just added nice msvc toolchain :)
20140317 16:45:08 <sgothel> jikes :)
20140317 16:45:31 <noxuma> i've tried this with a bunch of different setups i just can't get it to compile on 64-bit
20140317 16:45:32 <noxuma> 32 works ok
20140317 16:45:46 <sgothel> http://sourceforge.net/projects/mingwbuilds/files/host-windows/releases/4.8.1/32-bit/threads-win32/sjlj/ <- I used these files
20140317 16:46:25 <sgothel> ^^ 32bit
20140317 16:46:26 <noxuma> any other changes to environment/
20140317 16:46:30 <sgothel> http://sourceforge.net/projects/mingwbuilds/files/host-windows/releases/4.8.1/64-bit/threads-win32/sjlj/
20140317 16:46:34 <sgothel> nope
20140317 16:46:43 <noxuma> u used the "run terminal"? from start menu/
20140317 16:46:48 <sgothel> you can see that in the jogl/make/scripts folder ..
20140317 16:46:48 <noxuma> pops up a consol
20140317 16:47:04 <sgothel> make/scripts/make.jogl.all.win64.bat
20140317 16:47:17 <sgothel> set J2RE_HOME=c:\jre1.7.0_45_x64
20140317 16:47:17 <sgothel> set JAVA_HOME=c:\jdk1.7.0_45_x64
20140317 16:47:17 <sgothel> set ANT_PATH=C:\apache-ant-1.8.2
20140317 16:47:17 <sgothel> set PATH=%JAVA_HOME%\bin;%ANT_PATH%\bin;c:\mingw64\bin;%PATH%
20140317 16:47:21 <sgothel> just that
20140317 16:47:44 <noxuma> lemme se what ant i have
20140317 16:48:10 <sgothel> unrelated ..
20140317 16:48:18 <noxuma> ant 1.9.1
20140317 16:48:20 <sgothel> best to install the 2 versions above
20140317 16:48:35 <sgothel> here: your linker failed ..
20140317 16:49:05 <noxuma> java home is 1.6.0_43
20140317 16:50:24 <sgothel> for some reason your mingw fails .. and I dunno why - you can ignore the java setup until that works
20140317 16:51:08 <noxuma> S:\projects\natives\src\libs\jogl\gluegen\make>which ld
20140317 16:51:08 <noxuma> /cygdrive/c/Program Files/mingw-builds/x64-4.8.1-win32-sjlj-rev5/mingw64/bin/ld
20140317 16:51:08 <noxuma> S:\projects\natives\src\libs\jogl\gluegen\make>which gcc
20140317 16:51:08 <noxuma> /cygdrive/c/Program Files/mingw-builds/x64-4.8.1-win32-sjlj-rev5/mingw64/bin/gcc
20140317 16:51:08 <noxuma> S:\projects\natives\src\libs\jogl\gluegen\make>which g++
20140317 16:51:08 <noxuma> /cygdrive/c/Program Files/mingw-builds/x64-4.8.1-win32-sjlj-rev5/mingw64/bin/g++
20140317 16:51:18 <noxuma> seems to be the same one
20140317 16:52:01 <sgothel> c/mingw64/build-info.txt
20140317 16:52:12 <sgothel> version : MinGW-W64-builds-0.0.1
20140317 16:52:12 <noxuma> i feel like it thinks it should compile 32-bit
20140317 16:52:12 <sgothel> user : alexey
20140317 16:52:12 <sgothel> date : 08.30.2013-10:24:58 AM
20140317 16:52:34 <sgothel> oh .. you have to run a 64bit jre to compile 64 bit ofc
20140317 16:52:54 <sgothel> and using a 64bit mingw then .. sure (we set some compiler flags)
20140317 16:53:13 <noxuma> so to compile the natives i need JRE_HOME set to 64-bit java?
20140317 16:53:15 <sgothel> so your java -version mentions 64bit when compiling - we dump it ..
20140317 16:53:27 <noxuma> gluegen.cpptasks.declare.compiler:
20140317 16:53:27 <noxuma> [echo] java.lib.dir.platform: C:\Program Files (x86)\Java\jdk1.6.0_43\jre/../lib
20140317 16:53:29 <sgothel> to compile any jogamp module for 64 bit you need that right
20140317 16:53:37 <noxuma> ahh i see
20140317 16:54:06 <noxuma> so i need the PATH, JAVA_HOME and JRE_HOME pointed to 64?
20140317 16:54:21 <sgothel> jaja
20140317 16:54:41 <noxuma> great =) gimme a sec to fix those up
20140317 16:57:14 <noxuma> BUILD SUCCESSFUL
20140317 16:57:14 <noxuma> Total time: 21 seconds
20140317 16:57:19 <noxuma> Thanks guys!
20140317 16:57:29 <sgothel> fast machine I would say :)
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20140317 16:57:39 <noxuma> i7 with an SSD =)
20140317 16:57:52 <noxuma> (thats just glugen =P )
20140317 16:57:55 <sgothel> amd64 .. but similar :)
20140317 16:58:45 <noxuma> jogl itself takes longer :)
20140317 17:01:57 <noxuma> BUILD SUCCESSFUL
20140317 17:01:57 <noxuma> Total time: 3 minutes 21 seconds
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20140317 18:59:50 <zubzub> where do I find more about graphui?
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20140317 19:20:10 <sgothel> Rami's paper on our jogamp page - and our source code ofc .. demos com.jogamp.opengl.test.junit.graph.demos.* .. maybe now best to follow: TestTextRendererNEWT01, GPUUISceneNewtDemo02, GPUTextNewtDemo02
20140317 19:31:57 * noxuma (~markt@anon) has joined #jogamp
20140317 19:32:47 <noxuma> Hey one more question if anyone is still around. We had found a memory leak a while back: getBufferSizeTracker() was caching forever, and on linux the VBO ID is always increasing
20140317 19:33:08 <noxuma> looking @ the code now, I don't see getBufferSizeTracker() part of GLContextImpl anymore, was it removed?
20140317 19:46:19 <sgothel> we still have something ..
20140317 19:46:41 <sgothel> but no more caching of mapped memory .. so that should be fixed !
20140317 19:46:46 <sgothel> let me find the bug ..
20140317 19:48:02 <sgothel> https://jogamp.org/bugzilla/show_bug.cgi?id=942
20140317 19:48:25 <sgothel> https://jogamp.org/bugzilla/show_bug.cgi?id=942#c5 <- starting here (before I was 'confused' :)
20140317 19:48:33 <sgothel> https://jogamp.org/bugzilla/show_bug.cgi?id=943 .. related
20140317 19:49:11 <sgothel> so now we properly track all memory map calls and _release_ them when freed .. see report and code
20140317 19:49:30 <sgothel> GLBufferObjectTracker GLBufferStorage
20140317 19:49:44 <sgothel> you are saying you see this fixed for your case ? great!
20140317 19:50:40 <sgothel> ^^^ the API doc is exhausting :)
20140317 19:51:26 <sgothel> before .. we were just putting all NIO objects into a hash-map - w/o any release - not a good thing.
20140317 19:52:12 <noxuma> ya, it crashed us after a few days =)
20140317 19:52:22 <noxuma> so thats gone now? =) I'm not finding any refs
20140317 19:52:39 <noxuma> when i look for ayone accessing the "getBufferObjectTracker()"
20140317 19:52:47 <sgothel> SCM Refs:
20140317 19:53:20 <sgothel> it's hooked in the binding as a callback ..
20140317 19:53:40 <sgothel> but exposed somewhat for the user - will expose that a bit more .. as a req.
20140317 19:53:52 <noxuma> cool
20140317 19:53:53 <sgothel> do a calll-tree on one of the methods ..
20140317 19:53:55 <noxuma> thanks
20140317 19:54:06 <sgothel> mapBuffer <- ..
20140317 19:54:53 <sgothel> tested via a 1-2 simple unit tests .. and .. ofc .. GearsES2 :)
20140317 19:55:29 <noxuma> ya, my solution priorly was to get the state tracker and clear the cache everytime I unloaded vbo
20140317 19:55:42 <sgothel> vbo ?
20140317 19:55:53 <noxuma> it was tracking vbo sizes
20140317 19:55:55 <sgothel> the above is for mapBuffer etc ..
20140317 19:55:58 <sgothel> ah ..
20140317 19:56:13 <noxuma> so every time i sent a VBO, it would store that data
20140317 19:56:15 <sgothel> not so sure .. hmm .. guess we have to look into it ..
20140317 19:56:15 <noxuma> (the size)
20140317 19:56:24 <noxuma> that cache is gone now though
20140317 19:56:35 <sgothel> good .. but we still track ..
20140317 19:56:49 <sgothel> GLBufferStateTracker
20140317 19:56:54 <noxuma> but u remove from cache when its uploaded?
20140317 19:56:58 <noxuma> un-loaded
20140317 19:57:08 <noxuma> cuz in linux those vbo #'s are ever increasing
20140317 19:57:24 <noxuma> on windows u release vbo 7, then when u alloc a new on ( glGenBuffers) u get 7 again
20140317 19:57:31 <noxuma> so the cache never overruns
20140317 19:57:50 <sgothel> there are only 14 states to track .. hmm ..: buffer-name -> size
20140317 19:58:14 <sgothel> not that one .. wrong, sorry
20140317 19:58:15 <noxuma> well previously i did:
20140317 19:58:16 <noxuma> GLContextImpl impl = (GLContextImpl)gl.getContext();
20140317 19:58:16 <noxuma> impl.getBufferSizeTracker().clearCachedBufferSizes();
20140317 19:58:30 <noxuma> cuz it grew w/o bound
20140317 19:59:25 <sgothel> GLBufferObjectTracker GLBufferStateTracker GLStateTracker <- remaining tracker .. hmm
20140317 20:03:02 <noxuma> hmm
20140317 20:03:09 <noxuma> could be risky for long running projects
20140317 20:03:24 <sgothel> yes .. the GLBufferStorage does handle this .. pls check the API doc
20140317 20:03:45 <sgothel> glBufferData .. and the like
20140317 20:04:06 <sgothel> otherwise .. we only track whether the buffer type is bound
20140317 20:04:44 <sgothel> GenBuffer does nothing actually ..
20140317 20:04:57 <sgothel> triggers are as described
20140317 20:04:58 <noxuma> ya, its buffer data that does it
20140317 20:05:34 <sgothel> Buffer storage is created via
20140317 20:05:34 <sgothel> glBufferStorage - storage creation with target via createBufferStorage(GLBufferStateTracker, GL, int, long, Buffer, int, int, CreateStorageDispatch, long)
20140317 20:05:34 <sgothel> GL.glBufferData(int, long, java.nio.Buffer, int) - storage recreation with target via createBufferStorage(GLBufferStateTracker, GL, int, long, Buffer, int, int, CreateStorageDispatch, long)
20140317 20:05:34 <sgothel> GL2.glNamedBufferDataEXT(int, long, java.nio.Buffer, int) - storage recreation, direct, via createBufferStorage(GL, int, long, Buffer, int, CreateStorageDispatch, long)
20140317 20:05:48 <sgothel> .. and so on -> GLBufferObjectTracker
20140317 20:06:18 <sgothel> so your problem should be fixed - if not, please create a new bug report .. related to: 942
20140317 20:06:38 <noxuma> awesome =) I'll be sure to let u know if thats not the case
20140317 20:06:55 <sgothel> the opposite message is ofc welcome as well :)
20140317 20:07:22 <noxuma> hehe yes i will make a note
20140317 20:07:44 <sgothel> like to share what you are doing ? or anybody else ? we also may need to find contributions for siggraph (again)
20140317 20:08:34 <sgothel> and as usual .. (beware the advertising ) you can hire us, see maintainer page .. hehe
20140317 20:09:14 <noxuma> hehe yes i'm familiar with ur advertisements :)
20140317 20:09:45 <zzuegg> you would always miss the opportunity to learn something if you hire an expert ;)
20140317 20:10:07 <noxuma> ^-- indeed
20140317 20:10:08 <sgothel> that is unfair .. maybe balance the knowledge sheet here ? :)
20140317 20:10:29 <sgothel> oh well .. not necessarily .. usually things are done together
20140317 20:10:41 <sgothel> it maybe just saves you a bit time
20140317 20:10:58 <zzuegg> yeah. thats for sure..
20140317 20:11:19 <zzuegg> things done together sounds also fairly good
20140317 20:11:45 <sgothel> ok .. no disclosure of infos here .. so I guess I have dinner, nice chatting .. and laters
20140317 20:11:49 <zzuegg> at least in a commercial project that is definately an option :)
20140317 20:11:56 <noxuma> cya, thanks again
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20140317 22:53:23 <sgothel> http://jogamp.org/deployment/archive/master/gluegen_783-joal_529-jogl_1244-jocl_948-signed/
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20140318 05:06:10 -jogamp- Continue @ http://jogamp.org/log/irc/jogamp_20140318050610.html