#jogamp @ irc.freenode.net - 20141120 05:06:29 (UTC)


20141120 05:06:29 -jogamp- Previous @ http://jogamp.org/log/irc/jogamp_20141119050629.html
20141120 05:06:29 -jogamp- This channel is logged @ http://jogamp.org/log/irc/jogamp_20141120050629.html
20141120 05:15:58 * hharrison (~chatzilla@anon) has joined #jogamp
20141120 05:47:56 <hharrison> zzuegg: your Access Exception crash is most likely the Intel windows driver being shitty
20141120 05:48:50 <hharrison> I've fielded a lot of very similar looking crashes from people with Intel laptops (particularly Toshiba)
20141120 05:51:41 <hharrison> Oh, nevermind, your full crash dump shows the NVidia driver
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20141120 07:32:02 <eclesia> good morning
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20141120 07:53:36 <[Mike]> morning!
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20141120 07:55:31 <monsieur_max> hi people
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20141120 08:40:00 <gouessej> Hi
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20141120 19:41:58 <rmk0> endless, endless asian spam from/to mediastream@
20141120 19:42:25 <rmk0> er, chuckslave@ rather
20141120 19:47:41 <rmk0> why are any of these people/bots even permitted to send mail to chuckslave@
20141120 19:47:42 <rmk0> ?
20141120 19:57:48 * monsieur_max1 (~maxime@anon) Quit (Ping timeout: 258 seconds)
20141120 20:01:46 <Eclesia> rmk0: spam forever ... :(
20141120 20:04:31 <rmk0> it's the only place i ever get spam from, it's quite annoying
20141120 20:04:37 <rmk0> is a good 10-20 messages a day
20141120 20:05:03 <rmk0> i'm sure it's something that could be prevented on the server... just need good access control on the chuckslave@ address
20141120 20:06:47 <Eclesia> here is another spam : reached 230.000 code lines. largest public domain code library ever.
20141120 20:07:23 <Eclesia> Do you think I can ask to be added in the guinness book ?
20141120 20:07:36 <rmk0> maybe
20141120 20:07:57 <Eclesia> that would be funny ^^
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20141120 20:44:38 <Eclesia> rmk0: question on blending, how do you achieve : ((GL4)gl).glEnablei(GL4.GL_BLEND,0);
20141120 20:44:38 <Eclesia> ((GL4)gl).glBlendFunci(0, GL4.GL_ONE, GL4.GL_ONE_MINUS_SRC_ALPHA); in your case ? since you don't have opengl 4.
20141120 20:45:15 <rmk0> which bit is the important bit?
20141120 20:45:23 <rmk0> the "i" or the blend mode?
20141120 20:45:35 <Eclesia> the "i"
20141120 20:45:48 <rmk0> then... i don't achieve it
20141120 20:46:13 <Eclesia> so you don't use blending when you work with fbo ?
20141120 20:46:44 <rmk0> i don't use blending for specific draw buffers
20141120 20:47:31 <Eclesia> you separate rgb rendering and others (depth, normal,picking,...) ?
20141120 20:47:42 <rmk0> i write surface albedo and emission into 0, (compressed) surface normals into 1, specular contribution into 2, without blending
20141120 20:48:14 <rmk0> then apply lighting to a separate color buffer with additive blending to sum the light contributions
20141120 20:49:45 <Eclesia> hm...
20141120 20:51:18 <Eclesia> thanks, I guess I'll have to adapt my code for opengl3. :/
20141120 20:51:34 <rmk0> i'd likely do this the same way on 4
20141120 20:51:44 <rmk0> is not like i picked this way due to technical limitations
20141120 20:51:57 <rmk0> is a fairly conventional way to do deferred rendering
20141120 20:52:11 <Eclesia> perhaps, I don't know ^^
20141120 20:52:46 <Eclesia> at least this way it would fix my ssao.
20141120 20:57:18 <Eclesia> I'm afraid this results in a a lot of textures, collecting, diffuse,specular,ambient and normal values for each fragment. + depth and 2 picking textures. that makes a lot
20141120 21:00:05 <rmk0> you're guaranteed to be able to address at least 16 on 3.0+
20141120 21:00:46 <rmk0> the most complicated lighting shader here uses 6
20141120 21:02:53 <Eclesia> diffuse,specular,ambient,normal (normal lights), depth (ssao) . what's the 6th one for ? a bokken effect ?
20141120 21:03:42 <rmk0> i have a surface albedo texture, a surface normal texture, a surface specularity texture, and a depth texture, and then a projected texture and a shadow map
20141120 21:04:41 <rmk0> http://waste.io7m.com/2014/11/12/io7m-r1-documentation-0.9.0/images/gbuffer.png
20141120 21:05:36 <Eclesia> ha yes shadowmaps, forget those ^^
20141120 21:10:08 <Eclesia> rmk0: you use the same colors for ambient and diffuse (albedo) ?
20141120 21:13:22 <Eclesia> forget shininess param also ...
20141120 21:15:07 <Eclesia> erf... have to go ++
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20141120 21:18:02 <rmk0> i don't actually use an ambient term at all, but the albedo is a surface property, not a property of the light
20141120 21:19:36 <rmk0> i've considered adding a simple "ambient" light type that applies a constant ambient term to all surfaces, with optional SSAO
20141120 21:19:44 <rmk0> but SSAO seems like a lot of work for an effect that's barely noticeable
20141120 21:19:48 <rmk0> it's very low priority
20141120 21:19:59 <rmk0> when it's applied incorrectly, it's pretty ugly too
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20141121 05:06:29 -jogamp- Continue @ http://jogamp.org/log/irc/jogamp_20141121050629.html