#jogamp @ irc.freenode.net - 20150307 05:05:36 (UTC)


20150307 05:05:36 -jogamp- Previous @ http://jogamp.org/log/irc/jogamp_20150306050535.html
20150307 05:05:36 -jogamp- This channel is logged @ http://jogamp.org/log/irc/jogamp_20150307050536.html
20150307 08:24:47 * monsieur_max (~maxime@anon) has joined #jogamp
20150307 08:35:13 * hharrison (~chatzilla@anon) Quit (Ping timeout: 264 seconds)
20150307 12:57:15 * Eclesia (~eclesia@anon) has joined #jogamp
20150307 12:57:22 <Eclesia> hi
20150307 16:05:25 <Eclesia> awesome the normalmap plugin for gimp :)
20150307 16:11:18 <rmk0> Eclesia: ♥
20150307 16:11:46 <rmk0> combine it with the selective gaussian blur to preserve edges but remove banding
20150307 16:12:01 <rmk0> works as good as any of the commercial normal map generators i've used
20150307 16:12:40 <Eclesia> hehe
20150307 16:13:13 * Eclesia add normalmap image operator on the todo list
20150307 16:14:17 <rmk0> doing it on the gpu would be good
20150307 16:14:32 <rmk0> only needs a 3x3 filter kernel to get good results
20150307 16:15:33 <Eclesia> on the fly bumpmapping for any texture, could be an idea
20150307 16:16:48 <rmk0> it's good for pseudo interactive water in games
20150307 16:17:02 <rmk0> fairly easy to make ripples on a height map when something touches the surface
20150307 16:17:20 <rmk0> turn that height map into a normal map and then peturb an environment map and lighting as normal
20150307 16:17:49 <rmk0> it's used to really good effect in one of the batman arkham games
20150307 16:18:02 <rmk0> there's an underwater sewer section that has water that ripples whenever something touches any part of it
20150307 16:19:10 <Eclesia> I'm not there yet, fixing and testing normalmapping and lights for now X)
20150307 16:20:14 <Eclesia> splitting the light process in a separate step too. to have a better ssao effect
20150307 16:20:26 <Eclesia> and finaly be opengl3 compatible
20150307 16:21:27 <rmk0> wonder if vulkan exposes better depth testing
20150307 16:22:05 <rmk0> i switched to all logarithmic depth for scenes and shadow maps
20150307 16:22:30 <rmk0> means having custom depth values in all shaders though, is quite a bit more work
20150307 16:22:40 <rmk0> all to work around the default opengl behaviour
20150307 16:22:55 <rmk0> i highly recommend logarithmic depth
20150307 16:23:02 <Eclesia> rmk0: I'm searching for a 3d polygon triangulation algo, blender has a lot of those. unfortunatly my triangulator works for 2d only :/
20150307 16:23:13 <Eclesia> have any useful links ?
20150307 16:23:55 <rmk0> hm... i don't have anything on triangulation
20150307 16:24:04 <rmk0> what's more difficult about the 3D case?
20150307 16:24:25 <Eclesia> the third dimension :D
20150307 16:26:30 <Eclesia> have to go, back later ++
20150307 16:26:36 * rmk0 waves
20150307 16:26:40 * Eclesia (~eclesia@anon) Quit (Quit: Leaving.)
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20150307 16:31:10 <hharrison> rmk0: I also recommend logarithmic depth, we ended up there after a more than a bit of experimenting in jaamsim
20150307 16:31:26 <rmk0> \o/
20150307 16:31:42 <rmk0> is quite amazing how much better it is
20150307 16:31:47 <rmk0> did you also have to use depth clamping?
20150307 16:32:55 <rmk0> i saw a lot of strange clipping artifacts until i enabled depth clamping
20150307 17:19:54 * Eclesia (~eclesia@anon) has joined #jogamp
20150307 17:20:31 * Eclesia is back
20150307 17:34:48 <Eclesia> which approach did you use for multiple lights ? one shader to render all lights or one step for each light ?
20150307 17:36:33 <rmk0> http://mvn.io7m.com/io7m-r1/documentation/p2s12.xhtml#st200_p2s12ss2fo1
20150307 17:37:37 <rmk0> right now it's one of about six shaders for each of the possible surface types, and one shader per light type
20150307 17:38:40 <rmk0> that documentation was published before i made a few major changes (logarithmic depth, etc), but it's still mostly accurate
20150307 17:38:51 <rmk0> haven't pushed the 0.11.0 release yet
20150307 17:43:04 <Eclesia> hm..
20150307 17:46:56 <rmk0> i get to completely rewrite all of this for vulkan \o/
20150307 17:48:37 <hharrison> It's been awhile, but I believe we saw the same until we added depth clamping
20150307 17:49:05 <rmk0> yeah, something to do with triangles that are almost parallel to the viewing direction, near the front plane
20150307 17:49:25 <rmk0> it magically went away with clamping enabled
20150307 17:50:08 <rmk0> i don't think opengl ES3 has depth clamping, annoyingly
20150307 17:51:47 <rmk0> i love how it allows for 16 bit depth buffers
20150307 17:51:56 <rmk0> suddenly, all shadow casting lights require half the bandwidth
20150307 17:52:24 <rmk0> is one of the best gifts anyone can give an opengl programmer
20150307 20:54:56 * Eclesia (~eclesia@anon) Quit (Quit: Leaving.)
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20150308 00:36:40 * hharrison (~chatzilla@anon) has joined #jogamp
20150308 05:05:36 -jogamp- Continue @ http://jogamp.org/log/irc/jogamp_20150308050536.html