#jogamp @ irc.freenode.net - 20150313 05:05:37 (UTC)


20150313 05:05:37 -jogamp- Previous @ http://jogamp.org/log/irc/jogamp_20150312050536.html
20150313 05:05:37 -jogamp- This channel is logged @ http://jogamp.org/log/irc/jogamp_20150313050537.html
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20150313 12:31:56 <Eclesia> hi
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20150313 13:34:35 <gouessej> Hi
20150313 13:35:00 <gouessej> Is Opengex worth a try?
20150313 13:35:20 <gouessej> http://opengex.org/
20150313 13:37:57 <Eclesia> another one ...
20150313 13:40:41 <Eclesia> doesn't look to bad, well structured, none ambiguous syntax, good doc
20150313 13:42:58 <gouessej> It seems to overcome some limitations of Collada
20150313 13:43:03 <rmk0> ooh!
20150313 13:43:22 <gouessej> but only a few modelers support it
20150313 13:43:37 <gouessej> Blender, Maya, 3DS Max
20150313 13:43:52 * Eclesia will soon support it
20150313 13:47:07 <Eclesia> hum.. 100+ pages that will take a bit of time ^^ but OpenDDL should be fast
20150313 13:47:18 <gouessej> rmk0: What's your position about this format?
20150313 13:47:38 <rmk0> i've only known it existed for five minutes
20150313 13:48:00 <rmk0> i'd trust eric lengyel not to screw it up
20150313 13:48:01 <gouessej> Eclesia: There are already 2 Java implementations but they aren't very mature. Better start from scratch.
20150313 13:49:10 <rmk0> i'd not use any format like this as engine input... prefer to have something that exactly matches the capabilities of the renderer, for reasons of correctness
20150313 13:49:21 <rmk0> i'd write tools to convert from opengex to the engine's formats
20150313 13:49:25 <rmk0> etc
20150313 13:49:30 <gouessej> rmk0: Yes it's only an interchange format
20150313 13:49:48 <rmk0> right
20150313 13:49:49 <gouessej> rmk0: not to confuse with gltf
20150313 13:50:01 <Eclesia> at least it's better then obj.
20150313 13:51:45 <rmk0> think gltf is only any use for passing data to the fixed function pipeline
20150313 13:51:59 <rmk0> so... not much use these days
20150313 13:52:20 <rmk0> and it's defined as json, for maximum lack-of-rigour
20150313 13:52:51 <gouessej> gltf is used with WebGL, I don't understand why you claim that it's useful to pass data to the fixed function pipeline
20150313 13:53:21 <rmk0> it seems like all of the things they've written in the spec conveniently map to the capabilities of the old pipeline
20150313 13:54:23 <gouessej> Anyway, I don't see the interest of a standard runtime asset format.
20150313 13:54:30 <rmk0> nope
20150313 13:56:17 <gouessej> It supports both skeletal and keyframe animations
20150313 13:56:23 <gouessej> OpenGex
20150313 13:57:11 <gouessej> It's a good candidate to convert the models in Quake formats (MD*)
20150313 13:59:37 <gouessej> Then, I could import models in MD2 or MD3 formats and convert them into OpenGex to edit them in Blender without using any crappy unmaintained import script
20150313 14:02:46 <rmk0> hehe
20150313 14:03:17 <rmk0> is amazing how if you remove two words there, you end up with a statement that applies to blender universally
20150313 14:03:26 <rmk0> "edit them in Blender without using any crappy unmaintained ..."
20150313 14:04:20 <gouessej> lol
20150313 14:05:43 <Eclesia> gouessej: seems like I'm ahead of you I read blender directly , blender <-> engine :D nothing more
20150313 14:07:25 <rmk0> anyone can do it for one release!
20150313 14:07:26 <rmk0> try ten!
20150313 14:07:56 <gouessej> Eclesia: I'm not trying to compete with anybody, I'm not a capitalist and I have currently only a very little spare time.
20150313 14:07:58 <Eclesia> works for 2.60 to 2.73 so far
20150313 14:08:31 <rmk0> \o/
20150313 14:08:49 <gouessej> Eclesia: I have chosen not to support any format of editor because they aren't interchange formats
20150313 14:09:25 <Eclesia> there are so many interchange format that there is not 'interchange' anymore
20150313 14:09:55 <gouessej> except a few ones
20150313 14:11:46 <Eclesia> I haven't found one interchange format widely used which support : mesh, scene, lights, animation, skeletons, texture mapping (diffuse/specular/normal), keyframe. and which is not a hell to read(collada)
20150313 14:12:29 <gouessej> U3D, Collada and OpenGex are some interchange formats
20150313 14:12:55 <Eclesia> not widely used (except collada)
20150313 14:13:50 <gouessej> Yes, U3D is mainly used by Adobe :s
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20150313 22:23:10 <Eclesia> GLSL is there maximum size of a layout input ?
20150313 22:23:39 <Eclesia> for example could I have a float[32] as vertex shader input ?
20150313 22:24:33 <sgothel> the GLSL spec will tell you .. i.e. each profile may denote its limitations
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20150313 22:25:04 <Eclesia> k will check
20150313 22:25:53 <sgothel> but float[32] per vertex .. sounds quite excessive ..
20150313 22:27:59 <Eclesia> just an example
20150313 22:28:50 <Eclesia> I'm playing with instancing, so far I just send an extra translation vec3 for each instance
20150313 22:28:56 <sgothel> since they are VBO / attributes .. probably only memory limited
20150313 22:29:09 <Eclesia> but now I need rotation and scale, so I was wondering if it could send larger datas
20150313 22:29:36 <sgothel> GLSL limits are more about .. loops/instruction-count/vars .. and the like
20150313 22:32:33 <Eclesia> should I use a 4*
20150313 22:32:47 <Eclesia> 4*3 matrix ? or try to compact it using quaternion ?
20150313 22:33:14 <sgothel> quaternion math in shader? I don't think so ..
20150313 22:33:17 <Eclesia> not sure if the anough of data send for each instance has a big impact on performances :/
20150313 22:33:35 <sgothel> but matrices .. hmm .. more a state/uniform no ?
20150313 22:33:52 <Eclesia> for 1 mesh yes it's a uniform
20150313 22:34:01 <sgothel> ah .. instancing ..
20150313 22:34:04 <Eclesia> but for instancing you cant
20150313 22:34:18 <sgothel> just pass the rotation row (encoded) of a matrix ?
20150313 22:34:43 <Eclesia> need the 3 infos : rotation/scale/translation
20150313 22:35:00 <sgothel> yup .. I see, push the scenegraph down :)
20150313 22:35:35 <sgothel> those will be interpolated .. when used as vertex attributes
20150313 22:35:47 <sgothel> or am I missing something?
20150313 22:36:23 <Eclesia> they are not interpolated, unless I push those matrix further in the pipeline.
20150313 22:36:38 <Eclesia> but I could just use the 'flat' qualifier to avoid interpolation
20150313 22:37:23 <Eclesia> I guess I'll use a 4*3 matrix to reduce a bit the size
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20150313 23:08:42 <Eclesia> good night ++
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20150314 05:05:37 -jogamp- Continue @ http://jogamp.org/log/irc/jogamp_20150314050537.html