#jogamp @ irc.freenode.net - 20150826 05:05:31 (UTC)


20150826 05:05:31 -jogamp- Previous @ http://jogamp.org/log/irc/jogamp_20150825050531.html
20150826 05:05:31 -jogamp- This channel is logged @ http://jogamp.org/log/irc/jogamp_20150826050531.html
20150826 05:29:21 * jvanek (jvanek@anon) has joined #jogamp
20150826 06:27:38 * monsieur_max (~maxime@anon) has joined #jogamp
20150826 06:32:15 <monsieur_max> hello
20150826 06:39:13 * elect (~elect@anon) has joined #jogamp
20150826 06:39:18 <elect> hi
20150826 06:39:48 * a11mad11 (c0e2cd65@anon) has joined #jogamp
20150826 06:39:55 <a11mad11> hi
20150826 06:41:08 <monsieur_max> hi
20150826 06:41:59 <a11mad11> if we put a buffer of byte with glbufferdata and after we use glVertexAttribPointer with GL_FLOAT, how opengl will handle that?
20150826 07:00:26 <elect> http://www.hakspek.com/security/updates-make-windows-7-and-8-spy-on-you-like-windows-10/
20150826 07:00:45 <elect> he will try to read them as float
20150826 07:00:47 <elect> dont do that
20150826 07:01:07 <elect> a11mad11, you put all your data into an interleaved vbo
20150826 07:01:31 <elect> with glVertexAttribPointer on each attribute you will specify all the attribute properties
20150826 07:02:26 <elect> glbufferdata will just take care of transfering it on the gpu
20150826 07:02:29 <elect> that's all
20150826 07:03:23 <elect> in glVertexAttribPointer, size is in components (vec2 2, vec3 3, vec4 4), stride and offset in bytes
20150826 07:03:58 <elect> if you need help, just show us your vbo layout and your glVertexAttribPointers
20150826 07:07:58 <monsieur_max> a11mad11: don't show your code to elect ! he'll give it you back with some tomato sauce on it !
20150826 07:08:05 * eclesia (~husky@anon) has joined #jogamp
20150826 07:08:27 <eclesia> good morning
20150826 07:12:50 <elect> I just do that with monsieur_max
20150826 07:12:59 <elect> you can show me, I am a good person
20150826 07:15:20 <a11mad11> https://sourceforge.net/p/mad-game-engine/svn/HEAD/tree/Game%20engine/src/fr/mad/engine/model/
20150826 07:15:34 <a11mad11> what is "interleaved vbo"?
20150826 07:17:47 <elect> when you put all the attributes of a vertex one after each other
20150826 07:18:13 <a11mad11> in the vbo class, the compil methode
20150826 07:18:14 <elect> [position0, nornal0, texCoordinate0]
20150826 07:18:24 <monsieur_max> and even more !
20150826 07:18:52 <a11mad11> i use your exemple in base scr floder helltriangle
20150826 07:20:20 <a11mad11> https://sourceforge.net/p/mad-game-engine/svn/HEAD/tree/Game%20engine/src/helloTriangle/
20150826 07:20:48 <elect> :)
20150826 07:21:18 <eclesia> another game engine ?
20150826 07:21:29 <a11mad11> i modifi it to test my vao class
20150826 07:22:03 <elect> where do you create your Attribute<T> list?
20150826 07:22:03 <a11mad11> i want to learn all about computer
20150826 07:22:25 <a11mad11> addData methode in vbo
20150826 07:22:29 <a11mad11> class
20150826 07:23:15 <elect> yeah, but where is it called?
20150826 07:23:24 <elect> I just want to check the size field
20150826 07:23:40 <elect> writing a game engine is a good way to learn, btw
20150826 07:24:12 <a11mad11> hellotriangle line 155
20150826 07:27:15 <elect> it seems ok
20150826 07:28:05 <elect> but the gl object must be passed
20150826 07:28:21 <elect> Attribute.glVertexAttribPointer(GL2 gls)
20150826 07:28:33 <elect> and then you call gl2.glVertexAttribPointer(index, size, type, normalized, stride, pointerOffset
20150826 07:28:47 <elect> same with all the others
20150826 07:28:59 <elect> glBufferSubData, enable
20150826 07:29:49 <elect> here
20150826 07:29:50 <elect> gl2.glEnableVertexAttribArray(att.index);
20150826 07:29:50 <elect> att.glVertexAttribPointer();
20150826 07:29:50 <elect> gl2.glEnableVertexAttribArray(0);
20150826 07:29:57 <elect> you enable the i-th attribute
20150826 07:30:08 <elect> there is no reason to enable the 0
20150826 07:30:22 <a11mad11> where
20150826 07:30:23 <a11mad11> ?
20150826 07:30:40 <elect> VBO L85
20150826 07:31:15 <elect> and if you are using VAO, be sure the vao is bound when you call vbo.compile()
20150826 07:31:35 <a11mad11> yes i do
20150826 07:34:20 <a11mad11> if we transfer a float array for the vertex into a byte array and add another byte array to the first, after put in the buffer
20150826 07:35:00 <a11mad11> and use the pointer glVertexAttribPointer with GL_FLOAT what opengl understand
20150826 07:36:02 <elect> float/byte array are always data
20150826 07:36:16 <elect> everything is stored as bytes
20150826 07:36:38 <elect> if you call glVertexAttribPointer with GL_FLOAT
20150826 07:36:46 <a11mad11> i can transfer them by myself
20150826 07:36:52 <elect> opengl will interpretate 4 consecutive bytes as a float
20150826 07:37:01 <elect> it is just a matter of interpretation
20150826 07:37:52 <a11mad11> i searsh a ay to put different type of data in a vbo dynamically
20150826 07:38:05 <a11mad11> way*
20150826 07:38:11 <elect> you can
20150826 07:38:47 <elect> if you want to put float and byte buffers into the same buffer
20150826 07:38:54 <elect> create a byteBuffer
20150826 07:39:17 <elect> allocate it with GLBuffers.newDirectByteBuffer(int size)
20150826 07:39:30 <a11mad11> an i just need to store float in 4 byte
20150826 07:39:37 <elect> and loop over each float and call putFloat
20150826 07:39:38 <elect> wait
20150826 07:39:42 <elect> I have an ex
20150826 07:40:44 <elect> no way, better not, not so much similar >.>
20150826 07:41:22 <elect> anyway, you loop over each element and call putFloat(index, float)
20150826 07:41:27 <elect> take care index is in yte
20150826 07:41:29 <elect> byte
20150826 07:41:41 <elect> so if you loop (float f:floats)
20150826 07:42:17 <elect> byteBuffer.putFloat(f*GLBuffers.SIZE_OF_FLOAT, f)
20150826 07:42:22 <elect> basically * 4
20150826 07:42:40 <elect> then you loop copying byte by byte for the byte array
20150826 07:42:56 <elect> then you rewind the buffer and glBufferData
20150826 07:43:05 <a11mad11> ok i will modify my code and try it
20150826 07:43:26 <elect> then one glVertexAttribPointer will have GL_FLOAT and the other GL_BYTE
20150826 07:45:53 <elect> remember, you can override data in the same vbo
20150826 07:46:17 <elect> but if you need to update data and also changing its size (that is you add vertices)
20150826 07:46:33 <elect> you better remove the vbo before creating a new one bigger
20150826 07:47:06 <elect> if you need less vertices, you can trick and pad the remaining to 0
20150826 07:47:13 <elect> without deleting it
20150826 07:47:47 <elect> but you will pay anyway an overhead for that, so it is up to you
20150826 09:29:28 <a11mad11> ok i terminate, now i have no error but the triangle doesnt render
20150826 09:31:01 <a11mad11> properly
20150826 09:31:36 <a11mad11> each time i run i got a diferrent thing
20150826 09:35:38 <monsieur_max> that's the fun part :)
20150826 09:35:53 <monsieur_max> ahhh this good feeling when everything is compiling, and nothing is displayed
20150826 09:41:09 <eclesia> if he survive, he'll be opengl dev lvl2
20150826 09:42:48 <a11mad11> :P
20150826 09:44:40 <elect> what you mean different thing?
20150826 09:45:57 <a11mad11> some polygone
20150826 09:46:06 <a11mad11> more than 3 vretex
20150826 09:46:29 <a11mad11> most of time 2 vertex are far aay off screen
20150826 09:46:43 <a11mad11> away*
20150826 09:47:21 <eclesia> if you have a firegl card on linux. the driver is trash, I have such bugs.
20150826 09:48:49 <a11mad11> im on window 8.1 with integrate graphic card of intel
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20150826 10:03:58 <elect> debug
20150826 10:04:41 <elect> check with breakpoints what the vbo contains and if the glVertexAttribPointer are set properly
20150826 10:07:36 <a11mad11> ok i try
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20150826 10:42:37 <eclesia> question : I have a texture id number. I'm searching for a way to verify if my current GL can use it.
20150826 10:43:27 <eclesia> since I have multiple GLdrawable running, I sometimes have doubts
20150826 10:43:47 <eclesia> any idea ?
20150826 11:01:29 * gouessej (5ee4b442@anon) has joined #jogamp
20150826 11:01:32 <gouessej> Hi
20150826 11:01:36 <gouessej> eclesia: glIsTexture
20150826 11:01:46 <gouessej> eclesia: http://jogamp.org/deployment/jogamp-next/javadoc/jogl/javadoc/com/jogamp/opengl/GL.html#glIsTexture(int)
20150826 11:02:36 <gouessej> I'll try to use green-coder's contribution with Typecast to support TrueType fonts without shaders :)
20150826 11:02:38 <eclesia> gouessej: thanks, I was searching something much more complex :-D
20150826 11:02:45 <gouessej> https://github.com/green-coder/Ardor3D/commit/5a6547a2870a4c6b1faf854c45f0fa82ff7d937d
20150826 11:03:05 <gouessej> https://github.com/green-coder/Ardor3D/commit/5a6547a2870a4c6b1faf854c45f0fa82ff7d937d#commitcomment-12899970
20150826 11:03:48 <elect> salut gouessej
20150826 11:03:52 <gouessej> sgothel: Do the GLU tessellation callbacks work only with GL2?
20150826 11:04:19 <elect> if you want, I can turn on my virtual server again to test Discourse
20150826 11:04:23 <gouessej> elect: Hi. Thank you for the link to the article about M$ W10, 8 & 7
20150826 11:04:28 <elect> np
20150826 11:05:44 <gouessej> elect: We'll make those tests when my rewriting rules are ready. I have to update the bug report.
20150826 11:05:57 <elect> perfect
20150826 11:06:34 <gouessej> elect: I don't know when, I'm very busy :s
20150826 11:06:40 <elect> ah dont worry
20150826 11:06:45 <elect> we are on the same boat
20150826 11:08:38 <gouessej> I don't remember when we talked about those rules
20150826 11:08:50 <elect> yesterday >.>
20150826 11:09:30 <gouessej> http://jogamp.org/log/irc/jogamp_20150824050531.html#l447
20150826 11:10:23 <elect> btw, a very nice features would be that one to having the possibility to google among the irc logs
20150826 11:13:05 <gouessej> elect: it's already possible to use any search engine on the logs
20150826 11:13:18 <elect> pointing the site?
20150826 11:13:30 <gouessej> elect: with "site: http://jogamp.org/log/irc/"
20150826 11:13:31 <elect> I tried, but it doesnt look that good
20150826 11:14:37 <elect> I'd prefer anyway a search box direct on the jogamp site, with all the possiblities like time, exclusion, all words, etc
20150826 11:17:04 <gouessej> Why not? but not with Google search :D
20150826 11:18:33 <gouessej> I don't understand, the search in the logs works very well with DuckDuckGo
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20150826 14:52:00 <gouessej> sgothel: What is the plan about this pull request? https://github.com/sgothel/jogl/pull/47 It's clean now.
20150826 14:59:24 * gouessej (5ee4b442@anon) Quit (Quit: Page closed)
20150826 15:11:21 <elect> http://arstechnica.com/information-technology/2015/08/even-when-told-not-to-windows-10-just-cant-stop-talking-to-microsoft/
20150826 15:11:51 <elect> I dont remeber if I took this link from here
20150826 15:11:59 <elect> anyway..
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20150826 18:08:52 <elect_> sgothel, virtual vanilla 15.04 x64
20150826 18:09:13 <elect_> after the installation checked all the sources, updated everything
20150826 18:09:36 <elect_> the one liner install command fails on git and runit
20150826 18:11:41 <elect_> http://imgur.com/wZ46aUx
20150826 18:19:41 <elect_> using virtualbox
20150826 18:19:50 <elect_> problem with git-daemon-run and runit
20150826 18:19:55 <elect_> I removed both
20150826 18:20:11 <elect_> I tried to re-install them, it didnt work, I get dep problems
20150826 18:41:54 <elect_> btw it worked
20150826 18:42:01 <elect_> I have no errors on glugen/src
20150826 18:42:04 <elect_> only on test/
20150826 18:50:24 <elect_> joking, errors everywhere after scanning..
20150826 19:01:35 * Eclesia (~eclesia@anon) has joined #jogamp
20150826 19:14:00 <Eclesia> I wrote a piece of code to build a GLDrawable that shares the same memory space as another. it works but ... the code is odd... hard to say why but the calls order doesn't feel right :/
20150826 19:14:21 <Eclesia> can someone have a look : http://pastebin.com/krvJx6hK and tell me if something isn't made rirght here ?
20150826 19:41:29 <sgothel> looking at it ..
20150826 19:44:27 <sgothel> Looks ok'ish .. but pls have a look at GLSharedContextSetter
20150826 19:44:29 <Eclesia> thanks
20150826 19:45:02 <sgothel> the dummy one .. is impl. GLSharedContextSetter (you can test it) .. read GLSharedContextSetter API doc about well controlled shared context setting
20150826 19:45:45 <sgothel> in the future .. hmm, 2.4.x we shall 'GLAutoDrawable extend GLSharedContextSetter' .. maybe
20150826 19:46:10 <Eclesia> strange name ending by 'Setter'
20150826 19:46:47 <sgothel> well .. look the API doc .. it is a 'Setter' interface :-/
20150826 19:47:09 <sgothel> maybe I ran out of language at night .. or so :)
20150826 20:06:45 <Eclesia> from what I understand maybe it's the not the name which is wrong but the build order.
20150826 20:06:59 <Eclesia> GLDrawable then context.
20150826 20:07:29 <sgothel> GLDrawable is the 'sheet' to draw upon .. and GLContext is created 'from it'
20150826 20:08:32 <sgothel> this design is from the beginning of JOGL and even GL4Java .. yeah
20150826 20:09:00 <Eclesia> perhaps I don't correctly understand what a GLContext is. so far I imagine it as a 'Memory area' somekind of workspace
20150826 20:09:01 <sgothel> only later .. where we became able to create a GLContext w/o a drawable .. things went a bit weird, hence the ZeroSurface ..
20150826 20:09:12 <sgothel> yes
20150826 20:09:27 <sgothel> and in theory .. a drawable is pluggable to it
20150826 20:09:35 <sgothel> and can be exchanged
20150826 20:09:47 <sgothel> it works nowadays quite well
20150826 20:10:07 <sgothel> hence the 'drawable -> context' association is a bit weird, granted
20150826 20:10:24 <Eclesia> so perhaps the build order should be reversed. first create a 'workspace', then build gldrawable, opencl, compute shader stuffs with it.
20150826 20:10:44 <sgothel> not really ..
20150826 20:11:16 <sgothel> creation of a GLContext here also means 'immediate validated', i.e. associated w/ a drawable
20150826 20:11:17 <Eclesia> you know better then me :)
20150826 20:11:29 <sgothel> hence the drawable must be valid as well, or a ZeroDrawable
20150826 20:11:48 <sgothel> well .. ok, if I would design it now from scratch .. I probably would change that :)
20150826 20:11:57 <sgothel> *pssst*
20150826 20:11:59 <sgothel> :)
20150826 20:12:01 <Eclesia> ^^
20150826 20:13:09 <sgothel> as it is right now, one can only have created GLContext instances .. which were current at least once -> i.e. validated
20150826 20:13:19 <sgothel> in this sense - its fine as is
20150826 20:14:31 <sgothel> low level detail (GL impl): is that a context is only validated if made current ..
20150826 20:14:43 <sgothel> (by the native GL impl.)
20150826 20:15:22 <Eclesia> anyway this shared drawable made me win many milliseconds and avoid an ugly image copy throuh the cpu
20150826 20:15:38 <sgothel> sure .. it is essential
20150826 20:15:52 <Eclesia> have smooth 2d animations now :)
20150826 20:16:18 <sgothel> the GLMediaPlayer uses it as well
20150826 20:16:40 <sgothel> and GRaphUI's GLEventListener-Widget .. i.e. running something GL inside a button
20150826 20:18:16 <Eclesia> are your UI directly linked to GL ?
20150826 20:18:49 <Eclesia> or do you use somekind of Graphics2D or another type of abstraction level ?
20150826 20:19:50 <sgothel> GL
20150826 20:20:22 <sgothel> well .. and Graph ofc .. i.e. using Graph's OutlineShapes
20150826 20:20:23 <elect_> the tests run, but in netbeans I still have tens of errors, both jogl and gluegen
20150826 20:21:10 <sgothel> @elect: a few days ago I produced a document for how to setup a machine (Ubuntu/Debian) and build/test JogAmp
20150826 20:21:24 <sgothel> Netbeans is not part of it
20150826 20:21:38 <sgothel> for Netbeans you may consider reading our wiki entries aboud IDEs
20150826 20:21:46 <elect_> ok
20150826 20:22:15 <sgothel> pls follow that document I created 1st .. all w/o IDE - then you may start some IDE magic, which surely is optional
20150826 20:22:38 <sgothel> for example, I only use Eclipse as an editor/refactor tool, building and testing via scripts/commandline
20150826 20:22:48 <elect_> uhm, ok
20150826 20:23:07 <sgothel> (even though I can debug tests via Eclipse - Wade created verbose wiki entries here)
20150826 20:30:17 * monsieur_max (~maxime@anon) Quit (Quit: Leaving.)
20150826 20:31:23 <elect_> sgothel, I always had "BUILD SUCCESSFUL" as your txt
20150826 20:31:33 <elect_> so it is just a matter with the IDE at the end..
20150826 20:32:24 <elect_> reading this https://jogamp.org/wiki/index.php/Setting_up_a_JogAmp_project_in_your_favorite_IDE#NetBeans_IDE and this https://jogamp.org/wiki/index.php/Downloading_and_installing_JOGL
20150826 20:32:44 <elect_> isnt there anything else on the wiki regarding IDEs, is it?
20150826 20:34:11 <elect_> they dont say anything new to me
20150826 20:34:58 <elect_> I already have a lib that includes gluegen-rt and jogl-all, all the natives are in the same place
20150826 20:36:31 <elect_> I just dont included the srcs, but I dont think is that the problem
20150826 20:40:37 <elect_> do you have any errors in your Eclipse, sgothel?
20150826 20:49:08 <sgothel> 1st there are 2 setups: jogamp-dev and jogamp-user, so to say
20150826 20:49:29 <sgothel> jogamp-user: use the jogamp provided jars and source-zip files .. to develop your user app
20150826 20:49:51 <sgothel> jogamp-dev: use the original jogamp git sources .. to build and develop jogamp itself
20150826 20:50:02 <sgothel> IMHO both setups are well explained in the IDE wikis ..
20150826 20:50:41 <sgothel> the jogamp-dev means: do not use jogamp provided jar files etc, but the artifacts generated by the modules/projects (gluegen, joal, jogl, ..)
20150826 20:50:55 <sgothel> I guess .. thats it
20150826 20:51:14 <elect_> yeah you are right
20150826 20:51:22 <elect_> it doesnt make any sense sorry
20150826 20:51:34 <sgothel> I use jogamp-dev setup w/ Eclipse for e.g. jogl development
20150826 20:51:44 <sgothel> and jogamp-user setup for jogl-demos or other apps
20150826 20:51:48 <elect_> you said to look at the wiki and I saw the jogamp-user setup
20150826 20:51:53 <elect_> sorry
20150826 20:52:35 <elect_> I got confused with what I do to include jogl in normal projects
20150826 20:53:36 <sgothel> and there is that section discussing 'developing jogamp/jogl itself w/ IDE' AFAIK
20150826 20:53:44 <sgothel> well .. then you should be set by now, finally
20150826 20:54:35 <elect_> I cant find it
20150826 20:55:06 <elect_> searching in the jogamp wiki I get only one result with "developing"
20150826 20:55:17 <elect_> that is this one https://jogamp.org/wiki/index.php/Downloading_and_installing_JOGL
20150826 20:55:39 <sgothel> http://jogamp.org/wiki/index.php/How_to_Build
20150826 20:55:56 <elect_> thanks
20150826 20:56:06 <sgothel> right from 'http://jogamp.org/wiki/index.php/Main_Page' Section 'Community'
20150826 20:58:42 <elect_> I see the jogamp-dev guide for IDEs is only with Eclipse
20150826 20:58:43 <elect_> http://jogamp.org/wiki/index.php/Building_JOGL_in_Eclipse
20150826 20:58:52 <sgothel> so?
20150826 20:58:53 <elect_> I will try to replicate the passaged on Netbeans
20150826 20:58:58 <sgothel> ay
20150826 21:34:36 <elect_> just for god's sake
20150826 21:34:45 <elect_> which version of eclipse do you use?
20150826 21:42:19 <elect_> btw, I want you to know that I am aware I am such a pain for you
20150826 21:42:29 <elect_> and I am really sorry for this
20150826 21:42:43 <elect_> but I can assure the situation is not also a joy from my side
20150826 21:43:04 <elect_> anyway, I go sleeping
20150826 21:43:06 <elect_> good night
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20150826 21:50:50 <Lagrangian> good day
20150826 21:51:12 <Lagrangian> I'm looking for Java3D help
20150826 21:52:39 <Eclesia> I'm not familiar with java3d sorry. gouessej could help I think but he's not here.
20150826 21:53:05 <Eclesia> sgothel: \o/ CPU AA font rasterizer working
20150826 21:53:56 <Lagrangian> OK, thanks
20150826 21:56:28 <Eclesia> xranby: http://unlicense.developpez.com/temporaire/cpuimage_old.png http://unlicense.developpez.com/temporaire/cpuimage_new.png :)
20150826 21:57:20 <Eclesia> still need to support hinting and kerning to improve small font quality... so much to do
20150826 21:57:28 <Eclesia> good night all ++
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20150826 22:02:55 <sgothel> that is a quite interesting *serif* font then .. hmm
20150826 22:03:15 <sgothel> good night @elect and @eclesia
20150826 22:04:11 <sgothel> @eclesia: I guess you meant non-AA font rasterizer ..
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20150826 23:48:02 * xranby_f22 is taking fedora 22 for a spin
20150826 23:48:52 <xranby_f22> always good to check compatibility with a non debian derived distribution before release
20150826 23:49:02 <sgothel> https://www.opengl.org/registry/specs/EXT/glx_swap_control_tear.txt <- almost missed that one ..
20150826 23:51:53 <xranby_f22> sgothel: good that you did not!
20150826 23:58:26 <xranby_f22> GLWindows open fine on fedora 22 using GL_VENDOR nouveau GL_RENDERER Gallium 0.4 on NVC8
20150826 23:58:28 <xranby_f22> GL_VERSION 3.0 Mesa 10.5.4
20150826 23:58:32 <xranby_f22> Platform: LINUX / Linux 4.0.4-301.fc22.x86_64 (4.0.4), amd64 (X86_64, GENERIC_ABI), 8 cores, littleEndian true
20150826 23:58:35 <xranby_f22> MachineDataInfo: runtimeValidated true, 32Bit false, primitive size / alignment:
20150826 23:58:37 <xranby_f22> int8 1 / 1, int16 2 / 2
20150826 23:58:39 <xranby_f22> int 4 / 4, long 8 / 8
20150826 23:58:42 <xranby_f22> int32 4 / 4, int64 8 / 8
20150826 23:58:44 <xranby_f22> float 4 / 4, double 8 / 8, ldouble 16 / 16
20150826 23:58:46 <xranby_f22> pointer 8 / 8, page 4096
20150826 23:58:48 <xranby_f22> Platform: Java Version: 1.8.0_45 (1.8.0u45), VM: OpenJDK 64-Bit Server VM, Runtime: OpenJDK Runtime Environment
20150826 23:58:50 <xranby_f22> Platform: Java Vendor: Oracle Corporation, http://java.oracle.com/, JavaSE: true, Java6: true, AWT enabled: false
20150826 23:58:56 <xranby_f22> nice to see it working well directly from the live cd during fedora 22 istallation :)
20150827 00:03:50 <xranby_f22> sgothel: are you running with the ES 3.2 enabled driver now?
20150827 00:07:00 <sgothel> ha!
20150827 00:07:20 <sgothel> after the one quirk .. NV driver supports EGL -> GL(desktop)
20150827 00:07:31 <sgothel> so .. I tried that .. and keeping me busy :)
20150827 00:08:16 <sgothel> i.e. a few bugs .. and probing of desktop-GL-profiles via EGL .. not done, test cases .. etc
20150827 00:14:31 <xranby_f22> graph font rendering is working here.. next step is to scout around and see what kinf od video decoders are included in fedora 22
20150827 00:14:51 <sgothel> yeah
20150827 00:14:57 <sgothel> the ongoing maintenance job
20150827 00:15:38 <sgothel> compile ffmpeg only w/ patent encumbered codecs ... right :-/
20150827 00:19:47 <xranby_f22> yup on first glance.. fedora do not appear to ship any codecs by default... look slike they are playing it safety first
20150827 00:22:33 <xranby_f22> gstreamer codecs looks available
20150827 00:22:45 <xranby_f22> hmm... have to add a new backend then
20150827 00:22:54 <sgothel> gstreamer? no way
20150827 00:23:15 <sgothel> its a big system on its own ..
20150827 00:23:38 <sgothel> huge load of dependencies etc
20150827 00:24:08 <sgothel> usually it uses .. err .. ffmpeg? :)
20150827 00:25:09 <sgothel> I played w/ it once .. and could not get the fine grained control (i.e. texture streaming) ..
20150827 00:25:34 <sgothel> na .. all who embed encoders .. usually use libav/ffmpeg AFAIK
20150827 00:25:54 <sgothel> (chrome at least, firefox .. dunno, since they use some optional evil blob)
20150827 00:26:33 <sgothel> jaja .. chrome is a blob itself :)
20150827 00:29:32 <xranby_f22> firefox in fedora can open "html5" videos... webm? hmm
20150827 00:29:45 <sgothel> yes
20150827 00:29:53 <sgothel> they have build in decoder
20150827 00:50:48 <xranby_f22> it appears that the fedora 22 distribution do not include any codes... what people actually do is that they install a third party repository manually from http://rpmfusion.org/ and this rpmfusion repository do contain decoders such as libav and ffmpeg
20150827 00:51:22 <xranby_f22> so.. well.. let me try that first
20150827 00:51:33 <xranby_f22> and check if this ffmpeg / libav work
20150827 01:01:40 * xranby_f22 (~liveuser@anon) Quit (Quit: xranby_f22)
20150827 01:26:14 * xranby_f22 (~familjen@anon) has joined #jogamp
20150827 01:27:09 <xranby_f22> jogamp can decode movies after installing ffmpeg-libs from rpmfusion
20150827 01:27:25 <sgothel> phew
20150827 01:28:37 <xranby_f22> there is one ouch and that is the mesa3d noveau gpu driver fail after playing for about one second.. after rendering a handfull of frames :/
20150827 01:29:15 <sgothel> not debugging noveau
20150827 01:29:33 <sgothel> export LIBGL_ALWAYS_SOFTWARE=true
20150827 01:30:16 <sgothel> (probably multi threading issues w/ the players shared context)
20150827 01:31:10 <xranby_f22> now it plays fine after i added the export.. .. thus yes something .. hard to reproduce
20150827 01:33:41 <xranby_f22> still playing etc.. dunny.. when i ran into issues then noveau spat out " nouveau: kernel rejected pushbuf"
20150827 01:34:23 <sgothel> very much resource threading issues
20150827 01:34:49 <sgothel> drm/nouveau issues
20150827 01:35:05 <xranby_f22> joal work etc.. great
20150827 01:35:12 <xranby_f22> graph renders text
20150827 01:35:18 <xranby_f22> 80+ fps
20150827 01:35:23 <sgothel> hehe
20150827 01:35:32 <xranby_f22> movie cube can be rotated
20150827 01:35:37 <xranby_f22> etc
20150827 01:36:14 <xranby_f22> moviesimple 122fps
20150827 01:37:30 <sgothel> did you drive the car w/o sleep?
20150827 01:38:15 <xranby_f22> i slept 7h before driving.. then i drove for 3.5h did work and drove for 3.5h back
20150827 01:38:16 <sgothel> this occurred to me when I wen to bed .. hmm :-/ - scarce JogAmp resources at risk!
20150827 01:38:25 <sgothel> ah .. good :)
20150827 01:39:03 <xranby_f22> joal was included in that deployment
20150827 01:39:12 <sgothel> almost had a bad conscious keeping you awake w/ our discussion
20150827 01:39:29 <sgothel> *beep* :)
20150827 01:39:38 <xranby_f22> yes we use it to play a "plop" osund
20150827 01:39:41 <xranby_f22> sound
20150827 01:39:52 <xranby_f22> something non distractive
20150827 01:39:58 <xranby_f22> yet informative
20150827 01:40:33 <sgothel> hehe
20150827 01:40:55 <sgothel> laundry etc .. they do that too here .. *trickledi...*
20150827 01:41:27 <xranby_f22> our stove uses a piezo buzzer .. urg
20150827 01:41:52 <xranby_f22> and it starts beeping if the stove gets wiped with a wet cleaning tovel
20150827 01:42:09 <xranby_f22> we will have to replace it soon.. or cut the wires
20150827 01:42:38 <sgothel> *what were they thinking*
20150827 01:43:22 <xranby_f22> yes you get stimulated not wanting to use it
20150827 01:43:41 <xranby_f22> i dont know if they understand what they do to people if they install bad sounds in products
20150827 01:44:55 <sgothel> we use what we have, probably the first 'cheap sound device' .. where a *plob* requires fancy DSPs .. and they safe every hardware penny
20150827 01:46:05 <xranby_f22> well short sighted thinking.. because we will not be returning customer
20150827 01:46:37 <xranby_f22> which is sad.. becase the stove was made in the town i live
20150827 01:46:38 <xranby_f22> hmm
20150827 01:46:49 <xranby_f22> maybe i shall go talk to them
20150827 01:47:24 <sgothel> dsp -> emv tests .. can't drop a raspi everywhere :)
20150827 01:48:18 <xranby_f22> maybe can convince them to use a simle dsp using an atmel mcu
20150827 01:48:44 <xranby_f22> http://blog.atmel.com/2013/10/23/building-an-atmel-powered-trinket-audio-player/
20150827 01:50:17 <xranby_f22> but yeah.. then they have to add a speaker etc
20150827 01:50:19 <xranby_f22> hmm
20150827 01:50:29 <xranby_f22> sad that poor solutions are the cheapest
20150827 01:50:53 <xranby_f22> piezo buzzers are horribly hard to compete against on a price level
20150827 01:51:35 <xranby_f22> but please somply say no if you have a manager suggesting using one
20150827 01:51:38 <xranby_f22> simply
20150827 01:55:15 <xranby_f22> fedora 22 + icedtea-web + jogamp applets == working fine
20150827 01:55:26 <sgothel> sweet
20150827 01:58:36 <xranby_f22> odd thing observed... when runnign the moviecube applet http://jogamp.org/deployment/archive/master/gluegen_882-joal_608-jogl_1422-jocl_1071-signed/jogl-applet-runner-newt-MovieCube-napplet.html
20150827 01:59:23 <xranby_f22> first it plays fine -> press f -> it goes fullscreen -> press f -> it goes back to the browser *but is double size*
20150827 01:59:43 <xranby_f22> you only see 1/4 of the cube
20150827 01:59:49 <xranby_f22> hmm
20150827 02:00:18 <xranby_f22> we need a new signed build using the last two weeks of fixes
20150827 02:00:23 <xranby_f22> and i can retest
20150827 02:00:44 <sgothel> yes .. next good one
20150827 02:03:01 <xranby_f22> pressing r -> separatewindow -> press r -> back in browser works ok
20150827 02:04:07 <xranby_f22> you can use the r key to correct the wrongness done by the f key
20150827 02:04:22 <xranby_f22> hehe
20150827 02:14:38 * xranby_f22 (~familjen@anon) Quit (Remote host closed the connection)
20150827 05:05:31 -jogamp- Continue @ http://jogamp.org/log/irc/jogamp_20150827050531.html