#jogamp @ irc.freenode.net - 20140106 05:05:37 (UTC)


20140106 05:05:37 -jogamp- Previous @ http://jogamp.org/log/irc/jogamp_20140105050537.html
20140106 05:05:37 -jogamp- This channel is logged @ http://jogamp.org/log/irc/jogamp_20140106050537.html
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20140106 09:48:21 <gouessej> Hi
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20140106 18:20:52 <Eclesia> hi
20140106 18:44:21 <Eclesia> Does someone has an example of FBO with stencil buffer ?
20140106 18:46:09 <rmk0> 'lo
20140106 18:46:34 <rmk0> Eclesia: you having trouble with separate depth/stencil attachments, by any chance?
20140106 18:47:25 <Eclesia> so far I never used a stencil buffer, so I guess I just didn't declare my texture2d correctly
20140106 18:47:36 <Eclesia> gl.glTexImage2D(GL4.GL_TEXTURE_2D, 0, GL4.GL_STENCIL_INDEX, (int)extent.get(0), (int)extent.get(1), 0, GL4.GL_STENCIL_COMPONENTS, GL4.GL_UNSIGNED_INT, null);
20140106 18:47:40 <rmk0> is just that separate depth/stencil attachments don't work
20140106 18:47:50 <rmk0> apparently no desktop hardware actually implements them
20140106 18:48:01 <rmk0> have to use a packed depth+stencil format instead, like DEPTH24_STENCIL8
20140106 18:48:09 <Eclesia> ?
20140106 18:48:21 <Eclesia> they must be in the same texture ?
20140106 18:48:56 <rmk0> yeah, there's a format called DEPTH24_STENCIL8
20140106 18:49:17 <rmk0> and instead of attaching it to the DEPTH_ATTACHMENT in the framebuffer, there's a DEPTH_STENCIL_ATTACHMENT point
20140106 18:49:30 <rmk0> there's also DEPTH32F_STENCIL8
20140106 18:49:36 <rmk0> they're both required since opengl 3.0
20140106 18:49:46 <rmk0> er, required as in "required to be present"
20140106 18:50:09 <Eclesia> and what type of pixel is that ?
20140106 18:51:20 <Eclesia> I mean : gl.glTexImage2D(GL4.GL_TEXTURE_2D, 0, GL4.GL_DEPTH_COMPONENT24, (int)extent.get(0), (int)extent.get(1), 0, GL4.GL_DEPTH_COMPONENT, GL4.GL_UNSIGNED_INT, null);
20140106 18:51:43 <Eclesia> what is the expected value at GL4.GL_DEPTH_COMPONENT
20140106 18:51:56 <rmk0> ah, it's also called DEPTH24_STENCIL8
20140106 18:52:11 <rmk0> is a specific packed format with that name
20140106 18:52:26 <Eclesia> still a GL_UNSIGNED_INT i suppose
20140106 18:52:45 <rmk0> no, isn't unsigned int
20140106 18:53:10 <rmk0> i think the 24 bit part is treated as an "unsigned fixed point" value, which is described at the start of any of the opengl specifications
20140106 18:54:04 <Eclesia> fount it GL_UNSIGNED_INT_24_8
20140106 18:54:30 <rmk0> oh!
20140106 18:54:59 <Eclesia> it's really a mess in the GL constants list ... you have to know what you are looking for otherwise you are screwed
20140106 18:55:00 <rmk0> hm... that's not actually in the 3.0 specification
20140106 18:55:05 <rmk0> is horrible, yes
20140106 18:56:05 <rmk0> ah, looks like 3.1 introduced GL_UNSIGNED_INT_24_8
20140106 18:56:13 <Eclesia> are the various parameters useful on such texture : GL_TEXTURE_MIN_FILTER, GL_TEXTURE_WRAP_S, GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC ?
20140106 18:56:13 <rmk0> the texture api is probably the most offensive part of opengl
20140106 18:56:26 <rmk0> extremely difficult to get anything correct across different versions
20140106 18:56:48 <rmk0> i'm not sure what filtering does to the stencil
20140106 18:56:53 <Eclesia> In only work with GL4+ so makes thing easier
20140106 18:57:21 <rmk0> ah, from the spec
20140106 18:57:41 <rmk0> "depth textures and the depth components of depth/stencil textures can be treated as RED textures during texture filtering and application"
20140106 18:58:15 <rmk0> think the stencil part is just ignored, which makes sense
20140106 18:58:18 <rmk0> wouldn't want to be filtering that
20140106 18:59:32 <Eclesia> I would consider a simple format ^^ compare to netcdf 4D images
20140106 19:00:10 <Eclesia> it's just a 4byte sample texture, it's a matter of interpretation after
20140106 19:00:55 <Eclesia> changing subject
20140106 19:01:12 <Eclesia> here is a little video of my work during holidays : http://unlicense.developpez.com/gallery/VID3D_SkeletonEdit.ogv
20140106 19:06:17 <Eclesia> not the model, the editor ^^
20140106 19:08:35 <Eclesia> not good enough ? :(
20140106 19:08:52 <rmk0> 'lo, sorry, only half here
20140106 19:08:58 <rmk0> will be back in a few hours, will look then
20140106 19:09:14 <Eclesia> thanks for the help :)
20140106 19:10:08 <rmk0> no problem!
20140106 19:10:10 <rmk0> \o\
20140106 19:30:51 <Eclesia> ha clip test passed
20140106 19:30:56 <Eclesia> finally
20140106 19:42:50 <monsieur_max> Eclesia: nice job :)
20140106 19:43:29 <Eclesia> hi mr.max
20140106 19:43:34 <Eclesia> thanks
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20140107 05:05:37 -jogamp- Continue @ http://jogamp.org/log/irc/jogamp_20140107050537.html