#jogamp @ irc.freenode.net - 20140208 05:05:43 (UTC)
20140208 05:05:43 -jogamp- Previous @ http://jogamp.org/log/irc/jogamp_20140207050543.html
20140208 05:05:43 -jogamp- This channel is logged @ http://jogamp.org/log/irc/jogamp_20140208050543.html
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20140208 12:08:33 <rmk0> sgothel: you rang?
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20140208 16:13:21 <sgothel> @Mark: yup
20140208 16:13:33 <rmk0> lo
20140208 16:13:39 <rmk0> what's up?
20140208 16:13:47 <sgothel> The 'course' .. read above .. free ride maybe :)
20140208 16:14:08 <sgothel> If you like to give it .. or Xerxes ..
20140208 16:14:30 <rmk0> i'll have to defer to xranby for now
20140208 16:14:35 <sgothel> You did the jogl-demos .. maybe enhance it .. etc .. oh
20140208 16:14:52 <rmk0> i can contribute, but it's unlikely i make it there
20140208 16:14:57 <sgothel> so you are not 'in' .. sniff
20140208 16:15:31 <rmk0> if there's anything i can assist with from here, i will
20140208 16:15:46 <sgothel> thank you
20140208 16:15:54 <sgothel> will ping you then ..
20140208 16:19:24 <rmk0> i'll get there one of these years!
20140208 16:20:16 <sgothel> sounds great - otherwise .. hmm, maybe we should visit the island you live on one day, heard you have food :)
20140208 16:21:49 <rmk0> the ingredients are good, the recipes are terrible!
20140208 16:22:07 <sgothel> I didn't want to mention it :)
20140208 16:22:11 <rmk0> hehe
20140208 17:02:07 <monsieur_max> hi jogamp people, I got one question. Is there a simple way to ensure/force the glwindow to keep a defined ratio ( not in fullscreen mode )
20140208 17:04:54 <sgothel> setSize .. and listening on-reshape ?
20140208 17:06:08 <monsieur_max> yeah that was the path i was taking, but i did not want to reinvent the wheel if you had already implemented such mechanism.
20140208 17:06:23 <monsieur_max> ok, let's do this then, thanks Sven
20140208 17:08:09 <sgothel> if using GLEventListener (reshape) - do it on a 'throw away thread' .. to decouple things ..
20140208 17:08:30 <sgothel> new Thread(...) { /* run method */ }.start()
20140208 17:12:13 <monsieur_max> sgothel: yup, that was the plan
20140208 17:12:39 <monsieur_max> thanks for the advice
20140208 17:15:02 <rmk0> would that be calling setSize() on a GLWindow on a separate thread?
20140208 17:15:34 <sgothel> yup .. i.e. not on the animator or (worse) EDT thread ..
20140208 17:15:41 <rmk0> right
20140208 17:15:57 <rmk0> didn't realize GLWindow was thread safe in that way, but i suppose it makes sense that it would be
20140208 17:16:49 <sgothel> should be - having tons of tests. using a dedicated thread for setSize may not be required w/ pure NEWT .. but it may help to not have an endless feedback loop
20140208 17:17:01 <sgothel> setSize -> reshape -> setSize .. etc ..
20140208 17:17:05 <rmk0> yep
20140208 17:18:42 <sgothel> so @Max: you need to have some tolerance here for the aspect ratio .. the buzz word hysteresis comes to mind - depends how you receive the resize events, i.e. for each little resize-step .. or after the operation has finished
20140208 17:19:19 <sgothel> hence it depends on the native widowing TK, as well as it's settings
20140208 17:19:57 <sgothel> the more I think about it ..
20140208 17:20:35 <sgothel> maybe allow a tolerance in that setSize trigger - but use a custom setViewport - while disabling the auto-viewport in the GLAutoDrawable (GLWindow here)
20140208 17:21:48 <sgothel> for our simple movie player demo, I keep the window size, but use a specific movie aspect ratio
20140208 17:22:01 <sgothel> -or- try to resize window to movie-size
20140208 17:22:22 <sgothel> (but don't try to override a user resize action)
20140208 17:26:53 <monsieur_max> i've come to the same thought as you guys... so it left me 2 solutions
20140208 17:27:28 <monsieur_max> 1- your last suggestion
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20140208 17:28:06 <monsieur_max> 2- prevent the player from resizing the window and provide a ui to modify the size in a list of fixed size
20140208 17:29:21 <sgothel> if the user resizes the window, she has a reason - so simply keeping ratio should be fine. maybe add a command to reset-size
20140208 17:29:52 <sgothel> however .. otherwise we need a new flag and see how to impl. it .. (NO_RESIZE) something
20140208 17:30:30 <sgothel> I usually dislike to babysit the user - on the other hand neither like to restrict the developer :)
20140208 17:31:04 <sgothel> then pls add an enhancement bug-report - we have to cleanup all the flags in NEWT anyways (bitfield)
20140208 17:33:47 <monsieur_max> sgothel: ha, again you're answering my question before i even asked it :)
20140208 17:34:48 <sgothel> if you - or anybody else - like to implement these things, pls go ahead, I will merge - otherwise it will be done .. but maybe not 'right now'
20140208 17:35:35 <monsieur_max> sgothel: on many games i played, the windowed mode is usually restricted to fixed sizes, and well , it's rather ok, it's not something that most players will do
20140208 17:36:01 <monsieur_max> sgothel: ok, first the enhancement bug report
20140208 17:36:16 <sgothel> I thought this is a relict from the past - where 'resizing' and 'scaling' content was expensive. with opengl it is not.
20140208 17:36:18 <monsieur_max> then maybe i can try to mess a bit with the source code
20140208 17:36:28 <monsieur_max> yeah maybe you're right
20140208 17:36:53 <sgothel> but again - me not want to tell you or others what to do :)
20140208 17:37:33 <monsieur_max> well, it's an open discussion, and i'm quite thinking like you, you should just do whatever the player want
20140208 17:37:37 <monsieur_max> player / user
20140208 17:37:58 <monsieur_max> ( with boundaries )
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20140208 17:48:44 <ARCAEDOX> I keep on getting this error when I open my NEWT window
20140208 17:48:46 <ARCAEDOX> Info: GLDrawableHelper.reshape: pre-exisiting GL error 0x502
20140208 17:49:05 <sgothel> run your app w/ -Djogl.debug.DebugGL
20140208 17:49:06 <ARCAEDOX> any known fixes?
20140208 17:49:24 <sgothel> the pre-existing gl-err is probably caused by your code
20140208 17:49:32 <sgothel> check what 0x502 means .. (gl.h)
20140208 17:49:38 <monsieur_max> yeah been there, done that :)
20140208 17:50:25 <sgothel> e.g. "#define GL_INVALID_OPERATION 0x0502"
20140208 17:50:41 <ARCAEDOX> GL_INVALID_OPERATION​, 0x0502 Given when the set of state for a command is not legal for the parameters given to that command. It is also given for commands where combinations of parameters define what the legal parameters are.
20140208 17:51:08 <sgothel> (06:49:05 PM) sgothel: run your app w/ -Djogl.debug.DebugGL - it will tell you!
20140208 17:51:46 <ARCAEDOX> YES!
20140208 17:51:50 <ARCAEDOX> found it!
20140208 17:51:54 <ARCAEDOX> Thanks guys!
20140208 17:52:03 <ARCAEDOX> There was an error with my shader code
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20140208 17:56:00 <ARCAEDOX> Thanks again guys!
20140208 17:56:01 <monsieur_max> ARCAEDOX: this errors occured to me once, and it was my fault, a previous operation i made was throwing this error, and later jogl stumbled upon.
20140208 17:56:26 <monsieur_max> ah great, sorry my chat window did not scrool ...
20140208 17:56:32 <ARCAEDOX> oh its ok
20140208 17:56:39 <monsieur_max> *power user*
20140208 17:56:47 <ARCAEDOX> I'm just trying to create a game engine
20140208 17:57:03 <monsieur_max> what a strange idea ;)
20140208 17:57:26 <ARCAEDOX> I found the ShaderCode class quite hard to follow so I just made my own classes for it lol and yeah ;)
20140208 17:57:54 <sgothel> @ARCAEDOX Pls help w/ making it more versatile - or easy to use
20140208 17:58:40 <sgothel> -Djogl.debug.GLSLCode should dump good runtime infos ..
20140208 17:59:56 <ARCAEDOX> oh right , I was following a tutorial on your wiki and it was quite hard to use , I could send you what I've written if you like ?
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20140208 18:00:35 <sgothel> sure - and what your think was hard .. i.e. a proposal to change the API for easy usage - or at least the API doc
20140208 18:01:04 <sgothel> w/o such feedback .. me walking in the dark - so criticism is always very welcome!
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20140208 18:01:37 <sgothel> best if added to a new bug report (enhancement)
20140208 18:01:47 <ARCAEDOX> ok , whats your email ?
20140208 18:02:09 <sgothel> me 'sven gothel' look at maintainer @jogamp.org
20140208 18:02:27 <sgothel> the process using a bugreport would be even more valuable
20140208 18:02:57 <ARCAEDOX> can you send me a link to the bug report page ?
20140208 18:03:01 <sgothel> http://jogamp.org/wiki/index.php/Maintainer_and_Contacts#Sven_Gothel
20140208 18:03:12 <sgothel> https://jogamp.org/bugzilla/
20140208 18:09:32 <ARCAEDOX> Ok , I sent you the email and I'm writing a bug report right now
20140208 18:17:52 <sgothel> got it - sure I need your semantic input to see what you are missing, looking fwd to your 'change request'
20140208 18:19:06 <ARCAEDOX> thats ok :)
20140208 18:19:15 <sgothel> if you like, you can also make the changes yourself .. and we can discuss it via your patch / git [pull-req / diff]
20140208 18:20:09 <ARCAEDOX> oh really?
20140208 18:20:38 <sgothel> ofc .. it's free software
20140208 18:21:34 <sgothel> maybe I read your description first .. so I understand .. but source code is also a good way (if not the best) to make things clear
20140208 18:21:41 <sgothel> (surely more work .. maybe)
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20140208 18:22:16 <ARCAEDOX> yeah
20140208 18:22:24 <ARCAEDOX> I'm only 17 btw
20140208 18:22:48 <sgothel> no discrimination of age here - pls :)
20140208 18:23:02 <sgothel> I am 46 already :)
20140208 18:24:11 <ARCAEDOX> lol its ok
20140208 18:27:21 <sgothel> our ShaderCode:
20140208 18:27:44 <sgothel> - has no direct InputStream constructor (ctor) method, but URLConnection
20140208 18:28:05 <sgothel> - absolute path/file name could be passed though ..
20140208 18:28:19 <sgothel> this comes to mind reading your class
20140208 18:31:34 <sgothel> @ARCAEDOX: Big KUDOS to your progress since Oct btw .. i.e. from 'hello world' to '3d/GL programming'
20140208 18:32:17 <sgothel> https://twitter.com/arcaedox <- if this is you - close to Mark it seems
20140208 18:36:11 <ARCAEDOX> yeah thats me lol
20140208 18:36:30 <ARCAEDOX> and thank you very much
20140208 18:38:59 <sgothel> @All: Whenever we see something odd in our API, especially when approaching it the 1st time (before doing the typical workaround to live w/ it) - let's nag here and via a bug report. Otherwise we will not fix it. Last time .. 'olamedia' helped to fix PMVMatrix's API a lot.
20140208 18:39:55 <sgothel> guess I shall do a forum post ..
20140208 18:40:11 <ARCAEDOX> on the shader class ?
20140208 18:40:19 <sgothel> and on everything ..
20140208 18:40:34 <sgothel> problem w/ us 'old users' is - we got used to it
20140208 18:40:59 <ARCAEDOX> oh right , there always space for improvements :)
20140208 18:41:01 <sgothel> hence a new perspective shall help us
20140208 18:41:06 <sgothel> indeed
20140208 18:41:31 <ARCAEDOX> I'm glad to be of good help
20140208 18:56:47 <sgothel> http://forum.jogamp.org/Improvements-API-Support-td4031509.html
20140208 18:57:43 <sgothel> (guess I am asking for [more] trouble)
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20140209 05:05:43 -jogamp- Continue @ http://jogamp.org/log/irc/jogamp_20140209050543.html