#jogamp @ irc.freenode.net - 20140616 05:05:26 (UTC)
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20140616 19:25:06 <zzuegg> what is the way to use a gl extension in jogamp? specifically GL_EXT_direct_state_access
20140616 19:25:54 <sgothel> should be mapped to GL4bc/GL4 .. etc .. pls have a look at API doc
20140616 19:29:53 <zzuegg> ah thank you, have not found it in the GL4, but it is present in the GL4bc
20140616 20:32:11 <rmk0> if only opengl had been modelled as records of function pointers
20140616 20:32:16 <rmk0> *moan* *carp* *complain*
20140616 20:32:52 * rmk0 looks up more synonyms for "complain*
20140616 20:33:19 <rmk0> *grouse* *disapprove* *grieve*
20140616 20:33:29 <rmk0> ... sorry, i'm putting off work
20140616 20:33:38 <rmk0> /o/
20140616 20:34:50 <sgothel> records of function pointers ? isn't it sort of ?
20140616 20:35:24 <sgothel> Indeed .. we could add extension interfaces .. if such is implemented ..
20140616 20:35:33 <rmk0> the implementations might be, but the API certainly isn't
20140616 20:35:57 <sgothel> this triggered by the req. regarding the above extension ?
20140616 20:36:04 <sgothel> and how poor we handle it ?
20140616 20:36:12 <rmk0> oh, no, jogl handles it fine
20140616 20:36:15 <rmk0> i just loathe the opengl api
20140616 20:36:38 <sgothel> for example .. we could create an extension factory using a given GL object (or GLContext) ..
20140616 20:36:49 <sgothel> attempting to access an extension .. etc
20140616 20:37:34 <sgothel> for the poor oculusvr API .. (well) .. adding 'call-by-value' in GlueGen for arguments and return values ..
20140616 20:37:42 <sgothel> (structs ..)
20140616 20:37:45 <rmk0> don't think it's really the place of bindings to do this sort of thing
20140616 20:38:11 <rmk0> the opengl api is just... bad. best to build type-safe layers on top of it to hide the api
20140616 20:38:29 <sgothel> right now you can query whether ext exists .. and assume the GL4bc interface .. ahem :)
20140616 20:38:53 <sgothel> the GL API .. handles extensions as simple function pointers
20140616 20:39:13 <rmk0> sometimes
20140616 20:39:31 <rmk0> a lot of the time they just define new integer constants and make it legal to pass those to existing functions
20140616 20:39:36 <rmk0> is about the worst possible way they could've handled it
20140616 20:40:07 <sgothel> ah .. the semantic changes sometimes, yes .. sometimes they are not coherent it seems
20140616 20:40:28 <rmk0> one of the worst aspects of it is that you can end up using extensions without actually intending to
20140616 20:40:50 <rmk0> because you happened to pass a value to a function that was actually defined in an extension that happened to exist on your system
20140616 20:40:50 <sgothel> right .. extA avail, now you can pass BLUE to glLala() :)
20140616 20:41:14 * monsieur_max (~maxime@anon) Quit (Quit: Leaving.)
20140616 20:41:19 <rmk0> urhur
20140616 20:42:15 <rmk0> i spent ages fucking about defining interfaces like this: http://mvn.io7m.com/io7m-jcanephora/documentation/apidocs/com/io7m/jcanephora/api/JCGLTextures2DStaticGL3ES3Type.html
20140616 20:42:54 <rmk0> like... the library will only give you access to a JCGLTextures2DStaticGL3ES3Type on >= GL3, or GLES3
20140616 20:43:15 <rmk0> and all of those texture formats are guaranteed to be available on those versions (unless the implementation is completely broken)
20140616 20:43:32 <rmk0> i don't bother to try to work around broken implementations... is not my problem to fix
20140616 20:43:51 <rmk0> i wish the opengl api had been done more in this style
20140616 20:44:15 <sgothel> yes .. similar code to guess good format/type for textures .. is spreaded in JOGL as well :)
20140616 20:44:32 <sgothel> plus .. I just found out .. format == type for some ES3 magic (FBO)
20140616 20:44:45 <sgothel> it's in JOGL git ..
20140616 20:44:55 <rmk0> yeah, wouldn't surprise me to learn that some of that nonsense has leaked over from ES2
20140616 20:45:03 <sgothel> d354cf767182c27f44ad4c00d2e975f8d689daa8
20140616 20:45:07 <rmk0> ES2 required format == type, breaking compatibility with every other version \o/
20140616 20:45:11 <sgothel> Bug 1009: Make FBObject's sampling sink format compatible w/ sampling source if possible (ES3 spec requirement)
20140616 20:45:26 <sgothel> ES2 and GL3core allowed it .. ES3 not
20140616 20:45:54 <rmk0> hope ES2 dies out soon
20140616 20:46:01 <sgothel> http://jogamp.org/git/?p=jogl.git;a=commit;h=d354cf767182c27f44ad4c00d2e975f8d689daa8
20140616 20:46:21 * rmk0 eyes it
20140616 20:46:21 <sgothel> yeah .. and adding the ES3 spec only req. was not so nice ..
20140616 20:46:36 <sgothel> surely it eases the GL implementation for copy pixels .. :)
20140616 20:46:45 <sgothel> (and is an optimization sort of)
20140616 20:47:26 <rmk0> just ... checking that i don't violate this requirement either
20140616 20:48:22 <rmk0> think i'm ok
20140616 20:49:27 <sgothel> textureInternalFormat = alpha ? GL.GL_RGBA8 : GL.GL_RGB8;
20140616 20:49:27 <sgothel> textureDataFormat = alpha ? GL.GL_BGRA : GL.GL_RGB;
20140616 20:49:27 <sgothel> textureDataType = alpha ? GL2GL3.GL_UNSIGNED_INT_8_8_8_8_REV : GL.GL_UNSIGNED_BYTE;
20140616 20:49:41 <sgothel> ^^ the old desktop GL optimization due to windows BGRA :)
20140616 20:49:51 <rmk0> heh
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