#jogamp @ irc.freenode.net - 20141003 05:05:53 (UTC)
20141003 05:05:53 -jogamp- Previous @ http://jogamp.org/log/irc/jogamp_20141002050553.html
20141003 05:05:53 -jogamp- This channel is logged @ http://jogamp.org/log/irc/jogamp_20141003050553.html
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20141003 06:57:19 <eclesia> good morning
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20141003 08:55:59 <gouessej> Good morning
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20141003 10:46:19 <eclesia> okay, 75minutes to implement shadows ^^
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20141003 12:17:40 <gouessej> sgothel: When will JOGL 2.2.2 be released? Will there be any autobuilds in the meantime?
20141003 12:44:33 <eclesia> gouessej: never hahahahaha
20141003 12:44:53 <gouessej> Eclesia: lol
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20141003 12:54:34 <gouessej> sgothel: Actually, I meant 2.2.3 as the version 2.2.2 is already out as far as I know: http://jogamp.org/deployment/archive/rc/v2.2.2/
20141003 13:02:48 <sgothel> @Julien: I wait for one validation for 2.2.3
20141003 13:19:39 <gouessej> sgothel: ok, thank you
20141003 13:33:56 <gouessej> sgothel: Will JOGL 2.2.3 be pushed on Maven Central?
20141003 13:34:14 <gouessej> sgothel: JOGL 2.2.2 isn't on Maven Central :s
20141003 13:35:22 <sgothel> yup .. 2.2.2 was premature .. not released w/ bells and whistles
20141003 13:36:08 <sgothel> Q: the Intel Q would work w/o your latest changes in JOGL right ?
20141003 13:36:35 <sgothel> (didn't backport the quirk)
20141003 13:38:59 <gouessej> sgothel: it works :)
20141003 13:39:17 <gouessej> sgothel: I have a desktop computer at work with this chip
20141003 13:39:52 <gouessej> sgothel: Intel Q35 Express with the "official" Intel driver
20141003 13:40:38 <sgothel> great
20141003 13:40:41 <gouessej> sgothel: The problem only concerns offscreen, with pbuffers
20141003 13:40:56 <sgothel> thank you!
20141003 13:41:21 <gouessej> sgothel: it works correctly onscreen except with the OEM driver (just a native crash when creating the context)
20141003 13:44:14 <gouessej> sgothel: N.B: but I really need you to backport the quirk, I use this feature
20141003 13:45:28 <gouessej> sgothel: If you don't backport the quirk, please provide some autobuilds of the master branch
20141003 13:45:28 <sgothel> hmm .. then we have to do it after 2.2.3 .. or if I need to add another patch - depending on one customers validation
20141003 13:45:42 <sgothel> ok!
20141003 13:46:44 <gouessej> Will you include the quirk in 2.2.4?
20141003 13:46:50 <sgothel> yup
20141003 13:47:12 <gouessej> fine
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20141003 16:33:35 <GTB3NW> hey guys I know this isn't #lwjgl but their support is dire in there, it's more of a broad question
20141003 16:33:49 <GTB3NW> I did write it in lwjgl however so feel free to ignore me :P
20141003 16:33:58 <GTB3NW> anyway, I followed this guide - http://www.lwjgl.org/wiki/index.php?title=The_Quad_with_Projection,_View_and_Model_matrices
20141003 16:34:29 <GTB3NW> couldn't get it working, had no perspective.. then I tried straight up just running the source code from the bottom.. exactly the same thing
20141003 16:35:11 <GTB3NW> in fact, the cube didn't move either. It's as if the shaders aren't running. No errors for them compiling or using the program
20141003 16:35:17 <GTB3NW> any idea on how I can test this?
20141003 17:39:01 <sgothel> can you give use a complete question, w/o asking us to read a 3rd party doc ?
20141003 17:39:50 <sgothel> feel free to looks at our unit tests / demos GearsES2, RedSquareES2 .. using our tool PMVMatrix, impl. fixed function pipeline matrix ops for core and ES profiles.
20141003 17:40:20 <sgothel> sure you need to send your matrix to the vertex shader .. etc etc
20141003 18:15:04 <GTB3NW> well the sample source does that, it modifies the matrix so that the square rotates around in a circle, however it's just static
20141003 18:15:27 <GTB3NW> My question is, how can I debug what's happening?
20141003 18:15:40 <GTB3NW> I assume the docs were tested, so how can I debug what's happening?
20141003 18:16:17 <sgothel> this is a Q regarding details of that toolkit, which we don't support ..
20141003 18:16:34 <sgothel> well .. debugging shader is hard .. sure
20141003 18:16:59 <GTB3NW> is there agnostic debugging, regardless of toolkit?
20141003 18:17:00 <sgothel> in JOGL, I would enable TraceGL and / or DebugGL to analyze the GL stream
20141003 18:17:14 <sgothel> then use apitrace, which is recommended by Mark
20141003 18:17:22 <GTB3NW> is that JOGL only then or based on the opengl spec?
20141003 18:17:26 <sgothel> or higher level instrumentation (read: printline)
20141003 18:17:41 <sgothel> apitrace is low level .. hooking up to libGL
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20141004 05:05:53 -jogamp- Continue @ http://jogamp.org/log/irc/jogamp_20141004050553.html