#jogamp @ irc.freenode.net - 20141015 05:06:23 (UTC)


20141015 05:06:23 -jogamp- Previous @ http://jogamp.org/log/irc/jogamp_20141014025423.html
20141015 05:06:23 -jogamp- This channel is logged @ http://jogamp.org/log/irc/jogamp_20141015050623.html
20141015 05:23:21 <sgothel> *thanks for the best wishes*
20141015 05:23:55 <sgothel> regarding visibility and publicity - well, JOGL/JogAmp is still used in universities, and major science projects/products
20141015 05:24:11 <sgothel> so we indeed are not short of public attention
20141015 05:24:57 <sgothel> then .. I 'only' use email for efficiency .. and for having all messages available, so I don't care about a 'sexy web frontend'
20141015 05:25:06 <sgothel> many major projects simply use mailman
20141015 05:25:34 <sgothel> IMHO it is more important to have all modules run stable and very well as advertised
20141015 05:26:00 <sgothel> so JOGL should be good w/ 2.2.4 (major bugs and regressions due to OS updates are addressed)
20141015 05:26:10 <sgothel> JOCL would need some _major_ love
20141015 05:26:39 <sgothel> the right bug entries (questions) are addressed for JOCL (modularization, CL profiles ..)
20141015 05:27:00 <sgothel> Wade and I have to find time to do the work .. others are ofc welcome!
20141015 05:27:53 <sgothel> Currently I am cleaning our EGL layer to prepare it working well with desktop OpenGL, 'surface-less context', and later for Wayland
20141015 05:28:12 <sgothel> that should push usability of JOGL a bit further
20141015 05:29:59 <sgothel> @zuzub: I am a grandfather already, and this is Qun's and my 1st child, a son, who already is the 'little uncle' :)
20141015 05:31:04 <sgothel> @Julien: Yes, I also don't consider Mir .. but I won't give it bad wishes .. just an answer to no question motivated by company politics IMHO
20141015 05:31:52 <sgothel> And Wayland is also no real replacement for heavy X11 usage .. but a lightweight alternative IMHO
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20141015 07:31:07 <eclesia> good morning
20141015 07:34:36 <zubzub> 07:31 <+sgothel> And Wayland is also no real replacement for heavy X11 usage .. but a lightweight alternative IMHO
20141015 07:34:40 <zubzub> it is actually
20141015 07:34:44 <zubzub> but not quite yet ;)
20141015 07:34:54 <zubzub> the xdg_shell protocol needs to mature first
20141015 07:35:01 <zubzub> which will take several years
20141015 07:35:18 <zubzub> given that all attention was on the mobile space now
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20141015 07:43:35 <zubzub> sgothel: does jogl have egl bindings?
20141015 07:44:31 <zubzub> as in getEglDisplay
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20141015 08:23:49 <zubzub> basically the functions defined here:
20141015 08:23:51 <zubzub> https://www.khronos.org/files/egl-1-4-quick-reference-card.pdf
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20141015 08:30:39 <gouessej> Hi
20141015 08:30:51 <gouessej> monsieur_max: WebGL isn't the panacea
20141015 08:31:09 <eclesia> gouessej: I don't think that's a valid english word :D
20141015 08:31:39 <gouessej> monsieur_max: Mozilla's decision just causes planned obsolescence
20141015 08:31:43 <gouessej> eclesia: https://translate.google.com/#fr/en/panac%C3%A9e
20141015 08:32:05 <gouessej> eclesia: http://www.wordreference.com/fren/panac%C3%A9e
20141015 08:32:36 <gouessej> eclesia: http://www.larousse.fr/dictionnaires/francais-anglais/panac%C3%A9e/57201
20141015 08:32:50 <gouessej> eclesia: I think it is enough for now :)
20141015 08:33:12 * eclesia was wrong, looks strange anyway
20141015 08:34:07 <monsieur_max> gouessej: planned obsolescence is not a real problem in web technologies where everything changes totally every 5 years, my point of view :)
20141015 08:34:12 <gouessej> I started learning English at almost 6 years ol but thank you for trying to fix my English anyway, I'm not foolproof
20141015 08:35:44 <gouessej> monsieur_max: Most WebGL implementations use offscreen rendering and work a lot worse and less reliably than JOGL on a lot of machines
20141015 08:36:33 <gouessej> monsieur_max: If I need a super powerful machine just to play with a clone of Doom, I will consider that WebGL drives my machine artificially obsolete
20141015 08:37:12 <monsieur_max> well, yet people seems to be able to make games with it, and it still better than anything else on browsers
20141015 08:38:10 <gouessej> monsieur_max: WebGL is far better with applets of course but no, there are tons of laptops and even powerful desktop computers that get poor performance with it even now
20141015 08:38:29 <zubzub> but web is the future!
20141015 08:38:39 <gouessej> monsieur_max: Even OpenJSCAD is slow on some machines with an NVIDIA Quadro
20141015 08:38:43 <zubzub> *write local running mobile app*
20141015 08:38:44 <monsieur_max> i'm not comparing it to jogl in anyway , i'm pro-desktop, not pro-web , but i still think that webgl is a great step forward
20141015 08:39:36 <gouessej> monsieur_max: Yes but it's slower than JOGL and there are still lots of performance problems on laptops with Intel chips and tons of drivers are still blacklisted
20141015 08:40:56 <gouessej> monsieur_max: As long as I can't play with Doom on a pentium MMX with WebGL, I will consider it encourages planned obsolescence
20141015 08:41:12 <monsieur_max> ok ...
20141015 08:43:13 <gouessej> monsieur_max: Would you buy a supercomputer just to perform a few additions mostly because it is trendy? WebGL is very well integrated, things have been improved, it is a major technology and it is enough when you don't care about tons of machines with no extremely good support of offscreen rendering
20141015 08:43:48 <gouessej> monsieur_max: but I'm fed up with the mantra "HTML5 or die"
20141015 08:44:43 <bbbruce> maybe this particular implementation of Doom in WebGL is just not very good?
20141015 08:45:01 <gouessej> no it uses Emscripten
20141015 08:45:13 <gouessej> it's based on PRBoom
20141015 08:45:34 <gouessej> and anyway I have the same problem of performance with other WebGL games and applications too
20141015 08:45:47 <gouessej> the port of Cube 2 too
20141015 08:45:57 <gouessej> less than 5 FPS lol
20141015 08:46:11 <gouessej> even without shaders, bump mapping
20141015 08:46:14 <gouessej> ....
20141015 08:46:57 <gouessej> Most of what I wrote is still true now: http://gouessej.wordpress.com/2012/06/22/webgl-une-technologie-prometteuse-qui-doit-encore-faire-ses-preuves-webgl-a-promising-technology-that-has-yet-to-prove-itself/
20141015 08:48:34 <gouessej> Did Ars Technica claim that Notch was crazy for coding Minecraft in Java? Now it promotes WebGL lol
20141015 08:52:41 * eclesia consider obsolete OpenGL if it's not at least 3.3
20141015 08:53:15 <bbbruce> eclesia: that's what I do
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20141015 09:00:44 <gouessej> I consider obsolete OpenGL it isn't supported by JOGL, OpenGL 1.0?
20141015 09:00:52 <bbbruce> why bother?
20141015 09:01:42 <gouessej> Just try to explain to an end user that he needs a super modern machine to play with a game that looks like it had been released in 1997
20141015 09:03:01 <bbbruce> practically all nvidia, amd and most intel hd stuff made in the last 4 years supports gl 3.3
20141015 09:03:38 <bbbruce> on windows and osx at least
20141015 09:40:18 <gouessej> There are still people under Windows XP but it shouldn't prevent you from playing with the latest OpenGL features especially if you only want to support machines sold since 2010
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20141015 11:35:47 <eclesia> rmk0: hi, may I ask a question on shadow mapping (http://http.developer.nvidia.com/GPUGems3/gpugems3_ch08.html) , I have converted the direcx code in glsl http://pastebin.com/aiVLBbzG . To be sure I'm doing it right :
20141015 11:36:15 <eclesia> 1 - when building the shadow map : use the computeMoments function to calculate values
20141015 11:36:23 <eclesia> 2 - blur the shadowmap
20141015 11:36:58 <eclesia> 3 - use function shadowContribution in the scene rendering fragement shader
20141015 11:37:03 <eclesia> is that right ?
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20141015 11:56:21 <gouessej> Does one of us have a reddit account?
20141015 11:57:18 <gouessej> This guy seems to have misread my tutorial: http://www.reddit.com/r/IntelliJIDEA/comments/2jaxmd/how_to_get_java3d_to_work_in_intellij_on_os_x/
20141015 11:58:07 <gouessej> I clearly indicated in the "troubleshooting" section what he has to do in this case: http://gouessej.wordpress.com/2012/08/01/java-3d-est-de-retour-java-3d-is-back/#troubleshooting
20141015 11:58:39 <gouessej> He has forgotten to uninstall Java3D
20141015 11:58:48 <zubzub> create an account
20141015 11:58:52 <zubzub> answer
20141015 11:59:51 <gouessej> I prefer avoiding to create an account on reddit, I'm already fed up answering on StackOverflow. I asked people to use our forum in the tutorial :s
20141015 12:00:15 <eclesia> so don't answer, let him find the solution on his own
20141015 12:07:35 <gouessej> but maybe one of you could contact him on reddit if you already have an account
20141015 12:10:58 <zubzub> I dont have an account
20141015 12:11:22 <zubzub> also when people don't read the doc, I usually don't bother to answer
20141015 12:18:26 <gouessej> I've just updated this section with his error message
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20141015 13:15:10 <rmk0> .o.
20141015 13:15:14 * rmk0 prepares forum post
20141015 13:15:18 <rmk0> didn't get a chance yesterday
20141015 13:15:48 <rmk0> eclesia: nope, you use ComputeMoments() during the actual application of the shadows. when you're creating the shadow map, just store (depth, depth * depth)
20141015 13:16:21 <eclesia> rmk0: ok, but when ?
20141015 13:16:34 <rmk0> when?
20141015 13:16:38 <rmk0> when when?
20141015 13:17:02 <eclesia> when is used computeMoment ? the other methods doesnt seem to use it
20141015 13:17:36 <rmk0> ... let me check what i did
20141015 13:17:41 <rmk0> i've not looked at this in detail for months
20141015 13:29:26 <rmk0> ah, looks like ComputeMoments is optional, and i found i didn't need it
20141015 13:29:40 <rmk0> they mention that it uses partial derivatives and that they may be unstable on some hardware
20141015 13:30:41 <rmk0> i just clamp the minimum variance as they suggest
20141015 13:31:06 <eclesia> hm... I guess I'm still doing something wrong then. :/
20141015 13:31:46 <rmk0> take it step by step... when you're building the shadow map, you only need to render (depth, depth * depth) into an RG texture
20141015 13:32:01 <eclesia> already done and checked
20141015 13:32:04 <rmk0> right
20141015 13:33:01 <rmk0> during rendering of a shadow-projecting light, you obviously want to calculate a shadow factor so that you can attentuate the light
20141015 13:33:09 <rmk0> where 0.0 means "completely in shadow" and 1.0 means "not in shadow at all"
20141015 13:34:18 <rmk0> http://waste.io7m.com/2014/10/15/factor.txt
20141015 13:35:01 <eclesia> that's right, before using this approach I had shadow depth as float and the fragment depth in light space, as simple < was working as expected
20141015 13:35:04 <rmk0> there i'm passing in a clip-space position p (the surface being shaded), and a shadow map t_shadow_variance
20141015 13:37:49 <eclesia> I'll check this after work, lunch break is finished ^^
20141015 13:37:54 <rmk0> hehe
20141015 13:38:34 <rmk0> in my experience, the problem (if you're having stuff just not work) is almost always down to a mismatch between coordinate systems
20141015 13:38:47 <rmk0> like having post-projective depth in one value but eye-space depth in another, and so on
20141015 13:39:20 <rmk0> we badly need shading languages that make values in different coordinate systems type-incompatible
20141015 13:52:11 <eclesia> not sure that would be possible
20141015 13:58:30 * doev2 (~doev@anon) Quit (Quit: Verlassend)
20141015 13:59:18 <rmk0> i already know how to implement it
20141015 13:59:24 <rmk0> just don't have the time to write yet another compiler
20141015 13:59:32 <eclesia> lol
20141015 13:59:52 <eclesia> are you sure you don't want to rewrite the world like I do ?
20141015 14:00:07 <rmk0> only the ill-typed bits! \o/
20141015 14:01:31 <rmk0> tracking that sort of information is pretty easy in modern type systems
20141015 14:01:45 <rmk0> the main problem is that most people's idea of a type system is basically C
20141015 14:05:37 <zubzub> what's a type system?
20141015 14:06:44 <rmk0> the rules in a language that state which expressions/functions/statements are "valid" and which aren't
20141015 14:07:42 <rmk0> http://mvn.io7m.com/io7m-jparasol/specification/p1s7.xhtml#st200_p1s7
20141015 14:07:44 <rmk0> etc
20141015 14:17:00 <rmk0> could have, like:
20141015 14:17:08 <rmk0> type vector3f [c] = ...
20141015 14:17:16 <rmk0> type vector4f [c] = ...
20141015 14:17:24 <rmk0> type matrix_4x4f [c, d] = ...
20141015 14:17:53 <rmk0> mult4 : forall c d, matrix_4x4f [c, d] → vector_4f [c] → vector_4f [d]
20141015 14:18:24 <rmk0> that's a function that takes a matrix that represents a transform from coordinate system c to coordinate system d, and takes a vector in coordinate system c, and produces a vector in coordinate system d as a result
20141015 14:18:48 <rmk0> languages like haskell, ml, etc, can infer all of that automatically
20141015 14:19:03 <rmk0> let v_eye = mult4 view_matrix v_world
20141015 14:19:15 <rmk0> v_eye : vector_4f [eye_space]
20141015 14:19:16 <rmk0> etc
20141015 14:19:20 <eclesia> nice
20141015 14:19:31 <rmk0> i wanted to have this stuff in parasol, but i didn't have enough time to formalize it all
20141015 14:19:37 <rmk0> will definitely do it for whatever replaces parasol
20141015 14:20:02 <eclesia> parasol is your tool ?
20141015 14:20:06 <rmk0> yeah
20141015 14:20:10 <eclesia> :o
20141015 14:20:14 <rmk0> got ... frustrated ... with glsl very early on
20141015 14:22:34 <zubzub> parasol?
20141015 14:23:02 <rmk0> http://mvn.io7m.com/io7m-jparasol
20141015 14:25:41 <rmk0> http://mvn.io7m.com/io7m-jparasol/documentation/p2s2.xhtml#st200_p2s2
20141015 14:25:51 <rmk0> "i hate this language"
20141015 14:26:11 <rmk0> that's also out of date... i think there are 17 versions now
20141015 14:26:33 <zubzub> yeah that was the first thing that struck me
20141015 14:26:38 <zubzub> when looking into glsl
20141015 14:40:04 <rmk0> there are some concessions made to ES2
20141015 14:40:14 <rmk0> like... when i started work on parasol, ES3 didn't even exist
20141015 14:40:25 <rmk0> so i avoided putting things into the language that couldn't possibly work on ES2
20141015 14:40:51 <rmk0> there is some stuff in there now that won't (multiple fragment shader outputs, etc)
20141015 14:41:14 <rmk0> but in a couple of years when ES2 is dead and gone, a language that replaces parasol will be quite different
20141015 14:41:31 <rmk0> support for uniform buffer objects is high on the list
20141015 15:01:25 * jvanek (jvanek@anon) Quit (Quit: Leaving)
20141015 15:04:38 * eclesia going home and testing shadows ^^
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20141015 15:07:52 <gouessej> The FUD campaign goes on ... on Reddit: http://www.reddit.com/r/gamedev/comments/149fi5/help_needed_with_shooting_game_in_java_jogl/c7b4krf
20141015 15:08:51 <gouessej> "because of the larger selection of game-specific platforms available for it"
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20141015 15:24:21 <rmk0> http://forum.jogamp.org/Forum-improvement-td4033326.html#a4033363
20141015 15:25:38 <gouessej> rmk0: I'm going to read it...
20141015 15:28:38 <gouessej> rmk0: Great conclusion
20141015 15:29:08 <gouessej> rmk0: When I read that, I see the difference between a native speaker and me
20141015 15:29:11 <gouessej> :s
20141015 15:29:36 <rmk0> hehe
20141015 15:33:01 <rmk0> manually processing the nabble database is a lot of work
20141015 15:33:54 <rmk0> and i don't think the result would preserve any of the URIs for any of the different forum packages
20141015 15:34:07 <rmk0> is... just not something anyone seems to value
20141015 15:34:45 <gouessej> I want to preserve the URIs
20141015 15:34:58 <gouessej> this is what I said since the very beginning
20141015 15:35:02 <rmk0> urhur
20141015 15:35:14 <gouessej> I wrote that I don't want to break the permanent links
20141015 15:35:19 <gouessej> sorry, it wasn't clear
20141015 15:35:24 <rmk0> no, it was clear
20141015 15:35:32 <gouessej> I often post links to our forum on StackOverflow
20141015 15:35:43 <rmk0> i was saying that none of the other forum packages seem to place value on preserving link integrity
20141015 15:35:58 <gouessej> Sorry, it's my fault
20141015 15:36:04 <gouessej> I should sleep a bit more
20141015 15:36:11 <rmk0> that seems to be something that's dying out on the internet in general... almost nothing survives more than a few years
20141015 15:36:47 <gouessej> Personally, I like games that will still work in several decades and links too :)
20141015 15:36:53 <rmk0> yeah
20141015 15:37:39 <gouessej> I don't want to register on Reddit :(
20141015 15:38:22 <gouessej> Xerxes is on Reddit!
20141015 15:38:34 <gouessej> xranby: http://www.reddit.com/r/IntelliJIDEA/comments/2jaxmd/how_to_get_java3d_to_work_in_intellij_on_os_x/
20141015 15:40:07 <gouessej> xranby: Please tell him to ask Santa Claus to bring him a new brain with tons of functioning neurons so that he can read the f***ing "troubleshooting" section: http://gouessej.wordpress.com/2012/08/01/java-3d-est-de-retour-java-3d-is-back/#troubleshooting
20141015 15:40:34 <gouessej> I should calm down
20141015 15:40:53 <rmk0> hehe
20141015 15:41:05 <gouessej> I won't go into Zahand's rocket
20141015 15:41:09 <gouessej> I don't want to die
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20141015 17:21:11 <Eclesia> rmk0: yeah, finally it starts to work :)
20141015 17:22:39 <Eclesia> theoric question : in tutorials about shadow, the use the z value of the fragment position in light space, shouldn't it be the length or xyz ?
20141015 17:22:45 <Eclesia> length of*
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20141015 18:40:26 * Eclesia is getting better, crashes the gpu more and more often ^^
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20141015 21:12:46 <sgothel> @Mark: thx for the summary (forum)
20141015 21:29:10 <rmk0> sgothel: \o/ i just replied again... i'm not sure where you got the idea that an import actually worked
20141015 21:29:30 <rmk0> i thought the irc log implied the exact opposite, unless you've read something i've not and i have a gap in my memory
20141015 21:29:33 <rmk0> which... isn't unlikely
20141015 21:30:03 <rmk0> i seem to remember it being "at best, we can import data, with a lot of painful labour, and it won't preserve URIs at the end"
20141015 21:30:42 <rmk0> if Elect wants to try it... he/she's welcome to try
20141015 21:53:45 * monsieur_max (~maxime@anon) Quit (Quit: Leaving.)
20141015 22:31:37 <sgothel> yeah .. sorry, 'started importing' == looked at the sql dump :)
20141015 22:48:51 <rmk0> hehe
20141016 05:06:23 -jogamp- Continue @ http://jogamp.org/log/irc/jogamp_20141016050623.html