#jogamp @ irc.freenode.net - 20141024 05:06:24 (UTC)
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20141024 06:34:58 <eclesia> good morning
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20141024 09:44:52 <gouessej> Hi
20141024 09:46:12 <gouessej> sgothel: I will have to keep the test on the GL renderer as the graphics card ATI Radeon HD 4350 works very well with the exact same driver that causes a problem with the ATI Radeon 3100
20141024 09:47:02 <gouessej> sgothel: I even tested an older driver with the 4350 and it worked
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20141024 09:50:06 * ChanServ sets mode +v sgothel
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20141024 09:56:50 <sgothel> @Julien: re: GL_RENDERER criteria: Great!
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20141024 09:59:24 <sgothel> @Julien: So if that '8787 BETA' works, but not '8787' - then for sure the criteria must include the 'BETA' ..
20141024 09:59:59 <gouessej> My colleague hasn't confirmed whether BETA works or not but it works at least with the applet
20141024 10:00:08 <sgothel> ah
20141024 10:00:24 <gouessej> I'm still testing with 4350 because he is busy
20141024 10:00:47 <gouessej> I can't install 8787 BETA
20141024 10:00:52 <gouessej> 8787 is installed
20141024 10:01:25 <gouessej> oh my...
20141024 10:01:35 <gouessej> I rebooted several times
20141024 10:01:41 <gouessej> now it's the BETA
20141024 10:02:11 <gouessej> I confirm that 8787 BETA works with ATI Radeon HD 4350
20141024 10:02:42 <gouessej> However, this driver has some troubles when using shaders
20141024 10:03:27 <sgothel> hmm .. guess then we can leave BETA, i.e. just using 8787 as criteria ? Your choice ofc.
20141024 10:03:48 <gouessej> GPU Caps Viewer, Triangle of Death: Version number not supported by GL2
20141024 10:05:11 <gouessej> Ok I keep the change: https://github.com/gouessej/jogl/commit/2ba049d30d7c9e112c3bb2feb7c98c9666aaa3bf
20141024 10:05:15 <gouessej> Bye, I have to eat
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20141024 11:18:48 <eclesia> okay time to play : 45min to build a first fog shader ^^
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20141024 11:31:32 <monsieur_max> eclesia: nice challenge ;)
20141024 11:33:05 <sgothel> fog: [1] z-clipping geometry/vertices, [2] adding/blending some non-regular transparent 'milky layer' depending on z, covering loss of [1]
20141024 11:33:42 <eclesia> just one problem : I don't have milk
20141024 11:33:55 <sgothel> hehe .. start w/ noise function
20141024 11:34:05 <sgothel> transparent white
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20141024 11:38:51 <gouessej> sgothel: Is my code correct? I'm going to make a pull request
20141024 11:39:21 <sgothel> yup .. I guess so, is the indentation OK? couldn't tell
20141024 11:39:27 <gouessej> yes it is
20141024 11:39:40 <sgothel> we probably want to put this in another bug report .. hmm
20141024 11:39:54 <gouessej> no there is still too much space in one line
20141024 11:39:56 <gouessej> :s
20141024 11:40:35 <sgothel> i.e. 1038: failure at init / xxxx: failure after init - not so sure, but having a followup bug number is better for referencing
20141024 11:40:55 <gouessej> as you wish but I will probably not make another git reset
20141024 11:41:01 <sgothel> ok
20141024 11:46:32 <gouessej> sgothel: Done https://github.com/sgothel/jogl/pull/85
20141024 11:48:32 * eclesia basic deferred depth fog working ^^
20141024 12:06:47 <zzuegg> out of curiosity, what the difference between "regular depth fog" and deferred depth fog?
20141024 12:17:15 <eclesia> regular : apply it at rendering time. deferred : collect a color texture and depth texture, apply fog afterward
20141024 12:21:23 <zzuegg> ah, so postprocessing basically
20141024 12:21:42 <eclesia> deferred == postprocess ^^
20141024 12:22:04 <zzuegg> true true, my mind tricked me
20141024 12:23:06 <sgothel> objection: deferred could mean rendering in several iteration 'on diff. SW/HW layers' .. i.e. engine / GL .. etc
20141024 12:23:36 <sgothel> so a deferred fog could be impl. like the 'original of the FFP' culling geometry
20141024 12:27:54 <zzuegg> mhm, dont get it.. deferred and culling in one sentence.. i usually want to cull advanced
20141024 12:28:44 <zzuegg> advanced in terms of before
20141024 12:28:53 <sgothel> yes
20141024 12:28:59 <sgothel> i.e. in your engine
20141024 12:29:06 <zzuegg> ah yeah.
20141024 12:29:19 <sgothel> sure .. one can also cull on GL ..
20141024 12:29:25 <zzuegg> ah now i get what you mean
20141024 12:29:36 <sgothel> however .. it is all still 'deferred rendering'
20141024 12:36:32 <gouessej> sgothel: Is my pull request correct?
20141024 12:37:21 <sgothel> yes - thank you Julien. I will merge later, still puzzling w/ EGL stuff
20141024 12:40:27 <gouessej> ok, there is no hurry, thanks
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20141024 13:13:26 <gouessej> I get an exception when running the "particle engine" demo
20141024 13:14:51 <gouessej> GLException: GL_INVALID_VALUE: zNear and zFar must be positive, and zNear>0
20141024 13:15:04 <sgothel> ?
20141024 13:18:13 <gouessej> http://jogamp.org/deployment/jogamp-current/jogl-demos/ParticleEngine.jnlp
20141024 13:20:54 <sgothel> thx - reproduced
20141024 13:23:25 <sgothel> so the demo is using wrong values .. hmm
20141024 13:24:46 <sgothel> yup, zNear == 0
20141024 13:25:58 <sgothel> https://www.opengl.org/sdk/docs/man2/xhtml/gluPerspective.xml "zNear must never be set to 0.
20141024 13:25:58 <sgothel> "
20141024 13:26:34 <sgothel> good - so we are a bit more pedantic now :)
20141024 13:27:04 <sgothel> May set it to FloatUtil.EPSILON
20141024 13:30:51 <sgothel> I will add this detail to the API docs - thanx!
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20141024 13:37:03 <sgothel> * @throws GLException with GL_INVALID_VALUE if zNear is <= 0, or if zFar < 0,
20141024 13:37:03 <sgothel> * or if left = right, or bottom = top, or near = far.
20141024 13:37:21 <sgothel> adding '|| zNear == zFar '
20141024 13:40:08 <gouessej> ok
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20141024 16:01:18 <darkfrog> is there a good tutorial on using JOAL and selecting the output device?
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20141024 19:37:33 <rmk0> sgothel: http://mvn.io7m.com/io7m-jcamera/documentation/p3s2.xhtml
20141024 20:29:52 <sgothel> nice! sweet illustrations!
20141024 20:34:16 <sgothel> 3-tuple ? tripple maybe ?
20141024 20:36:07 <sgothel> no z-rotation for camera ?
20141024 20:37:12 <rmk0> herro
20141024 20:37:36 <rmk0> generally hear tuples referred to by their size in type theory literature
20141024 20:37:42 <rmk0> and no z-rotation, no...
20141024 20:38:07 <sgothel> a not so flexible head then :)
20141024 20:38:11 <rmk0> nope!
20141024 20:38:19 <rmk0> would use quaternions for that
20141024 20:38:28 <rmk0> run into gimbal lock otherwise
20141024 20:38:38 <sgothel> I would have assumed that anyways .. hmm
20141024 20:39:05 <rmk0> i think it's only prevented currently because the movement is restricted
20141024 20:39:25 <rmk0> i might be wrong
20141024 20:39:26 <sgothel> what is the source format of the html page ?
20141024 20:39:36 <sgothel> latex ?
20141024 20:39:47 <rmk0> http://mvn.io7m.com/io7m-jstructural/
20141024 20:40:27 <sgothel> why am I not surprised ? :)
20141024 20:40:33 <rmk0> hehe
20141024 20:49:53 <sgothel> GLUT ?
20141024 20:50:06 <rmk0> glut?!
20141024 20:50:23 <sgothel> http://mvn.io7m.com/io7m-jcamera/documentation/p3s2.xhtml#st200_p3s2ss1fo1
20141024 20:50:43 <rmk0> yesh?
20141024 20:50:58 <rmk0> was trying to make the point that it works with anything
20141024 20:51:01 <sgothel> you mention it for .. err .. matrix ops ?
20141024 20:51:16 <sgothel> ah
20141024 20:51:30 <rmk0> i mean that the camera's not tied to anything... most tutorials online will mix up everything
20141024 20:51:52 <rmk0> so you have to understand all the details of whatever system they're using to understand how input is supplied to the camera and so on
20141024 20:52:06 <rmk0> frustrating
20141024 20:52:32 <sgothel> hey - nice doc!
20141024 20:52:51 <rmk0> thanks... nice to finally have this stuff done and out of the way
20141024 20:52:56 <sgothel> so your 'modules' are another one of your things .. I assume (*.hs)
20141024 20:53:05 <rmk0> that's haskell
20141024 20:53:09 <sgothel> hehe
20141024 20:53:13 <rmk0> i write the math in haskell because it's unambiguous and type-checked
20141024 20:53:31 <sgothel> and how does it sneak into bytecode ?
20141024 20:53:45 <rmk0> it doesn't, it's just for the purposes of description
20141024 20:54:02 <sgothel> ok .. already thought .. another of Mark's magic tools :)
20141024 20:54:20 <rmk0> nope \o/
20141024 20:55:23 <sgothel> hmm .. maybe adding a module list to JogAmp Wiki referencing your magic toolboxes ..
20141024 20:55:39 <sgothel> the 'related' section ..
20141024 20:55:49 <rmk0> ok
20141024 20:56:29 <sgothel> especially the docs are surely very worth while .. at least this one is a nice tutorial!
20141024 20:56:49 <rmk0> that was the intention
20141024 20:57:01 <rmk0> have something documented that could be translated to other languages than java and so on
20141024 20:57:01 <sgothel> so _that_ is haskell.. :)
20141024 20:57:05 <rmk0> the information online is just awful
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20141025 05:06:24 -jogamp- Continue @ http://jogamp.org/log/irc/jogamp_20141025050624.html