#jogamp @ irc.freenode.net - 20150118 05:05:14 (UTC)


20150118 05:05:14 -jogamp- Previous @ http://jogamp.org/log/irc/jogamp_20150117050514.html
20150118 05:05:14 -jogamp- This channel is logged @ http://jogamp.org/log/irc/jogamp_20150118050514.html
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20150118 11:41:52 <Eclesia> hi
20150118 11:56:08 <Eclesia> question on VBO : I am trying to load a VBO datas back. is using : glGetBufferSubData the right way to do it ?
20150118 11:56:29 <Eclesia> beacause I always have a : The specified operation is not allowed in the current state. The offending command is ignored and has no other side effect than to set the error flag.
20150118 12:12:24 <Eclesia> found my bug ...
20150118 12:26:06 <Eclesia> and finaly my transformfeedback works \o/
20150118 13:06:18 <rmk0> .o.
20150118 13:06:30 <rmk0> khronos.org has a survey up asking for input on a replacement opengl API
20150118 13:06:39 <rmk0> before you get excited, the questions are completely useless
20150118 13:06:56 <rmk0> "How would you feel about the name of the new specification containing the word 'Open'?"
20150118 13:07:28 <rmk0> "What is your opinion of the current OpenGL API?" (positive,slightly positive,neutral,slightly negative,negative)
20150118 13:07:31 <rmk0> etc
20150118 13:07:34 <rmk0> no technical questions whatsoever
20150118 13:10:06 <Eclesia> rmk0: hi
20150118 13:10:47 <rmk0> lo
20150118 13:11:35 <Eclesia> I think the way to go is pure image/matrix processing : compute shaders are on the right track i think
20150118 13:12:29 <Eclesia> (not talking about the api, only the general idea)
20150118 13:14:35 <rmk0> i'd like a portable bytecode standard like directx has, so i don't have to write shaders in a 1980s style comittee designed train wreck language
20150118 13:14:56 <rmk0> logarithmic depth buffer as standard, and more type safety in the API
20150118 13:16:31 <rmk0> almost certainly not going to get the last two
20150118 13:16:38 <Eclesia> rmk0: sorry but christmas was a few weeks ago. :)
20150118 13:18:18 <Eclesia> okay, last effect I implement for 3d : light scattering.
20150118 13:18:33 <rmk0> what's that involve?
20150118 13:19:37 <Eclesia> not sure yet, depth buffer at least and motion blur perhaps
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20150118 15:17:38 <Eclesia> rmk0: here are the most usable references I found on the subject : http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html and http://fabiensanglard.net/lightScattering/
20150118 15:23:39 <rmk0> oh, right, yes, seen that one
20150118 15:26:53 <rmk0> is pretty expensive due the looping required in the shader
20150118 15:27:17 <rmk0> have had problems with loops on mesa
20150118 15:27:38 <rmk0> i think they unroll everything and inline everything, so you can end up with the generated gpu instructions becoming absolutely huge
20150118 15:27:47 <rmk0> will often fail to link with an error
20150118 15:59:16 <Eclesia> rmk0: I'll start by the end, making a multipurpose blending shader, with all modes.
20150118 15:59:37 <Eclesia> will be useful for many other stuffs
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20150119 05:05:14 -jogamp- Continue @ http://jogamp.org/log/irc/jogamp_20150119050514.html