#jogamp @ irc.freenode.net - 20150727 13:54:26 (UTC)


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20150727 13:54:32 * jogamp (~jogamp@anon) has joined #jogamp
20150727 13:54:32 * Topic is 'http://jogamp.org | Hacking 3D Graphics, Multimedia and Processing across Devices | logs: http://jogamp.org/log/irc/?C=M;O=D'
20150727 13:54:32 * Set by rmk0 on 20141110 16:19:10
20150727 13:54:32 -NickServ- You are now identified for jogamp.
20150727 14:05:58 <eclesia> elect: traitor :p
20150727 14:06:09 <elect> <3
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20150727 17:01:47 <xranby_> sgothel: i know jogl can in theory use two different opengl profiles inside the same application -> do we have any demo that actually try to use OpenGL ES 1 and OpenGL ES 2 inside the same application to update the same GLWindow?
20150727 17:11:15 <xranby_> never mind the question it can be archived in the hypotetical usecases archive ^ the usecase i had in mind processing 3 and it will move to GL2ES2 using shaders only
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20150727 17:49:21 <sgothel> @xerxes: many unit tests do so ..
20150727 17:49:43 <sgothel> ofc not the _same_ drawable .. that would be evil :)
20150727 17:50:10 <sgothel> but one ES2 and one GL3 ctx .. sure
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20150727 19:40:05 * Eclesia *pom pom pom*
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20150727 20:32:55 <xranby_> sgothel: mixing opengl es + openvg may be done manually by switching context using eglMakeCurrent() thus in my simple mind it would be the same thing as mixing opengl es 1 and opengl es 2 using eglMakeCurrent()
20150727 20:36:09 <xranby_> i am a bit tempted to revive the JOVG backend -> gluegen build scripts available here -> https://github.com/syntelos/jovg -> in order to see how openvg compares to the curve implementation in graph
20150727 20:40:41 <Eclesia> hm .. *looking if there is any interesting code*
20150727 20:41:10 <Eclesia> ? empty project... useless
20150727 20:41:39 <Eclesia> xranby_: don't give me false hopes :p
20150727 20:42:14 <xranby_> Eclesia: the project uses gluegen to autogenerate the openvg headers into something usefull
20150727 20:42:53 <xranby_> thus in order to use that project you need to have one copy of the openvg headers + gluegen from jogamp
20150727 20:43:05 <xranby_> and then it will produce all the classes you need
20150727 20:43:56 * Eclesia knows gluegen since ... 2 days ago XD
20150727 20:44:20 <Eclesia> sgothel gave me a lesson on it
20150727 20:45:17 <xranby_> open vg headers -> https://www.khronos.org/registry/vg/
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20150727 21:05:59 <xranby_> well the jovg is missing the entire src folder.. it would have helped if the gluegen config was still there :)
20150727 21:06:39 <sgothel> @xerxes: we have lots of stuff on the list .. don't worry about boredom :)
20150727 21:09:21 <xranby_> sgothel: so people who walked down the road of openvg ended up in frustration and despair having reaced another fixed function trap?
20150727 21:13:25 <sgothel> hmm .. IMHO having SVG ort other formats -> graph would give users some remedy, allowing vector rendering maybe?
20150727 21:13:49 <sgothel> but yeah .. maybe nice to have that svg .. never really have seen a user group using it though ..
20150727 21:15:04 <sgothel> err .. openvg ^^ :) late .. sorry
20150727 21:15:04 <Eclesia> you mean using svg format ?
20150727 21:15:23 <Eclesia> ^^
20150727 21:15:34 <sgothel> svg, css .. some 3d for starters .. to produce graph, yes .. on the list for our UI thingy
20150727 21:15:47 <sgothel> you have css .. right
20150727 21:16:31 <Eclesia> pseudo-css. Used my knowledge of symbology specifications to make something much better ;)
20150727 21:16:32 <sgothel> https://jogamp.org/wiki/index.php/SW_Tracking_Report_Objectives_for_the_release_2.3.2 <- first :-/
20150727 21:18:44 <sgothel> Bug 1161 seems to be an issue hmm ..
20150727 21:18:47 <Eclesia> (and I have partial svg too by the way if you need)
20150727 21:19:07 <Eclesia> (including geometry classes)
20150727 21:19:11 <sgothel> ah .. thx, then I will sniff your sources .. oh nice
20150727 21:19:30 <sgothel> yeah .. will be like fonts .. producing our shapes on the fly while reading
20150727 21:19:56 <xranby_> sgothel: is the https://jogamp.org/wiki/index.php/SW_Tracking_Report_Objectives_for_the_release_2.3.2 list filled automatically when bugs are closed in the bugzilla or do i have to add the number manually?
20150727 21:19:56 <sgothel> good test case to harden graph data structures
20150727 21:20:07 <sgothel> nope .. I do it manually
20150727 21:20:22 <sgothel> I added your current raspi/x11 task as a feature
20150727 21:20:52 <xranby_> thank you, i closed two bugs some day ago... let me double check if they are on the list
20150727 21:21:23 <sgothel> then add them to the list (always in both: open/todo, the query decides whether its visible)
20150727 21:21:33 <sgothel> and check the 2.3.3 - so no doubles :)
20150727 21:22:35 <sgothel> this new WebStart code w/ two AWT-EDTs is crazy .. see Bug 1181, probably Bug 1161 is related .. hmm
20150727 21:23:08 <sgothel> just to give an idea about my low level plumbing task here :)
20150727 21:24:52 <sgothel> so if anybody like to fix one of those for 2.3.2 .. you are more than welcome!
20150727 21:25:47 <sgothel> Note: even proving the INVALID/WORKSFORME resolution takes time ofc .. i.e. unit tests, passing on all platforms
20150727 21:26:22 <sgothel> hence 'invalid' bug reports .. can be an issue, I hope they got verified by the reporter
20150727 21:26:28 <sgothel> *get*
20150727 21:28:12 <Eclesia> good night ++
20150727 21:28:17 <sgothel> goody
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20150727 21:28:51 <xranby_> https://jogamp.org/bugzilla/show_bug.cgi?id=1183 <- looks familiar, i thought we have recently fixed it
20150727 21:30:11 <xranby_> i will look into this one, i am runnign processing 3 all the time here
20150727 21:30:12 <sgothel> haven't looked at it yet
20150727 21:30:21 <sgothel> sweet
20150727 21:30:45 <sgothel> and Bug 1182 is sad :-/
20150727 21:31:10 <sgothel> I just noticed the resize flickering .. since java7 .. ahem, haven't tested AWT stuff in all the details :)
20150727 21:31:31 <sgothel> well .. AWT is not that important for myself .. still
20150727 21:33:30 * elect (~elect@anon) Quit (Ping timeout: 240 seconds)
20150727 21:58:36 <sgothel> Bug 1161: .hierarchyChanged AWT event missing, which sets components visibility .. duh
20150727 22:05:34 <xranby_> Bug 1183: likely caused because GraphicsConfigurationFactory.initSingleton(); static initialization has not yet been run
20150727 22:06:25 <sgothel> hmm .. if using NewtFactory .. to create a Screen .. etc .. it should have all been initialized
20150727 22:07:05 <xranby_> its not NewtFactory that tigger -> it is NativeWindowFactory
20150727 22:07:43 <xranby_> jogl$ grep -r GraphicsConfigurationFactory.initSingleton src
20150727 22:07:51 <sgothel> and NEWT shall trigger NativeWindow .. hmm
20150727 22:09:34 <sgothel> NewtFactory -> NativeWindowFactory.initSingleton() (last resort)
20150727 22:10:48 <xranby_> that happens inside a spawned AccessController.doPrivileged(new PrivilegedAction<Object>() {
20150727 22:10:49 <xranby_> @Override
20150727 22:10:49 <xranby_> public Object run() {
20150727 22:11:25 <sgothel> yup .. still same thread etc
20150727 22:11:38 <xranby_> is that guaranteed?
20150727 22:11:41 <sgothel> so not 'spawned'
20150727 22:11:50 <sgothel> yes
20150727 22:11:52 <xranby_> i was thinking it was running in its own thread
20150727 22:12:04 <sgothel> it 'just' means: 'privileged block'
20150727 22:12:35 <sgothel> if thats not guaranteed .. nothing of jogamp will work
20150727 22:12:55 <sgothel> maybe they don't touch NewtFactory class before causing the issue?
20150727 22:13:10 <sgothel> touch == dereference it, i.e. call a method
20150727 22:15:07 <sgothel> to avoid this .. maybe we need a NewtFactory.initSingleton() marker .. and issue it in Display/Screen/Window of NEWT ?
20150727 22:15:14 <sgothel> i.e. to ensure static init ..
20150727 22:16:44 <sgothel> NEWTJNILibLoader.loadNEWT() .. is called by all DisplayDriver static-init .. we could place it there
20150727 22:17:08 <sgothel> yeah .. looks like our bug
20150727 22:17:20 <sgothel> 'we' usually issue NEwtFactory first
20150727 22:24:36 <xranby_> i can confirm it is the same exception seen https://gist.github.com/xranby/d658b9cb032cfdffed05 when i was experimenting with my underlay tracker and had not yet registered X11 using reflection in the GraphicsConfigurationFactory
20150727 22:24:59 <xranby_> thus i have one thesis to invesigate
20150727 22:25:29 <xranby_> gohai may be using a raspberry pi system that contain both the /opt/vc driver and the /usr/lib/mesa3d drivre
20150727 22:25:35 <xranby_> in that case
20150727 22:26:15 <xranby_> X11 is not registered during GraphicsConfigurationFactory.initSingletion() because jogl will think it is on a bcm.vc.iv system
20150727 22:26:33 <sgothel> ah .. your config thingy ..
20150727 22:26:51 <xranby_> and that will then later cause the exception in X11 ScreenDriver
20150727 22:28:04 <xranby_> I will download his latest system image and check if i can reproduce it when i have both eric anholts driver and the broadcom driver installed on the same system
20150727 22:29:26 <xranby_> in any case.. i am on it
20150727 22:32:54 <sgothel> great - yes, the dual init many sideeffects .. - great that you are solving it
20150727 22:38:54 <sgothel> Bug 1161 fixed .. time to go to bed .. good night
20150727 22:40:45 <xranby_> sgothel: good night!
20150727 23:44:16 <xranby_> sgothel: what would sideeffects be if we remove the if satement at : http://jogamp.org/git/?p=jogl.git;a=blob;f=src/nativewindow/classes/com/jogamp/nativewindow/GraphicsConfigurationFactory.java;hb=HEAD#l136 X11 may exist on all OS right? :)
20150727 23:54:29 <xranby_> elternatively, make sure that X11 ScreenDriver uses reflection to register X11 in the GraphicsConfigurationFactory
20150727 23:54:34 <xranby_> alternatively
20150728 00:02:56 <xranby_> https://jogamp.org/bugzilla/show_bug.cgi?id=1170 <- missing from -> http://jogamp.org/wiki/index.php/SW_Tracking_Report_Objectives_for_the_release_2.3.2
20150728 00:10:34 <xranby_> added
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20150728 06:57:26 <elect> hi
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20150728 07:06:08 <elect> you can query pixel formats and types with gl 4.3
20150728 07:09:01 <monsieur_max> hello
20150728 07:09:07 <elect> hi
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20150728 08:16:33 * xranby_ needs to check if the eclipse compiler have optimized away calls to empty static initialization block triggers
20150728 08:17:15 <xranby_> processing 3 is using the eclipse compiler to compile the processing 3 "sketches"
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20150728 08:33:42 <eclesia> hi
20150728 08:35:44 <elect> salut
20150728 08:37:01 <monsieur_max> i got a gl question for you guys. Right now i'm using gl2es2 on my game, but i'm willing to be free of the 2048x2048 limit of texture size, mainly to be able to have larger FBOs, which lowest gl profile should i target ?
20150728 08:37:16 <monsieur_max> ( or correct me if i'm wrong somewhere, i'm no gl wizard )
20150728 08:37:39 <elect> you should query rather than rely on gl profile
20150728 08:38:48 <monsieur_max> mmmh not the answer i was expecting :(
20150728 08:38:57 <elect> sorry
20150728 08:39:27 <elect> maybe there is a minimum text resolution for a given profile
20150728 08:40:01 <elect> but if you can go 16kx16k I guess you'd like
20150728 08:40:55 <elect> anyway, why may I ask why you need so big tex?
20150728 08:40:58 <monsieur_max> it's just that querying will add more complexity and my needs are simple.
20150728 08:41:13 <monsieur_max> elect: FBO for offscreen rendering
20150728 08:41:39 <monsieur_max> something that is close to the screensize
20150728 08:41:40 <elect> 2kx2k is already a lot
20150728 08:41:59 <monsieur_max> well, i have a 3440*1440 screen ;)
20150728 08:42:11 <elect> ^^
20150728 08:43:02 <elect> why are you using gl2es2?
20150728 08:43:47 <monsieur_max> well, not much technical needs, and keeping the possibility to port game on other platform
20150728 08:44:10 <monsieur_max> i was wondering if plain gl2 had those limits
20150728 08:44:21 <monsieur_max> but you're right somehow
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20150728 08:44:39 <monsieur_max> i should rather do things right :=
20150728 08:45:06 <elect> I guess you dont have other choice than query max tex size and the fullscreen size and take the max common resolution
20150728 08:46:37 <elect> if you are not perf bounded and your max tex size doesnt reach the screen size you may split the rendering screen in 2 (or 4) parts
20150728 08:46:49 <monsieur_max> yeah i wanted to avoid this
20150728 08:47:13 <elect> but as far as I remember on my old 560Ti I had 16x16k
20150728 08:47:30 <monsieur_max> ok elect, thanks for the tip
20150728 08:47:30 <elect> 4 years old gpu
20150728 08:48:36 <elect> sorry I didnt give you the expected answer ^^
20150728 08:49:12 <monsieur_max> you put me back on the right path, thank for that :)
20150728 08:50:32 <monsieur_max> mmmh so about querying ... it's new for me, my game us a GL2ES2 object, will that affect querying in some way or does the querying not rely on the profile used ?
20150728 08:51:56 <elect> int[] maxTextureSize = new int[1];
20150728 08:51:56 <elect> GL2ES2.glGetIntegerv(GLES20.GL_MAX_TEXTURE_SIZE, maxTextureSize, 0);
20150728 08:52:41 <monsieur_max> ok, will test that
20150728 08:52:48 <elect> querying stuff is a perf penalty, but stuff like these should gonna be asked only once at the init
20150728 08:53:12 <monsieur_max> of course :)
20150728 08:53:22 <elect> I didnt test it, you may change the GLES20 in something else
20150728 08:53:36 <monsieur_max> fine
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20150728 15:21:32 <sgothel> Note to all 'core devs': ZIP file attachments w/ 'test code' is no more acceptable - please provide proper unit tests which I can merge via git (pull request, email-patch) - thank you!
20150728 15:30:10 <sgothel> http://forum.jogamp.org/Addendum-Bug-Report-Requirements-td4034985.html
20150728 15:30:31 <sgothel> ^^ I hope this is reasonable and not too harsh :)
20150728 15:33:58 <eclesia> We known how it ends, it starts with unit tests and next they ask for full fix patches and a white check.
20150728 15:36:27 <monsieur_max> ;)
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20150728 15:40:25 <eclesia> I'm sure it's against me because I attached a draft of api update without tests
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20150728 17:26:55 <sgothel> @eclesia: nope - we have many folks .. a few even w/ multi MB stuff asking _us_ to 'deal with it'
20150728 17:27:10 <sgothel> @eclesia: which bug ? :)
20150728 17:27:33 <sgothel> but ofc .. try to soothe the scarce resources of this project
20150728 17:27:33 <Eclesia> frame icons frame by frame
20150728 17:27:46 <sgothel> ah .. right, the one which might be impossible
20150728 17:29:51 <sgothel> ok .. 1145, 637, ..
20150728 17:30:32 <Eclesia> 42 ?
20150728 17:30:51 <elect> it's me, Eclesia ^^
20150728 17:31:24 <sgothel> @elect: not only you .. just the last drop .. which kicked me to write this :)
20150728 17:32:08 <sgothel> since I asked for a proper unit test .. and you are becoming a regular core contributor. you are always a bit more strict to your family :)
20150728 17:32:28 <elect> I'll try to accomplish that
20150728 17:32:43 <sgothel> @elect: the ShaderCode change was delivered as promised for you ..
20150728 17:32:50 <elect> I know
20150728 17:32:55 <sgothel> good
20150728 17:32:57 <elect> I wrote it in the wiki
20150728 17:33:02 <sgothel> great!
20150728 17:33:11 <elect> anyway, I really think we should do a clean up
20150728 17:33:26 <sgothel> if you like to add a COMPUTE unit test - you are more than welcome!
20150728 17:33:27 <elect> first thing it is missing, a big Hello Triangle
20150728 17:33:34 <elect> im gonna add it asap
20150728 17:33:40 <sgothel> we have RedSquare
20150728 17:34:08 <elect> then all the outdated tutorial except xranby's one and mine, shall be moved in an "outdated samples" section
20150728 17:34:18 <elect> yes, but it is not clear enough for nubs
20150728 17:34:47 <sgothel> also Xerxes added a small self-containing test case in jogl-demos w/o using JOGL's utils
20150728 17:34:52 <elect> the hello triangle is also vital to make them know and used to use jogl util
20150728 17:35:06 <elect> I know, but we need to have a link that points that out
20150728 17:35:22 <elect> it's absolutely unclear imho
20150728 17:35:23 <sgothel> I thought his demo could have its counterpart w/ using jogl's utils
20150728 17:35:37 <sgothel> and yes, I would like to have it in jogl's unit tests as well
20150728 17:35:42 <elect> I am writing one with a matrix and shaderCode
20150728 17:35:46 <elect> and ShaderProgram
20150728 17:36:13 <sgothel> then it is like RedSquare .. sort of
20150728 17:36:39 <elect> and the Overview page should be rename "OpenGL profiles"
20150728 17:36:50 <sgothel> slow slow slow ..
20150728 17:36:55 <elect> I know
20150728 17:37:27 <sgothel> first things first .. then by gaining more oversight and routine .. we may can discuss the structure of things .. w/ Xerxes and others
20150728 17:37:49 <elect> with pleasuer
20150728 17:37:53 <sgothel> :)
20150728 17:38:00 <elect> ^^
20150728 17:38:07 * doev (~doev@anon) Quit (Ping timeout: 246 seconds)
20150728 17:38:13 <sgothel> ok .. me cont. plumbing - my janitor duty for 2.3.2
20150728 17:38:16 <elect> doev couldnt resist it
20150728 17:38:34 <elect> keep in account, I dont mean to delete things
20150728 17:38:53 <elect> but it is important for those who are news to indicate what's old and what's current
20150728 17:39:13 <sgothel> and what is the definition of 'new' and 'old'
20150728 17:39:25 <sgothel> in general - I do agree ofc
20150728 17:39:31 <elect> everything below gl3
20150728 17:39:34 <sgothel> and KUDOS for that ..
20150728 17:39:51 <sgothel> well .. lets say below ES2 and GL3-core
20150728 17:40:06 <sgothel> including the whole fixed function pipeline
20150728 17:40:06 <elect> gl 4.5 with updates driver is supported from NV 4xx and Amd 5xxx series
20150728 17:40:45 <sgothel> only the paradigm shift is important IMHO .. which is introduced w/ core profiles and hence ES2
20150728 17:41:03 <sgothel> then core features are added .. buffer usage etc
20150728 17:41:54 <elect> that are available since 2010
20150728 17:41:59 <elect> almost 5 years
20150728 17:42:17 <sgothel> 'old' is not defined by age, but more by the architecture/design
20150728 17:42:37 <elect> looking at the steam surv most of people own dx10 capable hw
20150728 17:42:44 <sgothel> i.e. stateless memory management on the host, and programming on the GPU
20150728 17:43:08 <elect> yeah, I know
20150728 17:43:20 <sgothel> then only some features were added .. surely important, but not really breathtaking or revolutionary
20150728 17:43:38 <sgothel> the next step will be Vulkan then .. for a really stateless system
20150728 17:44:00 <elect> have you already seen the mantle hello word?
20150728 17:44:04 <sgothel> those designs are even older than 5 years
20150728 17:44:23 <sgothel> not in detail .. I browsed the general setup stuff
20150728 17:44:36 <sgothel> familiar stuff like OpenCL
20150728 17:44:44 <elect> I saw a metalGL sw
20150728 17:45:00 <elect> I wonder if with vulkan a vulkanGL will come out
20150728 17:45:17 <elect> to use GL style over vulkan
20150728 17:45:23 <sgothel> all great .. me finally back to work on those bugs now .. great chatting and laters
20150728 17:45:28 <elect> ciao
20150728 17:49:43 <sgothel> @Xerxes: when you have something to pull/merge let me know
20150728 17:50:37 <sgothel> since I will work soon on Bug 637, which requires to clean up NEWT's states, e.g. boolean -> bitfield for all states like decoration etc
20150728 17:50:58 <sgothel> (can't have 10 or more booleans floating around .. or can we? :)
20150728 17:57:45 <elect> which is the simplest unit test I can use as base?
20150728 17:58:58 <sgothel> com.jogamp.opengl.test.junit.jogl.acore <- not necessarily visual
20150728 17:59:19 <sgothel> com.jogamp.opengl.test.junit.jogl.demos.es2.awt
20150728 17:59:20 <sgothel> or
20150728 17:59:25 <sgothel> com.jogamp.opengl.test.junit.jogl.demos.es2.newt
20150728 17:59:56 <elect> maybe you should add that in your thread
20150728 18:00:09 <sgothel> I would suggest to dig through them a bit, since they all have their magic depending on their goal
20150728 18:00:38 <sgothel> the question is always, what is 'simple'
20150728 18:01:01 <sgothel> usually you want something close to the scenario one wants to re-design
20150728 18:01:15 <sgothel> hence .. a bit digging might be required
20150728 18:01:36 <sgothel> the package names should give some help .. then the unit test description (if exists)
20150728 18:02:06 <sgothel> indeed - writing and maintaining those unit tests is not an easy task, it takes good time
20150728 18:02:27 <sgothel> they are very important
20150728 18:05:25 <elect> ok
20150728 18:51:18 * elect (~elect@anon) Quit (Ping timeout: 260 seconds)
20150728 19:20:36 * elect (~elect@anon) has joined #jogamp
20150728 19:52:06 * Eclesia (~eclesia@anon) Quit (Quit: Leaving.)
20150728 20:38:33 <elect> I
20150728 20:38:36 <elect> fucking
20150728 20:38:36 <elect> hate
20150728 20:38:38 <elect> dds
20150728 20:38:41 <elect> and
20150728 20:38:44 <elect> MS
20150728 20:39:29 <elect> specs are "many tools do that, you should read this but write this"
20150728 20:39:56 <elect> "there is no way to tell if field X is Y or W"
20150728 21:20:01 * elect (~elect@anon) Quit (Ping timeout: 246 seconds)
20150728 21:44:11 <xranby_> sgothel: i am rebasing and cleaning up my git history -> preparing handoff
20150728 22:05:58 <xranby_> sgothel: i have a branch ready to merge https://jogamp.org/bugzilla/show_bug.cgi?id=1178#c3
20150728 22:06:09 <xranby_> https://github.com/xranby/jogl/tree/Bug1178
20150728 22:15:52 * monsieur_max (~maxime@anon) Quit (Quit: Leaving.)
20150729 00:29:06 * xranby_ (~familjen@anon) Quit (Quit: Leaving.)
20150729 01:02:48 <sgothel> http://jogamp.org/deployment/test/archive/master/gluegen_874-joal_601-jogl_1411-jocl_1064/jar/jogamp-fat.jar
20150729 01:02:56 <sgothel> http://jogamp.org/deployment/test/archive/master/gluegen_874-joal_601-jogl_1411-jocl_1064/jar/jogamp-test.jar
20150729 01:03:05 <sgothel> ^^ fat jars ..
20150729 01:04:09 <sgothel> java -cp jogamp-fat.jar com.jogamp.newt.opengl.GLWindow
20150729 01:04:19 <sgothel> java -cp jogamp-fat.jar:jogamp-test.jar com.jogamp.opengl.test.junit.jogl.demos.es2.newt.TestGearsES2NEWT
20150729 01:04:20 <sgothel> :)
20150729 01:04:52 <sgothel> hence this will also bring us a step closer to user unit tests
20150729 01:05:16 <sgothel> sometimes use case become more clear after walking the talk ..
20150729 02:35:48 <sgothel> ^^ above links for fat jar are removed - tomorrow they will show in latest aggregated build
20150729 02:36:20 <sgothel> @xerxes: KUDOS to Bug 1178 heavy lifting - your WIP has been merged!
20150729 05:05:26 -jogamp- Continue @ http://jogamp.org/log/irc/jogamp_20150729050526.html