#jogamp @ irc.freenode.net - 20151019 05:05:18 (UTC)
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20151019 06:11:33 * netlike (~netlike@anon) has joined #jogamp
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20151019 06:57:38 * elect (~GBarbieri@anon) has joined #jogamp
20151019 06:58:24 <elect> hi
20151019 07:31:09 * monsieur_max (~maxime@anon) has joined #jogamp
20151019 07:41:30 * eclesia (~husky@anon) has joined #jogamp
20151019 07:41:34 <eclesia> good morning
20151019 07:44:10 <elect> hi eclesia
20151019 07:45:28 <elect> btw, continuing the yesterday discourse, I will never get tired to repeat it :p, problem is not reading the dds, but figuring out which format it is
20151019 07:47:27 <elect> because it seems MS specs are not very well followed
20151019 07:51:00 <elect> they usually say: "way A is the way you should read, but in order to increase (retro) compatibility you should take in account also way B and C, and then when you want to write you should write way D, but if you want to be able to being read by many tools out there you could also write in way E"
20151019 07:52:33 <elect> therefore you should take in account multiple ways to figure it out the same format and you have to be sure that all these ways don't interfeere each others and, moreover, will not lead to some wrong result reading other formats
20151019 07:53:18 <elect> so way A, B and C needs to be execute iff when you have an X format dds
20151019 07:53:50 <eclesia> follow the spec exactly, and with time/experience you will cover other cases
20151019 07:54:57 <elect> yeah, I know, this is a safe start, but I wanted to do this stuff once for all and not coming back at it anymore, unless bugs/ordinary manteinance
20151019 07:55:31 <elect> and exactly that time/experience that you talk about, is what I "borrowed" from Christofer
20151019 07:55:55 <elect> or at least I hope :D
20151019 07:57:08 <eclesia> can't borrow such a thing ^^
20151019 09:12:35 <sgothel> how to read? using an InputStream .. parser, etc
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20151019 10:45:43 <gouessej> Hi
20151019 10:46:18 <gouessej> I'll probably need some help to translate my game very soon
20151019 10:48:04 <gouessej> xranby_: I have never learned your mother tongue. Feel free to fix my spelling mistakes
20151019 10:48:37 <gouessej> xranby_: http://sourceforge.net/p/tuer/code/HEAD/tree/pre_beta/src/main/resources/i18n/MessagesBundle_sv.properties
20151019 10:50:41 <gouessej> I know that some people here speak German and Dutch too, let me know whether there are some mistakes in those files too
20151019 10:50:44 <gouessej> http://sourceforge.net/p/tuer/code/HEAD/tree/pre_beta/src/main/resources/i18n/MessagesBundle_de.properties
20151019 10:50:58 <gouessej> http://sourceforge.net/p/tuer/code/HEAD/tree/pre_beta/src/main/resources/i18n/MessagesBundle_nl.properties
20151019 10:51:50 <gouessej> http://sourceforge.net/p/tuer/code/HEAD/tree/pre_beta/src/main/resources/i18n/MessagesBundle_it.properties
20151019 10:53:04 <gouessej> http://sourceforge.net/p/tuer/code/HEAD/tree/pre_beta/src/main/resources/i18n/MessagesBundle_es.properties
20151019 10:53:14 <gouessej> http://sourceforge.net/p/tuer/code/HEAD/tree/pre_beta/src/main/resources/i18n/MessagesBundle_pt.properties
20151019 10:56:45 <gouessej> sgothel: Maybe I should make a pull request about this change: http://forum.jogamp.org/Texture-compression-tp4032185p4035497.html
20151019 10:57:21 <gouessej> Bye
20151019 10:57:30 * gouessej (5ee4b442@anon) Quit (Quit: Page closed)
20151019 10:59:19 <zubzub> 12:50 < gouessej> http://sourceforge.net/p/tuer/code/HEAD/tree/pre_beta/src/main/resources/i18n/MessagesBundle_nl.properties
20151019 10:59:23 <zubzub> not correct
20151019 10:59:28 <zubzub> LOADING_PLEASE_WAIT=Laadt... Even geduld aub
20151019 10:59:30 <zubzub> should be
20151019 10:59:38 <zubzub> LOADING_PLEASE_WAIT=Bezig met laden... Even geduld aub
20151019 10:59:52 <zubzub> or
20151019 10:59:57 <zubzub> LOADING_PLEASE_WAIT=Laden... Even geduld aub
20151019 11:00:31 <zubzub> "laadt" is 3rd person singular
20151019 11:06:17 <bruce-> zubzub: I never realized you speak dutch :)
20151019 11:13:55 <zubzub> bruce-: I didn't know you speak dutch either :)
20151019 11:46:58 <elect> the it side seems correct, do you want the rest of the translation also for this? https://sourceforge.net/p/tuer/code/HEAD/tree/pre_beta/src/main/resources/i18n/MessagesBundle.properties
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20151019 12:18:58 <gouessej> zubzub: Thanks
20151019 12:19:19 <gouessej> zubzub: I hesitated between "laadt" and "laden"
20151019 12:21:02 <gouessej> elect: Feel free to translate the rest and let me know how to give you credits, probably in the section "Special thanks".
20151019 12:22:01 <gouessej> The German translation should be complete in a few hours
20151019 12:22:18 <gouessej> I'll commit it when I'm at home
20151019 12:23:38 <gouessej> My Italian and Spanish skills are very low :s
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20151019 12:27:40 <elect> ne te inquiète pas mon amour
20151019 12:29:51 <elect> The Internationale will be the human race ?
20151019 12:34:14 <elect> I need the context for HOLD_THE_BAG
20151019 12:36:22 <monsieur_max> = holdi spaguetti
20151019 12:43:31 <elect> I need a wall of text then
20151019 12:49:47 * gouessej (5ee4b442@anon) has joined #jogamp
20151019 12:49:53 <gouessej> elect: https://it.wikipedia.org/wiki/L'Internazionale
20151019 12:50:20 <elect> yeah
20151019 12:50:28 <elect> just tell me what you mean to mean with that
20151019 12:50:43 <gouessej> elect: "Hold the bag the longest" a typical mode in first person shooter
20151019 12:50:45 <gouessej> s
20151019 12:50:55 <elect> what you mean by bag
20151019 12:50:58 <elect> in b4 spaghetti
20151019 12:51:56 <gouessej> elect: usually, it's a kind of suitcase
20151019 12:52:32 <gouessej> elect: "L’Internazionale sarà il genere umano"?
20151019 12:52:55 <gouessej> elect: it's the closest translation that I can suggest from French
20151019 12:53:30 <elect> ok
20151019 12:53:34 <elect> it sounds fine
20151019 12:53:39 <elect> somehow >.>
20151019 12:55:10 <elect> Oto the cleaner is an adjective?
20151019 12:55:17 <elect> I mean, like a nickname
20151019 12:55:32 <gouessej> elect: Oto the cleaner should remain unchanged like in the French translation
20151019 12:56:50 <gouessej> yes it's a nickname
20151019 12:57:42 <gouessej> monsieur_max: "holdi spaguetti" lol
20151019 12:59:29 <elect> https://gist.github.com/elect86/7f14f739e242e2c4a5cf
20151019 12:59:55 <gouessej> elect: Thanks, great job
20151019 13:00:14 <elect> no problem
20151019 13:02:18 <gouessej> elect: I'll just have to put "L’Internazionale sarà il genere umano" into it and it should be fine :)
20151019 13:02:26 <elect> ah right
20151019 13:03:29 <gouessej> elect: How must I mention your contribution? Do you prefer me to mention your pseudo "elect" or your fullname?
20151019 13:05:19 <elect> I dont know
20151019 13:05:25 <elect> like the cleaner
20151019 13:05:35 <elect> Giuseppe Barbieri - elect
20151019 13:08:37 <gouessej> ok
20151019 13:15:54 <gouessej> elect: I'll put "Giuseppe Barbieri - elect" into the readme file then
20151019 13:16:00 <elect> yep
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20151019 16:12:05 <elect> so, right now PixelFormat is exclusively for cpu?
20151019 16:13:54 <elect> what do you have in mind, using the same class for both cpu and gpu or create a similar one only for gpu?
20151019 16:14:49 <elect> Im re-reading what you write, sven, but I am not sure I got what you meant
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20151019 17:58:12 <sgothel> back for a bit from family duties .. phew
20151019 17:58:50 <sgothel> @elect: that would be maybe a future thing .. finding harmony of the nativewindow + JOGL image descriptors
20151019 17:59:17 <sgothel> IMHO for now, it would be great to have Texture and TextureData to handle the layers/3D ..
20151019 17:59:37 <sgothel> and all the missing types/enums .. incl. GLBuffers for memory size calculations
20151019 18:00:07 <sgothel> then .. pick one format, can be detected w/ that new InputStream parser ..
20151019 18:00:29 <sgothel> and you add the parser for the whole format to collect the data and build TextureData
20151019 18:00:45 <sgothel> / Texture
20151019 18:01:06 <sgothel> i.e. evolutionary strategy to make Texture and TextureData fit the bill
20151019 18:02:41 <sgothel> the 3D cubemap is now handled in a very ugly way, see https://jogamp.org/bugzilla/show_bug.cgi?id=1242
20151019 18:03:25 <sgothel> as only used in: src/demos/util/Cubemap.java
20151019 18:04:07 <sgothel> I would assume that all layers and/or sides of such whole mapping can be queried, i.e. information persists
20151019 18:05:00 <sgothel> now, you have gathered some experience w/ those formats and can model things appropriately IMHO, i.e. for later discussion
20151019 18:05:59 <sgothel> [motivational talk] @elect: you take part in shaping the future of those classes / interfaces
20151019 18:07:07 <sgothel> offtopic: finding good fever thermometers seems to be quite a challenge .. the rectal measurement seems to be most correct, hmm
20151019 18:07:24 <sgothel> ear .. tongue .. all vary quite a lot
20151019 18:11:53 <sgothel> PixelFormat is not solely for CPU .. it is an abstraction
20151019 18:13:05 <sgothel> GLPixelBuffer reflects the OpenGL representation
20151019 18:14:23 <sgothel> PixelFormat -> GLPixelAttributes
20151019 18:15:48 <sgothel> iff you like to build the whole bridge for your new formats (PixelRectangle/PixelFormat -> GLPixelBuffer/GLPixelAttributes) .. that would be awesome of course!
20151019 18:16:58 <sgothel> both PixelRectangle and GLPixelBuffer hold data on the CPU side
20151019 18:17:26 <sgothel> then we need a bridge to create the TextureData / Texture instance
20151019 18:18:08 <sgothel> Note: PixelRectangle and GLPixelBuffer were created to properly handle the pixel data on the CPU side, prepared for GL.
20151019 18:18:28 <sgothel> They are both 'new' .. to handle shortcomings of TextureData etc
20151019 18:18:56 <sgothel> right now they are used to transfer images from/to CPU incl. AWT
20151019 18:19:00 <sgothel> w/ stride etc
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20151019 18:19:34 <sgothel> they also handle re-calculation of required buffer sizes .. etc etc
20151019 19:57:23 <zubzub> is it possible to use gluegen without ant?
20151019 19:57:35 <zubzub> or is it tightly coupled to it?
20151019 19:57:58 <zubzub> (I'm ok with setting up the configs/env manually in java code)
20151019 19:58:23 <zubzub> because I'm thinking of creating a compile time annotation processor for it
20151019 19:58:48 <zubzub> because I don't want to use ant or pollute my build with ant plugins
20151019 19:59:45 <zubzub> the idea is to define a compile time annotation on a package-info.java, this annotation accepts all config arguments of the ant task (that make sense)
20151019 20:00:03 <zubzub> this annotation is then picked up automatically by javac, which then fires up an annotation processor
20151019 20:00:19 <zubzub> this annotatin processor is then responsible for calling gluegen with the parameters from the annotation
20151019 20:00:48 <zubzub> this way you have compile time codegen
20151019 20:00:53 <zubzub> without relying on any build system
20151019 20:00:58 <zubzub> like ant, maven or gradle
20151019 20:01:03 <Eclesia> means you have a jvm plugin ?
20151019 20:01:16 <zubzub> a javac compile time annotation plugin
20151019 20:01:48 <Eclesia> and where is this plugin located in the end ?
20151019 20:02:07 <zubzub> it's a compile time dependency in a seperate jar
20151019 20:02:36 <Eclesia> ha I see, a maven pojo ?
20151019 20:02:56 <zubzub> https://deors.wordpress.com/2011/10/08/annotation-processors/
20151019 20:02:59 <zubzub> yeah so you like
20151019 20:03:12 <zubzub> all it needs to be, is being present on the build path
20151019 20:05:33 <Eclesia> I made something like that in my project, can be used to run anything. it takes a folder, compiles every *.java in it and run the main class with a classloader containing the current module dependencies.
20151019 20:06:14 <zubzub> this system only uses standard java tech ;)
20151019 20:06:56 <Eclesia> I use maven yeah ok. but java 1.5 compatible :p
20151019 20:07:35 <Eclesia> beside it's a plain old java, so nothing new to learn.
20151019 20:09:45 <Eclesia> the mojo is really simple : https://bitbucket.org/Eclesia/unlicense/src/tip/storage/binding/binding-generator-mvn/src/main/java/un/storage/binding/generator/GeneratorCallerMojo.java?at=default&fileviewer=file-view-default and so is the usage : http://pastebin.com
20151019 20:15:15 <sgothel> @zuzub: GlueGen can ofc used w/o ant - we just have one ant task for GlueGen for convenience
20151019 20:15:33 <sgothel> which simply produces a commandline call ..
20151019 20:16:07 <sgothel> also GlueGen's StructGen is using annotations ..
20151019 20:17:27 <zubzub> sgothel: annotatins how? I was under hte impression gluegen generated everything from scratch?
20151019 20:18:17 <sgothel> look at the unit tests .. one sec .. (btw: there is no contradiction of 'annotation' and 'from scratch')
20151019 20:19:06 <sgothel> com.jogamp.gluegen.test.junit.structgen.BuildStruct01
20151019 20:21:20 <zubzub> ok so it's basically exactly the same as what I described, but for structs :)
20151019 20:21:47 <sgothel> at a closer look .. the structs can even have functions :)
20151019 20:22:02 <zubzub> yeah I read that in the docs
20151019 20:22:03 <sgothel> so .. we could extend this feature for non-structs as well, sure
20151019 20:22:39 <sgothel> and since anything used gets 'gluegen'ed' ..
20151019 20:23:01 <sgothel> you can also put things in the config file, i.e. to express/force it being generated
20151019 20:23:34 <sgothel> but we thought .. data structs are the kind of thing which shall be done at compile time for clarification, if at all
20151019 20:24:08 <sgothel> all about flavor .. style - not anything reallly technical
20151019 20:25:09 <sgothel> assuming your build process is able to call a java method/class .. all is perfect
20151019 20:28:15 * monsieur_max (~maxime@anon) Quit (Quit: Leaving.)
20151019 20:31:48 <sgothel> @zuzub: your bug report, pull request w/ unit test will be welcome .. suiting your needs
20151019 21:19:35 * elect (~elect@anon) Quit (Ping timeout: 256 seconds)
20151019 21:29:19 <Eclesia> good night ++
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