#jogamp @ irc.freenode.net - 20160512 05:06:22 (UTC)


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20160512 05:06:22 -jogamp- This channel is logged @ http://jogamp.org/log/irc/jogamp_20160512050622.html
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20160512 06:44:00 <elect> hi
20160512 06:46:23 <philjord> hi
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20160512 07:07:05 <monsieur_max> hello
20160512 07:08:29 <philjord> morning
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20160512 07:32:45 <Eclesia> ho
20160512 07:48:25 <monsieur_max> linux / mac version released on steam :) check
20160512 08:14:46 <guillaum1> hey
20160512 08:17:25 <guillaum1> monsieur_max: what's the name of your game ?
20160512 08:28:12 <monsieur_max> guillaum1: The Count Lucanor : http://store.steampowered.com/app/440880
20160512 10:23:35 <guillaum1> monsieur_max: great game. Why do you use OpenGL even for a 2D game ? Is CPU rendering so slow ?
20160512 10:24:01 <zubzub> how about light effects?
20160512 10:24:23 <zubzub> widely available shaders for all kind of fancy stuff
20160512 10:24:34 <monsieur_max> guillaum1: light blending, shaders, acceleration ...
20160512 10:26:38 <monsieur_max> guillaum1: even if the game looks simple, don't be fooled by the pixels, there are a lot of things that could not be done without opengl
20160512 10:26:57 <guillaum1> ok, sure. I'm biased because I'm a CPU rendering guy :-D
20160512 10:30:14 <guillaum1> and old too. I still think we can make good 2D game on a 68030 16 Mhz
20160512 10:31:40 * guillaum1 MUST admit we need 256 cores at 2 Ghz to make anything now
20160512 10:33:23 <guillaum1> So I had to throw away my Atari ST
20160512 10:33:36 <guillaum1> *have
20160512 10:45:26 <guillaum1> monsieur_max: just bought. I'll try it ASAP
20160512 10:54:01 * guillaum1 has to finish the pure java backend for JOGL
20160512 11:08:17 * gouessej (5ee4b442@anon) has joined #jogamp
20160512 11:08:20 <gouessej> hi
20160512 11:08:33 <gouessej> Sven worked on the bug 1299 :)
20160512 11:08:40 <gouessej> Big kudos to him
20160512 11:09:07 <gouessej> caelum19: There is nothing to do in the outdoor level
20160512 11:11:25 <gouessej> caelum19: I see that other people don't believe in "my" stuff, nice...
20160512 11:15:15 <zubzub> guillaum1: pure java o_O
20160512 11:15:20 <zubzub> jna?
20160512 11:15:55 <guillaum1> zubzub: no OpenGL ES implementation in pure java :-)
20160512 11:16:18 <guillaum1> no native code
20160512 11:16:20 <gouessej> caelum19: JMonkeyEngine has a larger community and is more "modern" but you can send me an email or contact me here when you need some help. I'm not always on IRC. JogAmp's Ardor3D Continuation has the most reliable JOGL renderer IMHO
20160512 11:16:50 <zubzub> guillaum1: a sw renderer?
20160512 11:17:41 <gouessej> caelum19: You cannot use GPL source code in a public domain source code as far as I know
20160512 11:18:33 <gouessej> By the way, I'm not discouraged and JogAmp's Ardor3D Continuation is still alive
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20160512 11:19:14 <guillaum1> zubzub: yeah
20160512 11:20:32 <guillaum1> zubzub : I show the demo at FOSDEM 2009 with a JavaME JVM
20160512 11:23:35 <guillaum1> zubzub: The demo was a pure Java desktop running on Linux Framebuffer and powered by an OpenGL ES software renderer
20160512 11:23:44 <guillaum1> in java
20160512 11:23:52 <zubzub> cool
20160512 11:24:06 <zubzub> I could implement it as a back-end in my java wayland compositor
20160512 11:24:30 <zubzub> is it es1 or es2?
20160512 11:24:39 <guillaum1> zubzub: es1 alas
20160512 11:24:49 <zubzub> :/
20160512 11:25:55 <guillaum1> zubzub: es2 was not yet used at these time. And I had no time to write a shader compiler in java
20160512 11:26:41 <zubzub> you had 7 years ;)
20160512 11:26:57 * guillaum1 hides
20160512 11:29:46 <guillaum1> zubzub: I (re)tested SWIG3 before trying again JNA (thanks again for the info vs JNR). I obtained good results, far better than SWIG1.x.
20160512 11:31:24 <zubzub> the problem I had with swig is that it does not support function pointer callbacks implemented in java
20160512 11:32:20 <zubzub> same for gluegen
20160512 11:41:41 <guillaum1> zubzub: yeah I used tricks to do it (socket !!!!)
20160512 11:56:37 <elect> guillaum1, why a java backend?
20160512 11:57:51 <zubzub> socket? eh?
20160512 12:00:08 <guillaum1> elect: because there were very few OpenGL ES drivers and C implementations back in 2008/2009, except for paying companies. So to develop and test, it was hell
20160512 12:00:53 <elect> ok, but haven't things changed now?
20160512 12:01:00 <zubzub> why?
20160512 12:01:01 <zubzub> http://gunshowcomic.com/comics/20120227-robotthatscreams.png
20160512 12:01:03 <zubzub> that's why
20160512 12:01:22 <monsieur_max> guillaum1: thanks for your patronage :)
20160512 12:01:37 <elect> I'd have said now the situation is better
20160512 12:01:41 <elect> but is just a feeling
20160512 12:01:44 <elect> :p
20160512 12:01:48 <zubzub> https://upload.wikimedia.org/wikipedia/commons/e/ee/SMBC_comic_25_March_2008,_with_caption.png
20160512 12:01:59 <guillaum1> zubzub: I write function name and parameters to the socket in the C side. The Java side reads it and do its stuff
20160512 12:02:32 <zubzub> ok
20160512 12:02:35 <zubzub> why use a socket?
20160512 12:02:46 <zubzub> just have a general static java method that you invoke through jni
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20160512 12:03:51 <zubzub> or use jaccall
20160512 12:03:55 <zubzub> and have all your problems sovled
20160512 12:04:04 <zubzub> (except for spelling)
20160512 12:04:04 <guillaum1> zubzub: sure but I need a portable way. I use SWIG because Java is not the only target language
20160512 12:05:03 <guillaum1> zubzub: otherwise I need a specific solution for Java/Lua/C#.....
20160512 12:11:39 <guillaum1> elect: drivers and/or Mesa SW are not be available on all OS. So having a Java backend allows to make the OpenGL stuff work (slower, right) everywhere Java can run.
20160512 12:12:10 <elect> well, I cant argue that ^^
20160512 12:12:18 <elect> do you have a repo to take a look to?
20160512 12:14:17 <guillaum1> elect: private SVN server at the moment because some code is not open-source (I'm trying to remove it), so not yet
20160512 12:25:17 * guillaum1 will look at jaccall
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20160512 19:09:34 <zubzub> guillaum1: *disclaimer, I wrote jaccall* :p
20160512 19:09:53 * zubzub should start a blog on his dev work
20160512 19:11:57 <zubzub> porting robovm to openjdk seems to be more work than I anticipated
20160512 19:12:14 <zubzub> but it's not more complex, so that's a relieve
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20160512 19:52:54 <Eclesia> o/
20160512 19:57:03 <rmk0> *BLAM*
20160512 19:57:15 <rmk0> you know, one day that's going to get old
20160512 19:58:10 <dwbrite> Hi
20160512 19:58:32 <rmk0> lo
20160512 19:59:10 <dwbrite> med
20160512 19:59:30 <Eclesia> rmk0: maybe it will make a buzz and in 10years all young geeks will use it as a replacement for salutations :)
20160512 19:59:55 <rmk0> scary thought
20160512 20:03:27 <Eclesia> who knows, they managed to make people believe 2 wheels, a motor and a giroscope is and 'hoverboard'. that's scary
20160512 20:03:34 <Eclesia> an*
20160512 20:07:04 <Eclesia> I'm searching for a solution (on https://medium.com/@evanwallace/easy-scalable-text-rendering-on-the-gpu-c3f4d782c5ac#.jnaknn3sc).
20160512 20:07:42 <Eclesia> I made an implementation, but the algorithm produces a mask image that can't be used directly for rendering.
20160512 20:08:15 <Eclesia> it's a two phase process, render the mask for a geometry then paint using the mask in a second phase
20160512 20:09:01 <Eclesia> I think it's an expensive solution in the end. :/
20160512 20:09:15 <Eclesia> maybe someone could think of a better way to use it
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20160512 20:28:30 <Eclesia> nope :/
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20160513 05:06:22 -jogamp- Continue @ http://jogamp.org/log/irc/jogamp_20160513050622.html