#jogamp @ irc.freenode.net - 20161210 05:06:00 (UTC)


20161210 05:06:00 -jogamp- Previous @ http://jogamp.org/log/irc/jogamp_20161209050600.html
20161210 05:06:00 -jogamp- This channel is logged @ http://jogamp.org/log/irc/jogamp_20161210050600.html
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20161210 11:14:05 <rmk0> .o.
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20161210 15:50:27 <Eclesia> hi
20161210 16:00:57 <rmk0> http://ataxia.io7m.com/2016/12/10/envmap.mp4
20161210 16:01:02 <rmk0> environment mapping ♥
20161210 16:01:09 <rmk0> no matter how many times i see the technique, it never gets old
20161210 16:02:43 <Eclesia> ^^
20161210 16:03:18 <Eclesia> it's a bit to much exagerated on the video
20161210 16:04:26 <rmk0> yeah, it's way up
20161210 16:04:30 <rmk0> 50% mix
20161210 16:06:10 * Eclesia *sigh* would like a good looking 3d engine ...
20161210 16:06:24 <rmk0> ?!
20161210 16:06:36 <rmk0> i thought you had one
20161210 16:07:34 <Eclesia> it's still basic, only have a few shaders.
20161210 16:24:40 <rmk0> i can donate the entirety of my shader code if you like
20161210 16:24:51 <rmk0> you'd have to work out how to call it though
20161210 16:25:44 <rmk0> a mere ~5700 lines of glsl!
20161210 16:26:31 <rmk0> it's doxygen commented
20161210 16:27:39 <rmk0> http://ataxia.io7m.com/2016/12/08/r2_doxygen/files.html
20161210 16:27:40 <rmk0> etc
20161210 16:31:09 <Eclesia> You already gave a lot :) if I don't take the time to understand how it works it won't do any good
20161210 16:32:03 <rmk0> there's documentation on that too, but not in the doxygen comments
20161210 16:32:16 <rmk0> i don't trust myself to remember how any of this stuff works in a year's time
20161210 16:33:55 <rmk0> http://ataxia.io7m.com/2016/12/10/io7m-r2-documentation-0.1.0/
20161210 16:34:00 <rmk0> still a work in progress, but mostly complete
20161210 16:42:53 <Eclesia> that's a gold mine !
20161210 16:43:58 <rmk0> it's a rewrite of the renderer i wrote two years ago
20161210 16:44:30 <rmk0> driver support, hardware, and the jvm changed a lot in that time
20161210 16:44:33 <rmk0> made more sense to rewrite it
20161210 16:44:38 <rmk0> https://github.com/io7m/r2/issues
20161210 16:45:00 <rmk0> got a pile of tickets left to do... 0.2.0 is what i'd consider reasonably feature complete
20161210 17:12:43 <Eclesia> always more work to do.
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20161210 20:20:51 <rmk0> this olde intel hardware is very fill-rate limited
20161210 20:21:21 <rmk0> i blast everything into the g-buffer in 5ms, the light contributions into the l-buffer in 5ms, and apply lights in 1ms
20161210 20:21:27 <rmk0> that's not a lot of time for anything else
20161210 20:21:48 <rmk0> it wasn't exactly high-end hardware in 2008
20161210 20:22:11 <rmk0> er, 2011, rather
20161210 20:23:12 <rmk0> i use an RGBA8888 framebuffer for the light buffer right now, and i waste the A channel simply because there isn't a standard color-renderable RGB format
20161210 20:23:41 <rmk0> kind of wonder if i could just pack all the light contributions into an R16 buffer and unpack it again during application
20161210 20:23:53 <rmk0> would halve the bandwidth use and eliminate waste
20161210 20:44:51 <Eclesia> if they could just stop mixing sample and color models.
20161210 20:59:14 <rmk0> i'd like to know what vulkan exposes by default
20161210 20:59:22 <rmk0> i haven't read the spec yet
20161210 20:59:44 <rmk0> i suppose i should look at what texture formats the very latest opengl spec requires
20161210 21:02:08 <rmk0> ah... opengl 4.5 says that RGB8 is required to be color-renderable
20161210 21:02:29 <rmk0> it's not color-renderable in 3.3
20161210 21:04:41 <bruce-> what does that mean? I can render to RGB8 fbos just fine?
20161210 21:05:17 <rmk0> bruce-: it might work, but the spec in 3.3 didn't require it to
20161210 21:05:32 <rmk0> they list the formats that are required to be color renderable and RGB8 isn't on the list
20161210 21:06:02 <rmk0> presumably because it's 24 bit... they require all of the 32 bit, 16 bit, 8 bit formats
20161210 21:06:29 <rmk0> in 4.5, and probably earlier, RGB8 is now a required format
20161210 21:07:27 <rmk0> the only RGB format they do require be renderable is actually R11F_G11F_B10F, which is a bit of an oddity
20161210 21:11:22 <Eclesia> maybe for futur hdr needs ?
20161210 21:11:33 <Eclesia> seems fishy anyway
20161210 21:14:29 <rmk0> well i mean 3.3 came out in 2010...
20161210 21:14:58 <rmk0> likely represents whatever was the most conservative possible set of requirements for hardware that old
20161210 21:15:13 <rmk0> "can we require that hardware render to RGB8? hm..."
20161210 21:15:19 <rmk0> *six months of design by committee*
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20161211 05:06:00 -jogamp- Continue @ http://jogamp.org/log/irc/jogamp_20161211050600.html