Camelia, the Perl 6 bug

IRC log for #openframeworks, 2013-09-04

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All times shown according to UTC.

Time Nick Message
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04:55 ventolin hi
04:56 ventolin can i use a code made in Visual studio on Code blocks?
05:35 jvcleave ventolin - you mean the source code?
05:36 ventolin the programs i write with te libraries
05:36 jvcleave I don't think Code blocks can read a VS project but if you rebuild it in Code blocks it should work
05:36 ventolin so you have to write some parts of it again?
05:37 jvcleave I don't think so - you should just be able to rebuild the project
05:37 jvcleave is your project complex?
05:38 ventolin no, someone is sharing his code with me but he made it in VS
05:38 ventolin and i want to use CB
05:38 ventolin jeje
05:39 jvcleave personally I would just start with an OF code blocks empty example and bring his source code over
05:40 jvcleave (actually I would install VS as I like it better :)
05:40 ventolin ok
05:40 ventolin is it free?
05:40 ventolin it is asking me for a number...
05:40 jvcleave i think the express version is
05:42 ventolin and i have 29 days left
05:42 ventolin express version
05:42 ventolin k
05:43 ventolin thank you jvcleave
05:43 jvcleave no problem
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09:05 tgfrerer jacres: you around?
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12:31 jacres tgfrerer: hey tim, I'm awake now ;)
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13:00 tgfrerer jacres: hey james =) just came back from lunch - the beauty of transatlantic communications.
13:03 tgfrerer you did these amazing experiments in deferred rendering - and i was wondering if there are any books on the subject you'd recommend.
13:13 jacres tgfrerer: that's right, you live in the future - we'll have to talk stock picks soon
13:13 tgfrerer hehe =)
13:15 jacres i haven't found many books so far, but there is one that has a great chapter on forward+ rendering
13:15 jacres i think might move away from deferred rendering into forward+ which is pretty much the same, although uses lists of lights that affect each tile so that you cut down on forward rendering processing
13:15 tgfrerer interesting!
13:16 jacres the main reason is that you can't really do transparency in deferred without tricks or doing a separate forward rendering pass, and handling multiple materials is a nightmare since it's all part of the same shader.. I miss having different shaders per object type ;)
13:16 tgfrerer oh yes!
13:17 tgfrerer i did some experiments recently in gpu accelerated sorting which might help with resolving render order issues (for transparency) etc
13:17 jacres and forward+ has fairly close performance on normal levels of lights and when you get up to 1000s I think it can even outperform deferred
13:17 jacres oh yeah I saw that, was really cool
13:17 jacres the video was nice
13:17 jacres oh no, i didn't
13:17 jacres was thinking about the sorting of pixel colour
13:17 tgfrerer now you got me hooked on forward+
13:18 jacres nice ;)
13:18 jacres believe it or not the new opengl red book is awesome
13:18 jacres 8th edition
13:19 tgfrerer yeah, it's not bad - until you calculate: information density / physical weight
13:19 jacres it's all opengl4 and has a lot of really neat implementations in it - they do order independent transparency sorting using linked lists in compute shaders - it's really really cool
13:19 jacres that's true ;)
13:19 tgfrerer oh wow, i'll have to look back into that.
13:19 jacres and.. gpupro4 is good as well for the forward+ chapter, but I don't think it's worth buying since there are some really good slides on how they did it
13:20 jacres it's the AMD Leo demo slides
13:20 tgfrerer nice one, i'm noting these down!
13:20 jacres (wait, I'll double check the red book ;))
13:20 tgfrerer =)
13:21 jacres yep that's the one.. new 8th edition one
13:21 tgfrerer i recently bought this one : 3D Computer Graphics: A Mathematical Introduction with OpenGL - by Samuel R. Buss - it's probably the best maths primer out there when it comes to lighting.
13:21 tgfrerer 8th edition? that fresh off the press?
13:22 jacres pretty new - this spring i believe
13:23 jacres oh nice, i'll have to check that one out
13:23 jacres i played with tile-based deferred by doing the frustum light culling and lights per tile lists using OpenCL and that worked out well
13:23 tgfrerer ah, just saw the new ed of the red book - that's great to know!!! now i have to get rid of my current 5lb worth of outdated information
13:24 jacres I know... it's crazy how quickly these things go out of date... days of 30 year old encyclopedia brittanicas are over
13:24 tgfrerer i saw the frustrum light culling - pretty spectacular!
13:25 jacres wanted to keep things working on OS X and 3.x which was the reason for opencl
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13:25 jacres disappointed that mavericks won't have compute shader support, though
13:25 tgfrerer you got me totally hooked on forward+
13:25 tgfrerer =)
13:25 jacres haha
13:25 tgfrerer does it not? awwww- i was so hoping for decent opengl 4.0
13:26 tgfrerer are you running it on your dev machine currently?
13:26 jacres I'm not, still on 10.8
13:26 tgfrerer def worth checking out opengl4 support - and me getting an nvidia gfx card next time
13:26 tgfrerer cuda is pretty sweet!
13:27 jacres but now mainly sticking to linux and opengl 4.3.. decided to push ahead to use compute shaders since I'm mainly doing this for fun... Figured by the time I get it all sorted it out, OS X will catch up :)
13:27 jacres oh nice - is that what you used for the sorting?
13:28 tgfrerer the sorting was quite conventional - using a fragment shader and texelfetch
13:28 tgfrerer it's very important to use texelfetch and not texture samplers if you want to push integers to a shader, as in an index lookup table.
13:28 tgfrerer learned that the hard way.
13:29 tgfrerer with some help from the wizards on #OpenGL
13:29 jacres is that to avoid sampling?
13:30 jacres err filtering
13:30 jacres i haven't played with texelFetch yet, but definitely have to switch over to using it... was trying to store *everything* in a uniform buffer
13:30 jacres and that didn't go so well ;)
13:31 tgfrerer yes, texelfetch is worth its weight in bitcoins.
13:33 tgfrerer even when i did things by the book with integer textures and disabled filtering it wouldn't work with texture samplers, but texelfetch: worked like magic.
13:33 jacres oh really eh... i'm sure i'll be bombarding you with questions when i forget what you just told me and encounter the same thing ;)
13:34 tgfrerer hehe =) always wellcome!
13:34 tgfrerer hey, i got to go... but thanks so much for your hints, i'll check stuff out, asap!
13:43 jacres thanks for the texelfetch hint - let me know how it goes!
13:43 tgfrerer will do - speak soon =) !
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18:24 dantheman hey jvcleave does the terminal listener listen to the regular terminal too? or just SSH
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