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#opengl

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j5v<p>This game pushes vertices and polygons, with its own &#39;engine&#39;, animations, and game loop.</p><p>At the time, my chosen language didn&#39;t have support for OpenGL 2.x, only OpenGL 1.x.</p><p>So I dug a little into the C source of the (then) latest OpenGL and tried extending my 1.x headers to include offsets for 2.x functions.</p><p>It linked to 2.x drivers and worked perfectly!</p><p>So it&#39;s running a 1.x API with 2.x bits hacked on selectively to get those features.</p><p><a href="https://mastodon.social/tags/OpenGL" class="mention hashtag" rel="tag">#<span>OpenGL</span></a> <a href="https://mastodon.social/tags/gamedev" class="mention hashtag" rel="tag">#<span>gamedev</span></a></p>
grizeldi<p>After some serious brainstorming, figuring out poorly documented APIs, searching for workarounds and general <a href="https://mastodon.gamedev.place/tags/programming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>programming</span></a> related troubleshooting, I've come to the realization that if the framebuffer of the GlArea widget in <a href="https://mastodon.gamedev.place/tags/gtk" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gtk</span></a> can't for the life of me support MSAA, then I can just render to another framebuffer that does and blit the result back to the main framebuffer. As a result, my waveform renderer now looks smoother than ever 😃</p><p><a href="https://mastodon.gamedev.place/tags/OpenGL" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>OpenGL</span></a> <a href="https://mastodon.gamedev.place/tags/gnome" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gnome</span></a> <a href="https://mastodon.gamedev.place/tags/gtk4" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gtk4</span></a> <a href="https://mastodon.gamedev.place/tags/graphicsprogramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>graphicsprogramming</span></a> <a href="https://mastodon.gamedev.place/tags/opensource" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>opensource</span></a></p>
Leon Oscar Kidando<p>Minecraft in <a href="https://mastodon.gamedev.place/tags/odin" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>odin</span></a> using <a href="https://mastodon.gamedev.place/tags/opengl" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>opengl</span></a> and <a href="https://mastodon.gamedev.place/tags/raylib" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>raylib</span></a> . A ton of things running in the background that's why there is jitter. But finally... I have a much better grasp of this low-level and graphics programming stuff 🥹</p>
Farooq | فاروق<p>I have problems with <a href="https://cr8r.gg/tags/OpenGL" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>OpenGL</span></a> applications on my <a href="https://cr8r.gg/tags/Debian" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Debian</span></a> testing installation using <a href="https://cr8r.gg/tags/Intel" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Intel</span></a> <a href="https://cr8r.gg/tags/Arc" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Arc</span></a> GPUs. Hints are welcome. One of forum members think everything should be okay given the information:</p><p><a href="https://forums.debian.net/viewtopic.php?p=816994" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">forums.debian.net/viewtopic.ph</span><span class="invisible">p?p=816994</span></a></p><p><a href="https://cr8r.gg/tags/LinuxGaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>LinuxGaming</span></a> <a href="https://cr8r.gg/tags/Gaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Gaming</span></a> <a href="https://cr8r.gg/tags/FOSS" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>FOSS</span></a> <a href="https://cr8r.gg/tags/Linux" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Linux</span></a> <a href="https://cr8r.gg/tags/AskFedi" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>AskFedi</span></a></p>
KDAB<p>Join KDAB's expert-led training, available year-round with hands-on labs in small classes and tailored to elevate your programming skills. Topics include <a href="https://techhub.social/tags/QtDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>QtDev</span></a>, <a href="https://techhub.social/tags/QML" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>QML</span></a>, <a href="https://techhub.social/tags/Cpp" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Cpp</span></a>, <a href="https://techhub.social/tags/3D" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>3D</span></a>, <a href="https://techhub.social/tags/OpenGL" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>OpenGL</span></a>, <a href="https://techhub.social/tags/Debugging" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Debugging</span></a>, <a href="https://techhub.social/tags/Profiling" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Profiling</span></a>, and <a href="https://techhub.social/tags/RustLang" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RustLang</span></a>. See the full portfolio:<br><a href="https://training.kdab.com/portfolio/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">training.kdab.com/portfolio/</span><span class="invisible"></span></a></p>
Paul Melis<p>Okay, loosing my mind here a bit. I just tested <a href="https://mastodon.gamedev.place/tags/OpenGL" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>OpenGL</span></a> rendering under Linux on an <a href="https://mastodon.gamedev.place/tags/NVIDIA" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>NVIDIA</span></a> <a href="https://mastodon.gamedev.place/tags/H100" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>H100</span></a> GPU, through <a href="https://mastodon.gamedev.place/tags/VirtualGL" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>VirtualGL</span></a>'s <a href="https://mastodon.gamedev.place/tags/EGL" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>EGL</span></a> backend. </p><p>And it worked... Renderer "NVIDIA H100/PCIe/SSE2", driver 555.42.06</p><p>I always understood the H100s to be incapable of OpenGL. But it seems I missed a crucial part in the H100 architecture doc (<a href="https://resources.nvidia.com/en-us-tensor-core" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">resources.nvidia.com/en-us-ten</span><span class="invisible">sor-core</span></a>), shown in the image.</p><p>Except, I'm sure I tested OpenGL at some point under X, but it didn't work. So, did anything change (e.g. driver)?</p>
IAOTSAM<p>stuck during porting pathfinder to <a href="https://masto.ai/tags/macroquad" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>macroquad</span></a> (stealing code without fully understanding it's ravg implementation for now)<br>And of course it's again something wrong with passing attributes to shader<br>Everything looks the same, but some instances recieve wrong data and I do not understand what is different for <a href="https://masto.ai/tags/miniquad" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>miniquad</span></a>'s BufferLayout<br>During digging into code I see that everything is looks the same<br>It is always a burden for me to port things from one <a href="https://masto.ai/tags/opengl" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>opengl</span></a> wrapper to another</p>
Arto Koistinen<p>For decades (no kidding!) the reason I've thought I can't make a 3D game from scratch has been my inability to handle skinned meshes. I've dabbled at it a few times before without much success, but finally FINALLY I managed to write a c++ / assimp code that loads a model from an FBX and ANIMATES it!</p><p>I know it's not much of a flex in these times of engines and everything, but it's a BIG personal win!</p><p>Next something easy like a terrain 😆 </p><p><a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/cpp" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>cpp</span></a> <a href="https://mastodon.gamedev.place/tags/opengl" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>opengl</span></a> <a href="https://mastodon.gamedev.place/tags/indiedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>indiedev</span></a></p>
grizeldi<p>I had a simple software audio waveform renderer for a side project of mine. It had rather obvious jagged edges, so I decided it's time to port it over to <a href="https://mastodon.gamedev.place/tags/OpenGL" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>OpenGL</span></a> to take advantage of MSAA. After a lot of not particularly fun experiences with outdated <a href="https://mastodon.gamedev.place/tags/SDL" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>SDL</span></a> tutorials, I've switched over to <a href="https://mastodon.gamedev.place/tags/gtk4" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gtk4</span></a>, as I will also need other GUI elements for the project.</p><p>Today I finished the port, only to realize that GlArea widget in <a href="https://mastodon.gamedev.place/tags/GTK" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GTK</span></a> does in fact not support MSAA. 😩 </p><p><a href="https://mastodon.gamedev.place/tags/programming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>programming</span></a> <a href="https://mastodon.gamedev.place/tags/opensource" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>opensource</span></a> <a href="https://mastodon.gamedev.place/tags/gnome" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gnome</span></a></p>
🇵🇸(🧆🏳️)Popolon🐷ᠫᠣᠫᠣᠯᠣᠨ🐎抱抱龙🐉بوبولون🤖🦧I added <a href="https://www.thorvg.org/" rel="nofollow noopener" target="_blank">#ThorVG</a> <a href="https://snac2.popolon.org?t=archlinux" class="mention hashtag" rel="nofollow noopener" target="_blank">#ArchLinux</a> <a href="https://aur.archlinux.org/packages?O=0&amp;SeB=nd&amp;K=thorvg&amp;outdated=&amp;SB=p&amp;SO=d&amp;PP=50&amp;submit=Go" rel="nofollow noopener" target="_blank">AUR packages</a>. (last stable (0.15.x) and GIT versions, and their respective examples). C and C++ api are made, not the WebAssembly one for now (you need to build it with your own final application).<br><br>ThorVG is a <a href="https://snac2.popolon.org?t=floss" class="mention hashtag" rel="nofollow noopener" target="_blank">#FLOSS</a> (MIT License) library for 2D vector graphic rendering (interactive or not cases), able to render using <a href="https://snac2.popolon.org?t=gl" class="mention hashtag" rel="nofollow noopener" target="_blank">#GL</a> (<a href="https://snac2.popolon.org?t=opengl" class="mention hashtag" rel="nofollow noopener" target="_blank">#OpenGL</a>, openGL ES, <a href="https://snac2.popolon.org?t=webgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#WebGPU</a> (WG)) acceleration or software rendering, can use in this case SIMD acceleration on ARM (neon) and x86-64 (AVX), there is no RISC-V Vector processor extension variant for now (should be far more efficient), nor other vector or SIMD extension support. Work as is on <a href="https://snac2.popolon.org?t=riscv" class="mention hashtag" rel="nofollow noopener" target="_blank">#RISCV</a> but could be fun to add both <a href="https://snac2.popolon.org?t=rvv" class="mention hashtag" rel="nofollow noopener" target="_blank">#RVV</a> 0.7 and 1.0 management (and later <a href="https://github.com/riscv-stc/riscv-matrix-spec" rel="nofollow noopener" target="_blank">RV matrix extension</a>, that is already implemented on <a href="https://github.com/sophgo/bootloader-riscv/blob/master/release-note/sg2044_release_note.md" rel="nofollow noopener" target="_blank">Sophgo SG2044</a> (<a href="https://browser.geekbench.com/v6/cpu/8661173" rel="nofollow noopener" target="_blank">Geegbench current level of support</a>).<br><br>(this following part is updated 2025-02-01):<br>It manages <a href="https://snac2.popolon.org?t=svg" class="mention hashtag" rel="nofollow noopener" target="_blank">#SVG</a>, <a href="https://snac2.popolon.org?t=lottie" class="mention hashtag" rel="nofollow noopener" target="_blank">#Lottie</a>, TTF and his own <a href="https://snac2.popolon.org?t=tgv" class="mention hashtag" rel="nofollow noopener" target="_blank">#TGV</a> (binary) vector formats, various bitmap formats (JPEG, PNG, WEBP but AVIF is missing) and export to PNG or GIF. It is used by opensource projects like <a href="https://snac2.popolon.org?t=lvgl" class="mention hashtag" rel="nofollow noopener" target="_blank">#LVGL</a>, and can be used with <a href="https://snac2.popolon.org?t=godot" class="mention hashtag" rel="nofollow noopener" target="_blank">#Godot</a>, but is also used in <a href="https://snac2.popolon.org?t=ios" class="mention hashtag" rel="nofollow noopener" target="_blank">#iOS</a> and <a href="https://snac2.popolon.org?t=tizen" class="mention hashtag" rel="nofollow noopener" target="_blank">#Tizen</a> (not sure this last one is fully opensource?). It can render Lottie animation, but not SVG animation (can be often more efficient than Lottie in various cases), <s>need to test it</s>.<br>
AskUbuntu<p>OpenGL applications fail in Ubuntu 22.04 through x2go (glxinfo error) #2204 <a href="https://ubuntu.social/tags/opengl" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>opengl</span></a> <a href="https://ubuntu.social/tags/x2go" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>x2go</span></a></p><p><a href="https://askubuntu.com/q/1539018/612" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">askubuntu.com/q/1539018/612</span><span class="invisible"></span></a></p>
Divya Ranjan :hilbert:<p>Someone who has more technical knowledge of <a href="https://mathstodon.xyz/tags/ComputerGraphics" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ComputerGraphics</span></a> and its associated math, how exactly does RGBM encoding work? I understand the steps of taking the maximum and then divide it across, but what exactly does that do graphically?</p><p>I consulted a number of old blogs but it doesn't seem to 'click' yet.</p><p><a href="https://mathstodon.xyz/tags/GraphicsDevelopment" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GraphicsDevelopment</span></a> <a href="https://mathstodon.xyz/tags/OpenGL" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>OpenGL</span></a> <a href="https://mathstodon.xyz/tags/Graphics" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Graphics</span></a></p>
Arto Koistinen<p>I'm making a small <a href="https://mastodon.gamedev.place/tags/cpp" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>cpp</span></a> project from scratch with <a href="https://mastodon.gamedev.place/tags/opengl" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>opengl</span></a> and can't decide this architectural detail: should I have a separate renderer class or put the rendering code inside the mesh class?</p><p><a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/gameprogramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gameprogramming</span></a></p>
cms<p>Another fun Wonderbly moment - we briefly deployed a version of the <a href="https://social.lol/tags/OpenGL" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>OpenGL</span></a> renderer that used a headshot of one of the founders as the basic texture to a QA cluster, so we could get some screengrabs to use for my upcoming presentation of the GL based scene renderer. </p><p>OF COURSE, the QA team ordered some proof books from that cluster in the ten minute interval we were pissing about with it, so "cosmic Nick Marsh" actually exists in a handful of hardcopy <a href="https://social.lol/tags/books" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>books</span></a> <a href="https://social.lol/tags/MurphysLaw" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>MurphysLaw</span></a> , I wish I had one.</p>
Emaro<p>Next thing was working on some textures:</p><p><a href="https://nerdculture.de/tags/openGL" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>openGL</span></a> <a href="https://nerdculture.de/tags/computerGraphics" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>computerGraphics</span></a></p>
Emaro<p>Ha! I made some progress, look a rotating cube:</p><p><a href="https://nerdculture.de/tags/openGL" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>openGL</span></a> <a href="https://nerdculture.de/tags/computerGraphics" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>computerGraphics</span></a> <a href="https://nerdculture.de/tags/cube" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>cube</span></a></p>
Emaro<p>I don't know what I'm doing...</p><p><a href="https://nerdculture.de/tags/openGL" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>openGL</span></a></p>
Emaro<p>Working on my OpenGL assignment today.</p><p><a href="https://nerdculture.de/tags/openGL" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>openGL</span></a> <a href="https://nerdculture.de/tags/studentLife" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>studentLife</span></a> <a href="https://nerdculture.de/tags/computerGraphics" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>computerGraphics</span></a></p>
Fell<p>mfw DirectX doesn't have proper line rendering <br>no glLineWidth()<br>no GL_LINES_SMOOTH<br>just ugly lines<br>this explains a lot</p><p><a href="https://ma.fellr.net/tags/Graphics" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Graphics</span></a> <a href="https://ma.fellr.net/tags/GraphicsProgramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GraphicsProgramming</span></a> <a href="https://ma.fellr.net/tags/DirectX" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>DirectX</span></a> <a href="https://ma.fellr.net/tags/OpenGL" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>OpenGL</span></a> <a href="https://ma.fellr.net/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a> <a href="https://ma.fellr.net/tags/GameDevelopment" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDevelopment</span></a></p>
AskUbuntu<p>Unclear example on learnopengl.com semicolon issue <a href="https://ubuntu.social/tags/compiling" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>compiling</span></a> <a href="https://ubuntu.social/tags/c" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>c</span></a>++ <a href="https://ubuntu.social/tags/opengl" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>opengl</span></a></p><p><a href="https://askubuntu.com/q/1538194/612" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">askubuntu.com/q/1538194/612</span><span class="invisible"></span></a></p>