IRC log for #brlcad on 20150604

00:57.14 *** join/#brlcad kintel (~kintel@unaffiliated/kintel)
02:16.55 Notify 03BRL-CAD:ejno * 65176 brlcad/trunk/src/libgcv/conv/fastgen4/fastgen4_write.cpp: fixes
02:32.05 Notify 03BRL-CAD Wiki:Joseareyes24 * 0 /wiki/User:Joseareyes24:
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02:35.01 *** topic/#brlcad is BRL-CAD || http://brlcad.org || logs: http://ibot.rikers.org/%23brlcad/ || Congrats to all GCI 2014 winners Peter & Marc! || Congratulations to our 12 GSoC students! || Don't ask if someone is here, just ask your questions and wait for a response. ;-)
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03:49.17 Gurwinder I make a ellipse and type "l myellipsename". It shows, A rotation angle, B rotstion angle, C rotation angle. Does it means angle with x, y and z axis?
05:34.59 *** join/#brlcad dracarys983 (dracarys98@nat/iiit/x-sjnfabjxwleoqzeb)
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11:07.37 starseeker brlcad: eh? most of the core docbook logic lives in misc/CMake/Docbook.cmake and the corresponding tool invocation templates (xmllint.cmake.in, xsltproc.cmake.in, etc.) in misc/CMake
11:11.05 starseeker brlcad: the books use some extra custom stylesheets for PDF to take advantage of the work Tom did, and there is a bit of toplevel resource management in doc/docbook/CMakeLists.txt and the fop.xconf and log4j files, but other than that the majority of the files are about listing xml and image files and calling the macros
11:13.36 starseeker man5/en/CMakeLists.txt has some extra bits due to our generating some xml content from "normal" programs built in the primary system build, and if we move to getting all option docs from running programs to generate them things will get messy, but at the moment I thought things were reasonably sane considering the inherent complexity of the DocBook "build" process
11:14.57 starseeker isn't saying things can't be improved - they can always be improved - but I didn't have anything burning in my queue on re-engineering the DocBook CMake
11:15.22 starseeker willing to change that, but could use some suggestions on how you would like things to look/act :-)
11:20.57 dracarys983 starseeker: Can you give me some pointers on how do I understand the implementation part for gqa and rtweight?
11:22.09 dracarys983 I have tried this till now : https://docs.google.com/document/d/1qmyaHOuNskAxdgw8iA8vTIl8iYLCxOEwhTCHkvXUjbA/edit?usp=sharing
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14:06.46 brlcad starseeker: I think the problem is your caveat of "most" .. there's definitely necessary BRLCAD_EXTRADOCS_* statements in doc/docbook cmakefiles
14:07.00 brlcad so to add a new output formatter, you have to edit at least those three places
14:08.02 brlcad not a big deal, just a little sprawling .. I'm not even sure there IS an easy way to encapsulate it better without pushing it all into doc/docbook
14:10.05 brlcad I just remember you talking way back when (a couple years ago) when you were actively working on it, about encapsulation improvements you had intended and things you were going to come back and fix
14:10.43 brlcad maybe I'm confusing it with other cmake cleanup intentions ;)
14:14.22 brlcad ``Erik: named seems to be very unhappy... I had to turn it off because of a slew of SERVFAIL responses coming in
14:14.40 brlcad and REFUSED
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14:48.35 Notify 03BRL-CAD:carlmoore * 65177 brlcad/trunk/src/util/bwstat.c: use the DECLARATIONS to initialize variables; simplify the sum calculation (comment about non-use of 'else')
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15:14.42 brlcad heh, root user
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15:17.45 dracarys983 brlcad: Any pointers you can give on understanding the implementation of gqa and rtweight?
15:18.13 dracarys983 I have tried this till now : https://docs.google.com/document/d/1qmyaHOuNskAxdgw8iA8vTIl8iYLCxOEwhTCHkvXUjbA/edit?usp=sharing
15:18.16 brlcad dracarys983: on understanding the implementation, what would you like to know?
15:18.23 brlcad can't get to google docs atm
15:18.52 brlcad have you read through this: http://brlcad.org/wiki/Example_Application
15:19.05 dracarys983 Nope I haven't
15:19.13 brlcad that is the basic structure of all our ray-tracing applications
15:19.33 brlcad that shoots a single ray and uses a callback mechanism to handle hits and misses
15:19.47 dracarys983 Oh nice. :D
15:19.50 brlcad it fundamentall underpins both gqa and rtweight
15:20.05 brlcad rtweight shoots a 2D grid using that interface
15:20.19 brlcad gqa shoots 3 axis-aligned 2D grids using that interface
15:20.40 dracarys983 Great. That will be helpful :)
15:20.41 brlcad probably not, but might be helpful to you too vasc
15:21.05 dracarys983 I was actually trying to look at gqa.c's ged_gqa() today
15:21.27 dracarys983 Couldn't make a lot out of it. So, I needed help. This is awesome :)
15:21.32 brlcad vasc: you'll also want to look at http://brlcad.org/wiki/Developing_applications especially the first link that explains the RTUIF
15:22.30 brlcad vasc: you mentioned yesterday about view_eol not being used ... except it is used, just not by that application -- the rtuif is an application callback interface shared by a dozen or more different applications, so while rt doesn't need to use it, others do/might/can
15:22.51 brlcad dracarys983: glad to help
15:23.23 vasc hm but that code was on rt
15:23.25 brlcad dracarys983: most of gqa's complexity is actually in the complex book-keeping it needs in order to calculate volume/overlaps/centroids/moments, etc
15:23.27 *** join/#brlcad kintel (~kintel@unaffiliated/kintel)
15:23.36 vasc maybe its set as a callback elsewher
15:23.41 brlcad right
15:23.47 brlcad it has to provide it, just nothing to do
15:24.44 brlcad the view*.c files have to define a set of functions for the "front end" of the RTUIF, that being one of them
15:24.57 vasc i'm still trying to do something as bare bones as possible
15:25.19 dracarys983 brlcad: Roger that. I did notice a lot of huge data structures like rt_i and region and resource being used.
15:25.55 brlcad the back end just calls them .. if there was a registration table or something, it could have been left off but meh not really a problem to stub an empty -- there are other ways I'd refactor that code if motivated
15:26.45 brlcad dracarys983: yes, the example talks about those
15:26.49 vasc the code as lots of kludging because it doesn't have a mask saying which parts are background and which aren't
15:27.03 vasc so it basically knows its the background if the color is the bg color
15:27.40 brlcad dracarys983: you might also like to read the first one on http://brlcad.org/wiki/Developing_applications if you want a little more understanding of those structures or just ask questions as they come to mind
15:28.02 brlcad vasc: yep
15:28.07 vasc and perfect black is yet another special color used for when the canvas wasn't used yet
15:28.29 brlcad vasc: you do recall me saying that this is literally a second-generation ray trace implementation that has evolved over three decades? :)
15:28.37 vasc because of that i'm going to have to do all these framebuffers read i wouldn't need to do otherwise
15:28.57 brlcad it was like the third or fourth computer ray tracer imlementation (ever) ;)
15:29.06 dracarys983 brlcad: Right now there aren't much questions as I haven't studied them in much detail. I'll get back once I read through these amazing wikis :)
15:29.29 vasc i'll figure something out
15:29.38 brlcad that said, not an excuse for not having a mask -- just nobody has bothered / needed it to date
15:31.24 vasc well its ok i can handle it like this. its just a bit special cased
15:33.04 brlcad adding alpha to libfb and rt has been on our todo for a long time
15:33.25 vasc i'm going to try to simplify rt_shootray next
15:33.59 brlcad what's the long-term plan?
15:34.37 vasc well after i make this bare bones c version, i'll try to remove the serial bottlenecks and branches out of it more
15:34.41 brlcad I mean you're going to have this widdled down to a bare skeleton of what it was, and then restructure
15:34.42 vasc and after that i'll port it to opencl
15:34.54 vasc and then i'll start adding things back
15:35.18 brlcad but then what? how is that going to get rolled back in, or will that even be possible at that point?
15:35.36 vasc well
15:35.50 vasc this sound be a user option at runtime
15:36.06 brlcad ending up with a completely separate ray tracer that proves the concept is certainly a conceivable step, but ideally we merge the concepts into one
15:36.55 vasc well one of the things i want to add eventually, before the opencl port, is to be able to merge results from the c rt code with the opencl rt code
15:37.19 vasc like when i call rt_shootray i get some results in the opencl side and some in the c side and then i merge them
15:37.53 vasc if the two sides didn't communicate you would only be able to render opencl accelerated primitives and i want to render ALL primitives
15:37.54 brlcad the opencl code will almost certainly need to bypass rt_shootray()
15:38.06 brlcad calling instead rt_shootrays() or something similar
15:38.26 vasc i'll get segments from both sides and then merge the segments somehow
15:38.29 vasc at least that's the plan
15:39.25 vasc let see what i wrote in the planning
15:39.41 brlcad you were somewhat vague ;)
15:39.55 brlcad but then this is a research project
15:40.00 vasc its no use being specific when the details are unknown yet
15:40.13 vasc i could write something and be completely wrong about it
15:40.17 brlcad that's why we didn't call you out on it ;)
15:40.37 brlcad you'll notice your proposal was easily the shortest of them all (possibly the shortest ever)
15:40.46 vasc yeah i did
15:40.58 vasc i don't like planning in too fine detail when i don't know the details
15:41.02 vasc its a waste of time
15:41.32 brlcad normally more research would have been expected as part of the proposal development (prior to selection, prior to bonding), but this project is quite unique in its complexity and advanced concepts
15:41.47 vasc well i did spend some days reading the code
15:42.01 vasc but only as i started actually coding it some things became more evident
15:42.21 brlcad sure, that's my point -- your target is 10x harder and expecting 10x more research prior to acceptance would have been unreasonable on our part
15:42.44 brlcad so a proposal that is 1/10th in length is a reasonable expectation ;)
15:42.57 brlcad lots more unknowns to sort out and directions that can be taken
15:43.46 vasc well right now i managed to simplify the ray generation and writing the results to the image buffers
15:43.51 vasc which is the 'easy' part
15:43.55 brlcad part of me still thinks it might be worthwhile to limit focus on just dispatch or just spatial partitioning or just boolean weaving
15:44.12 vasc yeah sure but the problem is it won't be fast if we just do that
15:44.25 brlcad sure, but we're cool with baby steps ;)
15:44.43 brlcad remember, we've been around for decades .. what's another year? :)
15:45.03 vasc i'll continue on this path. if its taking too long i'll change the plan
15:45.35 vasc i wanted to understand the whole problem so i can do something about it
15:45.38 brlcad sounds reasonable to me too, there isn't a wrong answer here
15:46.02 vasc i've worked on first hit ray tracers a lot but this one is a bit different
15:46.09 brlcad I just want to make sure we end up with something production usable and integrated (even if it has no ultimate impact on performance due to other sections of the pipeline)
15:46.31 vasc well it shouldn't be too hard to add back the features i removed so far
15:46.46 vasc its basically different initialization sequences and things like that
15:47.09 brlcad getting accelerated gridded spatial partitioning in there would almost certainly have a big impact on performance
15:47.13 vasc the code as is has a lot of branches because of that. ideally we should just change that code so that there are no branches
15:47.29 vasc i hope so
15:47.31 brlcad the recursive BSP is has now is tuned, but nowhere near coherent
15:47.46 brlcad there actually is a grid method in there (nugrid, you may have seen it)
15:47.55 vasc yes
15:48.04 vasc i actually based my phd work on a grid like that one
15:48.06 brlcad but it was never completed and that was like the first ever implementation of gridded spatial partitioning
15:48.26 brlcad 20 or so years ago
15:48.50 vasc there are always these implementation details when you do spatial partitioning that can cause rendering errors
15:48.59 vasc like trying to shoot rays at axis aligned planes
15:49.24 vasc its probably going to need some tweaking
15:49.51 vasc usually when i'm doing research we kind of gloss over 'little' details like that
15:50.05 vasc which isn't gonna cut it here
15:50.15 brlcad on a separate topic and almost certainly on the fringe of scope for your project, there are several intentions in mind for defining a SAH that an accelerated kd/bsp/grid can use
15:50.25 vasc yeah
15:50.31 vasc i thought of that and read some papers
15:50.33 brlcad in solid modeling terms SAH is bogus nomenclature
15:50.42 vasc and i'm thinking about which acceleration structure is the best
15:50.47 brlcad as SA is really only good for approximating mesh complexity
15:50.49 vasc its probably going to be a bvh i think
15:51.01 vasc because of the csg ops
15:51.30 brlcad for us, SAH is probably generalized to "OCH" object complexity heuristic
15:51.40 brlcad not just the csg ops, that only affects COMB objects
15:51.55 brlcad different prims have different calculation characteristics
15:52.15 vasc yes some are more complex to intersect than others that's an interesting observation
15:52.17 brlcad ell vs arb8 is something like 10 ops vs 100 ops
15:52.26 brlcad vs torus is something like 2000 ops
15:52.36 vasc well arb8 when i looked at it looked kind of strange
15:52.40 brlcad or better, 1000-10000
15:52.51 vasc i expected a parallellipiped intersection but no that one
15:52.59 brlcad each primitive has different intrinsic complexity
15:53.57 vasc there are faster intersection routines when the planes are parallel
15:54.10 vasc arb8 is slow when you're using boxes
15:54.18 brlcad sure but then is doing the calcs to know they're parallel faster? :)
15:54.49 vasc well yeah but that's because the user primitives are like this
15:54.59 brlcad our arb8's are a generalized implementation that holds for arb8/arb7/arb6/arb5 and is exceptionally validated in depth for desired behavior
15:55.10 vasc i don't know which kind of most commonly modelled solids they want
15:55.51 brlcad when you're using boxes, arb8 turns into the rpp special case
15:55.57 brlcad which has different evaluation
15:56.35 brlcad just like how ell turns into the sph special case
15:57.06 vasc oh so rpp is the boxes
15:58.39 brlcad right paralellpiped ;)
16:05.14 vasc some things about the intersection code are going to be a real problem i was talking about that with Stragus the other day
16:05.28 vasc like you guys use these linked lists to store the ray segments for the intersections
16:05.33 vasc dynamic linked lists
16:06.00 vasc opencl doesn't support gpu side dynamic memory allocation
16:11.14 vasc so what i said was that i was going to refactor the code to process many rays in parallel in c
16:11.20 vasc the thing is it already does that
16:11.34 vasc with scanlines
16:14.59 vasc crickey
16:18.18 vasc is there any way to disable the acceleration structures?
16:18.20 vasc hmmm
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16:19.51 vasc its really hard to wrap around this thing
16:22.34 brlcad if we didn't use linked lists, you probably wouldn't have been able to propose this as project
16:22.57 brlcad there was absolutely no expectation that you'd be able to leverage existing containers in any way ..
16:23.15 brlcad they're not just incoherent, but that's their biggest failing for acceleration
16:25.10 vasc yeah
16:25.27 vasc man that shoorray code is complicated
16:25.33 vasc starts his chainsaw
16:26.27 brlcad yep, and trivial compared to boolweave
16:27.38 brlcad when I first started working on brl-cad, I attempted refactoring boolweave twice
16:28.59 brlcad my first attempt took a week and produced wildly different results even though i *thought* my changes were equivalent constructs
16:29.03 vasc well i would like to know how it would look like without any BSP stuff in it
16:29.09 vasc oh
16:29.29 vasc that's interesting
16:29.41 brlcad couple years later, I tried again .. this time I seemingly got the logic transformation right and the resulting code (while more readable) was a solid 25% slower :)
16:30.07 *** join/#brlcad sofat (~sofat@202.164.45.204)
16:30.35 brlcad it's using really old school C tricks, complex gotos, and LOTS of very sensitive floating point handling
16:30.38 sofat brlcad, starseeker I got this error
16:30.43 sofat make[2]: *** No rule to make target `doc/docbook/articles/../resources/brlcad/wordpress.xml', needed by `share/doc/html/articles/en/about.php'. Stop.
16:30.43 sofat make[1]: *** [doc/docbook/articles/en/CMakeFiles/about_article_html.dir/all] Error 2
16:30.53 sofat any solution for this ?
16:30.56 vasc i had an issue like that once when i was rewriting the freeciv game rule inference engine
16:31.20 vasc to be more generic
16:31.44 vasc in the end i just rewrote the whole thing while pretending i was a compiler i.e. not thinking too much about it
16:31.45 vasc and it worked
16:32.15 brlcad today if I were to attempt it again, I'd buffer up all partitions into arrays, so I can do the complex testing on them in massive batches
16:32.51 brlcad almost certainly can't do it branch-free, but instead evaluate all possible branches and fold the desired solutions
16:33.52 brlcad sofat: that error is clearly because of changes you've made so it means you're missing a bit of logic .. follow the BRLCAD_EXTRADOCS_HTML sections and make sure you have a corresponding one for _WORDPRESS for *all* of them
16:34.08 vasc and it worked
16:34.11 vasc oops
16:34.14 brlcad :)
16:34.16 vasc wrong window
16:34.21 brlcad it worked
16:34.54 vasc lets see
16:35.19 brlcad the theory in boolweave is actually pretty simple .. it's crazy optimizations
16:35.33 brlcad one of our devs reimplemented it in java in like 100 lines of code
16:35.43 brlcad ran like 100x slower, but the proof was there
16:36.06 brlcad (this was maybe 10 years ago)
16:36.29 vasc we had some issues like that with our AI code. but only worse.
16:36.45 vasc the freeciv AI was written all by one guy and he used variables like a,b,c,d,e,f
16:36.51 vasc and then he vanished
16:37.23 vasc some guys wanted to rewrite it and thought because the code was like that that the implementation was simple and easy to replace
16:37.25 vasc but not so
16:37.36 vasc that guy was a genius who wrote unreadable code that's all
16:38.49 vasc man they had a really hard time figuring out what the variables were and what he was doing
16:39.00 vasc i think they spent like a year or two reverse engineering his
16:39.06 vasc THEN they started improving it
16:39.38 vasc good thing i wasn't involved on that one
16:41.46 vasc we never knew what happened to that ai guy
16:42.49 brlcad you work much with blast007?
16:43.59 brlcad geniouses that can't communicate effectively are fairly worthless imho
16:44.02 vasc don't know the guy
16:44.14 vasc well we didn't have an AI before that guy did his
16:44.17 brlcad I think he worked on freeciv for a while
16:44.19 brlcad is all
16:44.52 vasc does he have a real name?
16:45.11 vasc i don't know that handle
16:45.20 brlcad no worries
16:45.42 brlcad i might even be mixing up names
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16:46.07 brlcad one of our bz devs worked on a couple other games for a while
16:46.44 brlcad led that project for about 5 years through hayday
16:47.33 vasc i remember hearing about that game a lot
16:47.50 vasc but i was never that good at games which need quick reflexes
16:48.58 *** join/#brlcad vasc (~vasc@bl13-97-128.dsl.telepac.pt)
16:49.08 vasc and i get motion sickness easily
16:49.42 vasc i can't play an fps for more than 2 minutes without getting a headache
16:50.36 vasc i kind of get how the rt shootray works
16:51.00 vasc you start by finding the bounding box of the scene and test if you intersect it if you don't you find which cell you're in
16:51.16 vasc and then see if you intersect what's inside
16:51.21 vasc and then it recurses or something
16:51.38 vasc what i don't get is what all these lists are used for and how they're build
16:51.42 vasc built
16:51.46 vasc i need to read this more slowly
16:53.11 vasc not to mention i don't get much of where the normals and computed and the color is calculated either
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16:58.21 vasc bleargh
16:58.40 sofat brlcad, I solve
16:58.49 sofat problem
17:02.15 vasc ah i see it update the color when it calls the a_hit callback. brilliant
17:02.16 vasc sigh
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17:40.54 Notify 03BRL-CAD:n_reed * 65178 (brlcad/branches/brep-debug/src/libbrep/debug_plot.h brlcad/branches/brep-debug/src/libbrep/intersect.cpp): make some DebugPlot members public for ad hoc plotting
17:46.36 Notify 03BRL-CAD:n_reed * 65179 brlcad/branches/brep-debug/src/libbrep/intersect.cpp: fix a mistake in my r64385 that caused some bad linking of overlap curves
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17:59.25 vasc uh...
18:02.06 vasc can't figure out where the shader is set
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18:11.49 ``Erik brlcad: huh, servfail and refused? and breadcrumbs to a cause? all I did was install dns/isc-bind910, point it to /etc/named and fire it up. Any indication if it's a config issue or an attack attempt?
18:15.26 ``Erik dracarys983: if you're looking for an absolute minimal way to fire a ray and see results, you might check out 'rtcmp' (it's project under the BRL-CAD umbrella, instead of brlcad/code/brlcad/trunk it'd be brlcad/code/rtcmp/trunk
18:18.26 ``Erik vasc: whuddya mean by 'where the shader is set'? O.o
18:18.41 Milinda Hi, In dm-generic.c file we have,
18:18.43 Milinda #ifdef DM_X # if defined(HAVE_TK) case DM_TYPE_X: return X_open_dm(interp, argc, argv); # endif #endif
18:19.11 vasc well i was trying to simplify the shading code best i could but
18:19.26 vasc it calls this callback and i can't figure out where its set
18:19.54 Milinda So which header files do I have to include before use the method X_open_dm(interp, argc, argv)
18:19.56 Milinda ?
18:20.30 ``Erik Milinda: I think the dm.h pulls the necessary headers for you?
18:21.20 ``Erik vasc: shaders are executed by the hit method, and it yanks a glob of info out of the mater for the region, iirc... the 'shader' could actually be a tree of shaders
18:21.33 ``Erik and probably plugged in with function pointers
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18:22.30 ``Erik shaders actually live in liboptical, if that helps the hunt
18:23.01 ``Erik if you're looking for the code path, you might set a breakpoint inside of a shader, run an rt, then look at the backtrace
18:23.08 vasc man this code is really hairy
18:23.19 vasc hm
18:24.00 ``Erik decades of "stop this useless cleaning and just add the feature we want"...
18:24.01 vasc i guess we'll just do the lighting on the cpu for now then
18:24.23 vasc its got loops inside loops inside loops
18:24.30 vasc with lights and things
18:24.36 ``Erik :) ayup
18:25.22 ``Erik do recall that it was originally architected for a vax11/780 running bsd43. The hw and os were radically different than modern stuff
18:25.27 Milinda Erik: Thanks for the tip but I have already included the dm.h file
18:26.16 Milinda Erik: The problem is X_open_dm(interp, argc, argv) function crashes ? Do you know why?
18:26.26 ``Erik Milinda: you can always look at the errors and start adding headers to kill each one... tk.h might be enough?
18:26.59 ``Erik "crashes"? what exactly does that mean? and is it pointed to a valid X server?
18:27.01 Milinda Erik: I am getting run time errors :(
18:27.34 Milinda Why X_open_dm(interp, argc, argv) crashes without creating the dm window?
18:28.54 ``Erik if it actually crashes (like a segfault, pagefault, sigill, etc), the X server probably aborts the window request due to a lost connection
18:29.37 Milinda Erik: Can you please direct me to a sample code which to create display manager window? I am working on this for a week now :)
18:30.02 Milinda Erik: Okay Thanks for the tip. I think it is a segfault. So how can I fix it?
18:30.51 ``Erik I don't know if there is any good standalone dm code... if it's a segfault, run it in gdb and look at the crash :D
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18:32.14 ``Erik if you don't know gdb, it's a handy thing to learn... there are gui front-ends (a couple older ones are ddd and xxgdb), but knowing the cli gdb can be very handy in some situations
18:33.16 Milinda Erik: Thanks for the help I will try that. :) If you have some link to dm window creation example please send it to me :)
18:35.17 Notify 03BRL-CAD:starseeker * 65180 (brlcad/trunk/include/bu/opt.h brlcad/trunk/src/libbu/opt.c): More simplification
18:35.19 ``Erik Milinda: I haven't done much with libdm/libfb stuff, lurk and maybe brlcad, starseeker, nreed, etc might have some useful info for ya *shrug* good luck
18:36.32 ``Erik goes back to unravelling a weird issue between NSURLConnection on iOS and a lumen based server not sharing json in a happy fashion O.o
18:38.33 Milinda brlcad: Can you help me regarding this matter ?
18:41.57 vasc i wonder how much time this spends shooting vs shading
18:42.02 vasc the shading code seems really complex
18:45.59 Notify 03BRL-CAD Wiki:202.164.45.208 * 8549 /wiki/User:Hiteshsofat/GSoc15/log_developmen:
18:46.07 ``Erik vasc: profiling ftw, cha cha cha (fwiw, the bill paying consumer of BRL-CAD is mostly interested in the partition lists, ignoring shaders and things like pixels. Thus the separation and "seems good enough, don't touch it" smell of the shader stuff)
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19:09.56 Notify 03BRL-CAD Wiki:Terry.e.wen * 0 /wiki/User:Terry.e.wen:
19:13.46 brlcad vasc: yeah, it does help to have quick reflexes with bz, but there is also a huge strategic component .. at least for certain game styles (CTF in particular)
19:14.38 brlcad we were all over the place with crazy activity when I was leading it, kind of went downhill fast when I passed the reigns, but it's still got decent activity
19:18.17 brlcad Milinda: did you look at plot3-dm.c ?
19:19.26 brlcad vasc: shading rarely shows up on profile unless you apply really complex shaders that have logic of their own or turn on lots of light sources, etc
19:19.39 brlcad basic phong shading is used 99% of the time
19:20.27 brlcad at least for non-production renders .. production renders usually have tons of lights, textures, bumps, soft shadows, ambient occlusion, etc and are slow
19:23.16 Notify 03BRL-CAD Wiki:Terry.e.wen * 8551 /wiki/User:Terry.e.wen: Blanked the page
19:33.39 vasc i'll just use some dummy material then
19:33.50 vasc for now
19:51.00 Notify 03BRL-CAD:starseeker * 65181 (brlcad/trunk/include/bu/opt.h brlcad/trunk/src/conv/gcv/gcv.cpp and 3 others): Switch to just a plain argv array in the bu_opt_data struct to hold option arguments.
20:01.42 *** join/#brlcad sofat (~sofat@223.225.206.40)
20:02.11 Notify 03BRL-CAD:starseeker * 65182 brlcad/trunk/src/libbu/opt.c: Make null termination explicit for clarity.
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20:05.46 sofat brlcad, i am stuck in this i show you my settings which i am done. so please tell me where i am going wrong
20:05.54 sofat docbook.cmake :-https://bpaste.net/show/1896d57b3f15
20:06.57 andrei_il starseeker: hello
20:07.05 sofat Brlcad_summary.cmake:-https://bpaste.net/show/cfe3cb688183
20:07.58 andrei_il I started working on the simple .csg grammar using lemon and I encountered some issues
20:08.00 sofat doc/docbook/CMakeLists.txt :- https://bpaste.net/show/ac9fdd05d371
20:08.49 andrei_il I posted my error and also the patch on the mailinglist
20:08.51 sofat doc/docbook/articles/CMakeLists.txt :- https://bpaste.net/show/d8b22591676a
20:09.57 Notify 03BRL-CAD:brlcad * 65183 brlcad/trunk/TODO: import geometry from ls-dyna .k keyword files
20:10.08 sofat doc/docbook/article/en/CMakeLists.txt :- https://bpaste.net/show/f32c7f366d2f
20:10.25 andrei_il When you have some time, I would appreciate if you could take a look and, if possible, help me solve the error
20:10.38 sofat starseeker, if you know about this then please help me.
20:11.56 Notify 03BRL-CAD:starseeker * 65184 (brlcad/trunk/include/bu/opt.h brlcad/trunk/src/conv/gcv/gcv.cpp): Make it easy to get the argv array of strings that weren't handled by the option parser, as well as the count of that array.
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20:24.04 Notify 03BRL-CAD:brlcad * 65185 brlcad/trunk/doc/CMakeLists.txt: stub in an initial file that outlines common steps that are taken during code review. these is literally just the list of all the things I think about when reviewing patches, so there's undoubtedly room for improvement. it's a step, though, towards better formalization and automation.
20:25.43 brlcad sofat: I don't have time to wade through all of that right now ... it's too much and you don't have a simple question, you have a debugging problem
20:26.29 brlcad I gave you a strategy -- look at every mention of _HTML and make sure you have an equivalent mention for _WORDPRESS if needed and that makes sense, has no mistake, etc
20:26.37 Notify 03BRL-CAD:starseeker * 65186 brlcad/trunk/src/conv/gcv/gcv.cpp: Fix -i/-o options
20:26.39 brlcad if you can't figure it out, back up
20:28.10 brlcad mabye create a new BRLCAD_EXTRADOCS_TEST that does *nothing* different from _HTML -- if that doesn't work, you missed something
20:28.20 Notify 03BRL-CAD:starseeker * 65187 brlcad/trunk/src/conv/gcv/gcv.cpp: print, then subtract
20:29.28 brlcad you'll also want to make sure any files you change (e.g. the .xsl file) are not reference some place else (search for it)
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21:07.40 Notify 03BRL-CAD:ejno * 65188 (brlcad/trunk/src/libgcv/conv/fastgen4/NOTES brlcad/trunk/src/libgcv/conv/fastgen4/fastgen4_write.cpp): write regions to fg4 sections in the region-end function; enable export of primitives
21:22.45 Notify 03BRL-CAD Wiki:Deekaysharma * 8553 /wiki/User:Deekaysharma/logs:
21:30.25 Notify 03BRL-CAD:ejno * 65189 brlcad/trunk/src/libgcv/conv/fastgen4/fastgen4_write.cpp: write colors for all regions
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21:54.04 Notify 03BRL-CAD Wiki:Konrado DJ * 8554 /wiki/User:Konrado_DJ/GSoc2015/logs: /* 3 JUNE 2015 */
22:17.12 vasc what's the maximum size in amount of solids we can expect in a brl-cad .g file?
22:17.37 vasc the rendering loop uses this bitmask per ray with numbits = num solids
22:17.46 vasc i wonder how big that would be if i had one of those per pixel
22:19.15 ``Erik um, tens or hundreds of thousands, maybe millions
22:19.50 vasc that doesn't sound so good
22:20.27 vasc this optimization probably needs to be done some other way then
22:21.10 ``Erik there're quite a few 'real' models that are 10-100x the complexity of the included m35.g, if that helps
22:21.26 ``Erik (m35 has more than 64 solids.)
22:22.38 ``Erik m35 might even have more than 64 solids on a single shotline.. I know there're other models that easily have more than that on a shotline.
22:23.04 vasc in a 1 mpixel image that would be 'just' 64 megabytes for that bitvector
22:23.11 vasc which is ok
22:23.27 vasc the GPU has a couple GBs
22:23.40 vasc the question is
22:23.57 ``Erik I don't think it's unheard of to shoot more than 6000x6000 for publication quality renders and posters and stuff
22:24.21 vasc let's hope OpenCL supports virtual memory by then :-)
22:24.43 vasc the thing is as it is now the code has one of those caches per thread
22:24.47 ``Erik or ship 'postage stamp' work packets to the gpu
22:24.56 vasc that's a bad idea
22:25.03 vasc because it won't use the capacity properly
22:25.22 vasc we want hundreds of threads in flight
22:25.29 vasc thousands even
22:25.39 ``Erik capacity of what, the cpu? if the postage stamps are, y'know, 256x256, no problem, right?
22:25.43 ``Erik s/cpu/gpu/
22:25.51 vasc yes the gpu
22:26.05 vasc oh i see your point
22:26.09 vasc if its 6000x6000
22:26.10 vasc ok
22:26.42 vasc i really hate that bitvector
22:26.47 ``Erik 6kx6k is over 500 256x256 patches
22:26.51 vasc in fact i hate any sort of context
22:27.00 ``Erik and a 256x256 patch is 65536 pixels :)
22:27.21 ``Erik heh, then opengl must annoy ya ;)
22:27.30 vasc heard of vulkan?
22:27.34 vasc they're gonna trash opengl
22:27.40 vasc because it has too much context
22:29.52 vasc hmm the lights look kind of off
22:29.57 vasc maybe i should just turn them off
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22:30.11 vasc i guess i'm not initializing the light position properly
22:30.28 ``Erik hasn't khronos tried to replace ogl a couple times in the past? O.o
22:30.55 Stragus Eh, OpenGL is going to stay with us for a long time
22:31.29 ``Erik digs ogl, but cut his teeth on c64's (accumulator machines ftw!) and finds a certain elegance to automake... might be twisted :D
22:31.41 ``Erik sup, mal :)
22:31.51 Stragus I have nothing against a state machine. OpenGL's major flaw is that isn't low-level enough for modern hardware
22:31.59 Stragus Hey Erik :)
22:32.06 vasc yes there's a good chance they'll fail
22:32.12 ``Erik Stragus: looked at apples "metal"?
22:32.29 Stragus Glanced over it all: Metal, Mantle, Vulkan...
22:32.38 *** join/#brlcad starseeker (~starseeke@66-118-151-70.static.sagonet.net)
22:33.28 Stragus They did a decent job at cleaning up the legacy OpenGL stuff, but it isn't low-level enough by design
22:33.40 Stragus They'll probably "solve" this with a bunch of new extensions, again
22:33.47 Stragus hugs CUDA
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22:53.33 Notify 03BRL-CAD:starseeker * 65190 (brlcad/trunk/src/conv/gcv/gcv.cpp brlcad/trunk/src/libbu/opt.c brlcad/trunk/src/libbu/tests/opt.c): Start working on option handling based on validation routines instead of simple string checks. This will set the stage for supporting options with negative numbers, such as --num -9
22:58.28 Notify 03BRL-CAD Wiki:Bhollister * 8555 /wiki/User:Bhollister/DevLogJune2015: /* Thursday, June 4, 2015 */
22:59.48 Notify 03BRL-CAD Wiki:Bhollister * 8556 /wiki/User:Bhollister/DevLogJune2015: /* Thursday, June 4, 2015 */
23:09.53 ``Erik hehehe, opengl is so badass, it's extensions have extensions!
23:11.01 Stragus :D
23:47.35 vasc hmm we're gonna need opencl functions to compute normals too
23:51.28 vasc bleargh
23:51.31 vasc more weirdness
23:51.54 vasc i'm gonna stop for the day i guess
23:53.57 Notify 03BRL-CAD Wiki:85.246.97.128 * 8557 /wiki/User:Vasco.costa/GSoC15/logs: /* Development Phase */

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