16:16:27ShinmeraHaving a hard time deciding how to structure the ELS talk
16:16:50ShinmeraI'd like to give people an intro to OpenGL, but that's not really the focus of the paper at all
16:17:13ShinmeraBut on the other hand I don't know if the intricacies of the paper are interesting or even appreciatable without knowing OpenGL
16:19:32ShinmeraI do have quite a bit of time, 30 minutes, but that's still very little all things considered
16:20:49BaggersI think they might be able to get by knowing that shaders are programs that run in parallel across large data sets. Then the focus can just be on difficulites of writing those programs in regular gl
16:21:30ShinmeraThat's kinda what I did last year already though
16:22:01ShinmeraI mean, last year's paper was on the inheritance and composition aspect
16:22:15ShinmeraThis year's is about the pipeline system.
16:22:44ShinmeraWhich I'm having a lot more difficulty in getting across
16:24:31Baggersok yeah. then your right will might need a brief bit on the kind of data that would be expected at each stage...not that that's easy in a general way
16:25:36ShinmeraIn the paper I illustrate things with a deferred+bloom+shadow map render pipeline and don't spend a lot of time talking about the GL intricacies
16:25:55ShinmeraBut I feel like in the talk, especially with the ELS audience, I have to assume people know nothing at all
16:26:22ShinmeraSo if I just jumped in with that stuff the problem seems difficult to appreciate, I guess?
16:26:32ShinmeraAnd the illustration difficult to follow