Why do some say All Lives Matter negates Black Lives Matter?

Because some individuals erroneously believe black people are being targeted unfairly by the cops, which has been debunked. My problem with BLM is it’s based on a lie and isn’t being properly fact-checked. In 2019, only 9 unarmed black men were accidently killed by the police compared to 19 unarmed white men who were accidently killed by the police. Proponents of BLM will point out that blacks only make up 13% of the population and are killed more in proportion to other races. However, blacks commit much more crimes and therefore disproportionately make up more criminal profiles. Of course there’s going to be disproportionately more blacks who fit the description of criminals and more encounters between blacks and the police. It’s not a race issue; it’s a crime issue.

[ Politics ] Open Question : Where in the Hell is BLM over the Five Kids who got killed this weekend? Black Lives Matter? Really? MyASS!?

It is Totally Obvious what REALLY matters to ytou BrainDead Bastards!

Android-x86 on ThinkPad 2 stuck on black screen

Have been trying to boot Android-x86 on an old ThinkPad 2 from a USB stick. I get to GRUB loader but every option ends with an inactive black window. I tried adding ‘noacpi’, ‘acpi=off’ and many others to the kernel params with no use. Has anybody succeeded booting Android on this device?

Thank you!

Isn’t it ironic that a white BLM protestor was run over and killed by a black man while they were blocking a freeway?

It’s very SAD to see this happened….but if we don’t clamp down on the leftwing agitators like BLM/ Antifa, then it will come a time these murderous acts ( in many different ways) explode 1000 times, very soon, after November 4th, 2020.

But the BLM crowd should not call the cop since the already called for defund cop.

I feel Civil war coming…to the entire western world.

(IF THÉ VICTIMS WERE BLACK WOMEN & THE DRIVER WAS WHITE MALE, THEN YOU CAN NEVER HEAR THE END OF LEFTWING MEDIA & BLM SCREECHING!)

The 2 victims seems to be leftists transwommen.

Conservatives: why can’t you say black lives matter?

Who are you or anyone else to demand what other people are required to say, think or do? In any regard. 

Most of the people chanting that phrase, especially the young White, college kids in the streets, have zero clue of the issues concerning Blacks, their lives, or what BLM portends to stand for, and what they actually stand for. Nor do they care to find out. It’s just a vehicle to feel relevant and edgy. 

Why do SJWs get so angry about statements indicating the majority of non black lives lost to police violence matter too?

BLM wants people to believe it’s a uniquely black issue so they can gain a higher victim status and more empathy for their biased cause.   SJWs, well, they can’t help but support identity politics.   

Anything that indicates it’s not just black people who face the problem hurts the black victimization narrative.    

Why do white people refer to people of color as “black” people? Don’t they realize how offensive that is to us?

Please don’t use white. We’re varying shades of white.

Umm. White devil, piggy, whitewash, etc. Of course, I’m being sarcastic. It’s pretty crazy to assert that because some people have negative connotations with something, that something shouldn’t be used. There are plenty of people who will also be offended by “people of color” given its resemblance to “colored people” as a racial divider in the past. There’s always a way to demonize the language with vague “connotation” arguments. So, instead, let’s focus on what the person is actually saying, rather than make assumptions.

opengl – Trouble generating a depth map (black screen)

I am having trouble generating a depth map for my scene. I tried to figure out this issue a 2 weeks ago and got nowhere after days of trying to fix it, so I took a break and tried to tackle it again today. I’m still stuck and with no ideas.

Here’s the main code:

#Sets up the depth FBO and the texture that will be used to render to a quad
const unsigned int d_width = 1024, d_height = 1024;

    unsigned int depthFBO;
    glGenFramebuffers(1, &depthFBO);
    glBindBuffer(GL_FRAMEBUFFER, depthFBO);

    unsigned int depthMap;
    glGenTextures(1, &depthMap);
    glBindTexture(GL_TEXTURE_2D, depthMap);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, d_width, d_height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
    glDrawBuffer(GL_NONE);
    glReadBuffer(GL_NONE);

    if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
        std::cout << "Incomplete stuff!" << std::endl;

    glBindBuffer(GL_FRAMEBUFFER, 0);

    glm::vec3 lightPos(-2.0f, 4.0f, -1.0f);

Rendering loop:

/* Render here */
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);

        #render scene from the light's perspective
        float near_plane = 1.0f, far_plane = 8.0f;
        glm::mat4 lightProj = glm::ortho(-10.0f, 10.0f, 10.0f, 10.0f, near_plane, far_plane);
        glm::mat4 lightView = glm::lookAt(lightPos, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
        glm::mat4 lightSpaceMat = lightProj * lightView;

        depthShader.use();
        depthS.setUniformMat4("lightSpaceMat", lightSpaceMat);
        glm::mat4 model = glm::mat4(1.0f);
        depthS.setUniformMat4("model", model);

        glViewport(0, 0, d_width, d_height);
        glBindFramebuffer(GL_FRAMEBUFFER, depthFBO);
        glClear(GL_DEPTH_BUFFER_BIT);
        
        #render everything else
        planeVAO.bind();
        model = glm::translate(model, glm::vec3(0.0f, -1.0f, 0.0f));
        depthS.setUniformMat4("model", model);

        glDrawArrays(GL_TRIANGLES, 0, 6);

        cubeVAO.bind();
        model = glm::translate(model, glm::vec3(1.0f, 1.0f, -2.0f));
        model = glm::scale(model, glm::vec3(0.6f));
        depthS.setUniformMat4("model", model);
        glDrawArrays(GL_TRIANGLES, 0, 36);

        model = glm::translate(model, glm::vec3(2.0f, 1.0f, -1.0f));
        depthS.setUniformMat4("model", model);
        glDrawArrays(GL_TRIANGLES, 0, 36);

        #render to the quad now which is supposed to display the depth map
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        glViewport(0, 0, scr_width, scr_height);
        glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
        
        quadVAO.bind();
        quadShader.use();
        glActiveTexture(GL_TEXTURE15);
        glBindTexture(GL_TEXTURE_2D, depthMap);
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

Here are the shaders:

depth shaders:

#vertex
#version 330 core

layout (location = 0) in vec3 aPos;

uniform mat4 lightSpaceMat;
uniform mat4 model;

void main()
{
    gl_Position = lightSpaceMat * model * vec4(aPos, 1.0);
}

#fragment
#version 330 core

void main()
{
    gl_FragDepth = gl_FragCoord.z;
}

visual quad shaders:

#vertex
#version 330 core

layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTex;

out vec2 TexCoords;

void main()
{
    TexCoords = aTex;
    gl_Position = vec4(aPos, 1.0);
}

#fragment
#version 330 core

out vec4 FragColor;

in vec2 TexCoords;

uniform sampler2D depthMap;

void main()
{
    float depthValue = texture(depthMap, TexCoords).r;
    FragColor = vec4(vec3(depthValue), 1.0);
}

Anyone have any idea what I might be doing wrong? I have tried debugging in every way I could think of and have made no progress.

edit: full source.cpp code:

#include <fstream>
#include <sstream>

#include <iostream>
#include <string>
#include <vector>
#include <glm.hpp>
#include <gtc/matrix_transform.hpp>
#include <gtc/type_ptr.hpp>

#include "Shader.h" 
#include "Textures.h"
#include "Camera.h"
#include "Context.h"
#include "Renderer.h"
#include "DataDefs.h"
#include "Renderer.h"
#include "StaticDataDefs.h"
#include "VertexBuffer.h"
#include "Context.h"
#include "Model.h"

#include <GL/glew.h>
#include <GLFW/glfw3.h>

#include <tuple>
#include <array>

#include "imgui/imgui.h"
#include "imgui/imgui_impl_glfw.h"
#include "imgui/imgui_impl_opengl3.h"
#include <stdio.h>
#include <map>

#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

float planeVertices() = {
    // positions            // normals         // texcoords
     25.0f, -0.5f,  25.0f,  0.0f, 1.0f, 0.0f,  25.0f,  0.0f,
    -25.0f, -0.5f,  25.0f,  0.0f, 1.0f, 0.0f,   0.0f,  0.0f,
    -25.0f, -0.5f, -25.0f,  0.0f, 1.0f, 0.0f,   0.0f, 25.0f,

     25.0f, -0.5f,  25.0f,  0.0f, 1.0f, 0.0f,  25.0f,  0.0f,
    -25.0f, -0.5f, -25.0f,  0.0f, 1.0f, 0.0f,   0.0f, 25.0f,
     25.0f, -0.5f, -25.0f,  0.0f, 1.0f, 0.0f,  25.0f, 10.0f
};

const unsigned int scr_width = 800;
const unsigned int scr_height = 600;

float quadVertices() = {
    // positions        // texture Coords
    -1.0f,  1.0f, 0.0f, 0.0f, 1.0f,
    -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
     1.0f,  1.0f, 0.0f, 1.0f, 1.0f,
     1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
};

int main(void)
{
    //Setup all openGL stuff
    setProject init;
    GLFWwindow* window = init.returnWindow();

    Camera camera; 
    camera.setInputs(window, camera);

    glEnable(GL_DEPTH_TEST);

    Shader normal;
    normal.setUpShader("Resources/Shaders/lightObject.vs", "Resources/Shaders/lightObject.fs");
    Shader depthS;
    depthS.setUpShader("Resources/Shaders/depthS.vs", "Resources/Shaders/depthS.fs");
    Shader depthR;
    depthR.setUpShader("Resources/Shaders/depthR.vs", "Resources/Shaders/depthR.fs");

    Context va;
    VertexBuffer vb(vert3d.size() * sizeof(Def3), vert3d.data(), 's', "type3a", GL_FALSE, GL_FLOAT);
    va.addBuffer(vb, "VBO");
    GLCall(va.setVBOAttribs());

    Context va2;
    VertexBuffer vb2(sizeof(quadVertices), &quadVertices(0), 's', "type2a", GL_FALSE, GL_FLOAT);
    va2.addBuffer(vb2, "VBO");
    GLCall(va2.setVBOAttribs());
    
    Context plane;
    VertexBuffer planevb(sizeof(planeVertices), &planeVertices(0), 's', "type3a", GL_FALSE, GL_FLOAT);
    plane.addBuffer(planevb, "VBO");
    GLCall(plane.setVBOAttribs());
   
    depthR.use();
    depthR.setInt("depthMap", 15);

    const unsigned int d_width = 1024, d_height = 1024;

    unsigned int depthFBO;
    glGenFramebuffers(1, &depthFBO);
    glBindBuffer(GL_FRAMEBUFFER, depthFBO);

    unsigned int depthMap;
    glGenTextures(1, &depthMap);
    glActiveTexture(GL_TEXTURE15);
    glBindTexture(GL_TEXTURE_2D, depthMap);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, d_width, d_height, 0, GL_DEPTH_ATTACHMENT, GL_FLOAT, NULL);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
    glReadBuffer(GL_NONE);
    glDrawBuffer(GL_NONE);

    if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
        std::cout << "Incomplete stuff!" << std::endl;

    glBindBuffer(GL_FRAMEBUFFER, 0);

    glm::vec3 lightPos(2.0f, 4.0f, 1.0f);

    /* Loop until the user closes the window */
    while (!glfwWindowShouldClose(window))
    {
     
        /* Render here */
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);

        texo.textureBinder(0);

        //set up scene, draw objects, etc.

        camera.processInput(window);
        camera.calcDelta();

        float fov = camera.return_fov();

        float near_plane = 1.0f, far_plane = 8.0f;
        glm::mat4 lightProj = glm::ortho(-10.0f, 10.0f, 10.0f, 10.0f, near_plane, far_plane);
        glm::mat4 lightView = glm::lookAt(lightPos, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
        glm::mat4 lightSpaceMat = lightProj * lightView;

        depthS.use();
        depthS.setUniformMat4("lightSpaceMat", lightSpaceMat);
        glm::mat4 model = glm::mat4(1.0f);
        depthS.setUniformMat4("model", model);
      
        glViewport(0, 0, d_width, d_height);
        glBindFramebuffer(GL_FRAMEBUFFER, depthFBO);
        glClear(GL_DEPTH_BUFFER_BIT);

        depthS.use();

        plane.bind();
        model = glm::translate(model, glm::vec3(0.0f, -1.0f, 0.0f));
        depthS.setUniformMat4("model", model);

        glDrawArrays(GL_TRIANGLES, 0, 6);

        va.bind();
        model = glm::translate(model, glm::vec3(1.0f, 1.0f, -2.0f));
        model = glm::scale(model, glm::vec3(0.6f));
        depthS.setUniformMat4("model", model);
        glDrawArrays(GL_TRIANGLES, 0, 36);

        model = glm::translate(model, glm::vec3(2.0f, 1.0f, -1.0f));
        depthS.setUniformMat4("model", model);
        glDrawArrays(GL_TRIANGLES, 0, 36);

        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        glViewport(0, 0, scr_width, scr_height);
        glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
        
        va2.bind();
        depthR.use();
        glActiveTexture(GL_TEXTURE15);
        glBindTexture(GL_TEXTURE_2D, depthMap);
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

        /* Swap front and back buffers */
        glfwSwapBuffers(window);
        
        /* Poll for and process events */
        glfwPollEvents();
    }

    glfwTerminate();
    return 0;
}

(the “VA” VAO holds the data for the cubes and “VAO2” for the quad)

https://github.com/julkothegu/p_1_test

Why should black lives matter to me? ?

If you are a psychopath american black people being free to break the law because of black people being enslaved in the past makes it so all psychopath americans are free to break the law in the same manner that black people break the law. An example is that black people are free to be drug dealers so other psychopath americans are free to be drug dealers. Black people are going to make it so the police cannot arrest people or so that the police will not even exist and that is extremely beneficial to all psychopath americans. Black people enable the psychopath white people to behave like their psychopath self. Without black people, american psychopaths would be thoroughly oppressed.

If you are a person who can feel real emotions and are sane then black people are on their way to make your life a complete hell.

Cons: Why do only black lives matter?

Lives matter.

The people who insincerely mouth the mantra of “black lives matter” only really care about black deaths they can use to advance a political agenda.

They’ve never cared about the lives of those black people, or their victims.  Just their deaths.

Remember all that BLM outrage over the 16 y.o. black teen who was murdered in CHOP/CHAZ?  Of course not, because there was none.

It didn’t advance the political agenda.