Timestamps are in GMT/BST.
| 00:53:00 | | koda Quit (Quit: k thx bai) |
| 01:07:00 | sam686 | when i try to build in linux, i get "UI.h:39:28: error: SDL/SDL_openal.h: No such file or directory" missing file? |
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| 04:00:00 | raptor | sam686: you'll need to install the SDL-devel package |
| 04:00:00 | sam686 | i kind of already did... |
| 04:00:00 | raptor | ok |
| 04:38:00 | sam686 | i am having some freezing problem in linux ubuntu, where it freezes in window mode, but unfreezes while i am moving bitfighter window.. |
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| 04:39:00 | raptor | do you have hardware opengl graphic drivers installed? |
| 04:39:00 | sam686 | it us using hardware for sure.. |
| 04:40:00 | sam686 | it works fine in fullscreen.. |
| 04:40:00 | raptor | you could try changing to software surface, the code is in sdlinitvideo() in main |
| 04:42:00 | sam686 | i don't see sdlinitvideo in main.cpp.. |
| 04:43:00 | raptor | sorry: InitSdlVideo() |
| 04:43:00 | sam686 | oh you mean initSdl.. ok |
| 04:43:00 | raptor | there's: flags = SDL_OPENGL | SDL_HWSURFACE; |
| 04:43:00 | raptor | remove SDL_HWSURFACE |
| 04:47:00 | sam686 | it still freezes in window mode... |
| 04:48:00 | raptor | hmmm... different issue then |
| 04:49:00 | sam686 | another thing i found is if the window is small enough it dies not freeze, if maximized, it freezes.. |
| 04:53:00 | sam686 | if i hit maximized, it freeezes. http://96.2.123.136/upload/1Screenshot.png |
| 04:53:00 | sam686 | if i undo maximixed, it still freezes as the window is too big - http://96.2.123.136/upload/Screenshot-1.png |
| 04:53:00 | sam686 | might be SDL get stuck in endless loop trying to resize window? |
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| 05:30:00 | sam686 | if i try to adjust volume while running bitfighter fullscreen, pressing FN + F10 or FN + F11, i get segmentation fault. might be something to do with volume meter at top right trying to appear... http://96.2.123.136/upload/Screenshot-3.png |
| 05:32:00 | raptor | sorry back now |
| 05:33:00 | raptor | wait, is this in a VM? |
| 05:33:00 | raptor | because I've had freezing problems in my Mac VM that aren't there on a real Mac? |
| 05:33:00 | sam686 | no, it is on a small laptop with an LCD resolution 1024 x 576.. |
| 05:34:00 | raptor | oooo |
| 05:34:00 | raptor | minimun game resolution is 800x600 |
| 05:35:00 | raptor | i wonder if SDL is having problems because the video mode can't be set properly |
| 05:35:00 | sam686 | it runs in fullscreen, but will segfault only when pressing FN + F10 to adjust volume.. |
| 05:35:00 | sam686 | it does not segfault in wondowed mode.. |
| 05:37:00 | raptor | we should probably add an SDL device check to make sure we meet the minimum resolution |
| 05:38:00 | sam686 | i can try testing in external monitor, which have a bigger resolution... |
| 05:38:00 | raptor | good idea |
| 05:42:00 | sam686 | same segfault problem when using only 1280 x 1024 fullscreen.. it only segfault when adjusting volume (pressing FN + F10) |
| 05:43:00 | raptor | well - i still have to rewrite the input system.. |
| 05:45:00 | sam686 | if i use multi monitor in linux ubuntu, SDL fullscreens accross both monitors, putting left half at one monitor, right half at other monitor causing ugly stretching. GLUT only fullscreens on one monitor. |
| 05:46:00 | raptor | that can be fixed i'm sure.. |
| 05:46:00 | sam686 | there several problems in SDL that should be fixed (that didn't exist in GLUT) |
| 06:02:00 | raptor | we'll fix 'em all eventually |
| 06:06:00 | raptor | i gotta stop doing so many htings at once... |
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| 06:23:00 | raptor | it's weird programming in C and using only pointers, no reference |
| 06:26:00 | sam686 | in windows, if i alt+tab while in fullscreeen, mouse get stuck in top left, when i hit break all, it is stuck in a loop in Main.cpp line 511. it may be something to do with SDL_PollEvent? |
| 06:27:00 | raptor | not sure - haven't seen that in windows yet.. |
| 06:27:00 | raptor | the game's main idle() loop needs to be cleaned up and re-done - it is using too much CPU (runnign too fast) |
| 06:27:00 | raptor | proper sleep needs to be calculated better and used |
| 06:36:00 | raptor | most game code i've studied use one sleep delay to control the UI and every game process - we use at least two delays |
| 06:40:00 | sam686 | wheres both delays? |
| 06:41:00 | raptor | main.cpp: in idle() |
| 06:41:00 | raptor | delay calculation is crazy at the start |
| 06:41:00 | raptor | then it calls: gameIdle(U32(integerTime)); |
| 06:41:00 | raptor | that's the first delay time being used for UI stuff (I think) |
| 06:42:00 | raptor | then after the SDL_PollEvent, it calls Platform::sleep(sleepTime); |
| 06:42:00 | raptor | which is the second delay being used |
| 06:43:00 | sam686 | maybe both timers is read, in case getHighPrecisionTimerValue becomes a little too fast or too slow when overclocking / underclocking CPU.. getRealMilliseconds is always at right speed, but might not be super accurate.. |
| 06:44:00 | raptor | the funniny thing is the getHighPrecisionTimerValue on linux is the same as getRealMilliseconds |
| 06:44:00 | sam686 | really? in windows it is different... |
| 06:45:00 | raptor | I've seen some cleaner implementations (like with the naev game) use micro or nanoseconds |
| 06:45:00 | raptor | yeah, same in linux |
| 06:45:00 | raptor | maybe it was needed for windows.. |
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| 15:39:00 | raptor | good morning! |
| 15:40:00 | raptor | hi kodax |
| 15:40:00 | raptor | did you have the fullscreen problem with SDL using both monitor in a dual monitor setup? |
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