#bitfighter IRC Log

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IRC Log for 2012-03-08

Timestamps are in GMT/BST.

00:08:19raptorbe back later..
00:08:23raptor Quit ()
01:47:07koda Quit (Quit: I used to be chatting like you. Then I took an arrow in the knee)
02:46:40raptor has joined
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04:02:25raptorsam686: are we pretty my guaranteed to have 32bit color for anyone playing bitfighter?
04:07:03zoomber_mbphihi
04:07:29raptorhi
04:15:17sam686i think so, but I can switch my windows xp graphics to 16 bit color (5 bit red, 6 bit green, 5 bit blue)
04:17:04sam686i often wonder why 32 bit if there is 8 bit red, 8 bit green, 8 bit blue, and there is 8 bit unused, it seems kind of a waste of memory...
04:17:12raptor8 bit alpha
04:17:28raptorbut for color only, it is really only 24 bit
04:17:45raptor32bit color always = 24bit color + 8bit alpha
04:18:10sam686what does the extra 8 bit alpha do in windows xp?
04:19:05sam686almost, nothing, as i said, that 8 bit alpha is mostly unused
04:19:18raptorprobably nothing..
04:19:42sam686but some parts of alpha is used in 3D rendering (in texture for transparency)
04:20:31sam686even if the display graphics settings is 16 bit, there can still be 32 bit texture for 3D, rendering to 16 bit display graphics in that case..
04:25:48sam686http://sam686.maxhushahn.com/upload/16_bit_graphics_editor.png if you look closely, dithering of my Radeon 9200 for 16 bit graphics tries to hide the effects of lower number of colors
04:27:00sam686my radeon 9200 have an option to use error difusion (as the screenshot above), or ordered dithering
04:27:10raptorvery interesting.
04:28:45sam686also, 16 bit graphics appears to run about 1.5 times faster then 32 bit graphics for my Radeon 9200..
04:30:23sam686but, it hardly makes a difference on bitfighter (except on ultra high resolutions), due to hardware graphics being so fast..
04:31:49raptorthe reason i've been asking about this, is because i need to solve the mac fullscreen problems
04:31:51sam686oh, and my radeon 9200 error difusion is random for every next frame, farther hiding the 16 bit limited colors..
04:31:59raptorneat
04:33:04sam686i don't know about how mac does it... as i don't have mac..
04:34:25sam686obviously, only some hardware graphics have such a good 16 bit error diffusion dithering, most hardware, including my intel mobile graphics 945 express use a simple dithering..,
04:40:11raptorcan you test something for me?
04:40:51sam686test what?
04:41:02raptormain.cpp:860
04:41:12raptorchange all '5' to 8
04:41:22raptorand change 16 to 32
04:41:34raptorcompile, then try to start in 16bit color
04:44:34sam686it starts fine, and it still uses 16-bit color (i see it with ctrl + Q, looking at screenshot), with 5 bit red, 6 bit green, 5 bit blue...
04:44:44raptorok
04:44:47raptorthanks!
04:45:12sam686almost like all that SDL_GL_RED_SIZE and similar are all being ignored for my windows computer..
04:52:41sam686heres the fun part, starting bitfighter with 16 bit display graphics, switching graphics to 32 bit, and it keeps rendering bitfighter as 16 bit...
04:53:22raptorha!
04:53:36raptori remember windows 95 doing that..
04:55:45sam686ok, after some more testing, SDL_GL_DEPTH_SIZE = 32 goes very very slow frame rate when desktop is at 32 bit graphics
04:56:10raptorreally?
04:56:13raptorhmm...
04:56:14sam686SDL_GL_DEPTH_SIZE = 16 is fine, i think the SDL_GL_DEPTH_SIZE is something to do with z-depth buffering
04:56:47sam686and, SDL_GL_RED_SIZE / green / blue appears to be completely ignored for my Radeon 9200..
04:57:13raptoryeah - it's doing the same on my mac vm
05:14:39zoomber_mbpahh good morrow
05:28:07sam686SDL_GL_DEPTH_SIZE = 24 works just as fast for my computer, but i guess it is safe to use SDL_GL_DEPTH_SIZE = 16
05:28:32raptorok, i wont touch the settings then
05:28:42raptornone of my changes have been working with mac anyways..
05:28:55sam686I put in logprintf("%s, %s", glGetString(GL_RENDERER), glGetString(GL_VENDOR)); right after SDL_SetVideoMode
05:29:22sam686shows GDI Generic, Microsoft Corporation when SDL_GL_DEPTH_SIZE = 32
05:29:41sam686RADEON 9250/9200 Series DDR x86/SSE2, ATI Technologies Inc. ... when SDL_GL_DEPTH_SIZE = 24 or 16
05:29:44raptorah. so it must switch to software?
05:29:49raptorthat is bad
05:29:50sam686probably yes
05:31:08sam686ok... SDL_GL_DEPTH_SIZE = 0 works too, i might be guessing that means, let the hardware pick the best depth
05:31:43sam686SDL_GL_DEPTH_SIZE does make a difference on how accurate the Z depth is, one place is used in bitfighter is pressing TAB in editor with multiple spy bugs
05:31:45raptori think if SDL detects hardware for opengl, it just lets hardware do most of the work..
05:36:49sam686 Quit (Ping timeout: 245 seconds)
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05:40:21ChanServ sets mode +v sam686
05:40:59zoomber_mbphey raptor
05:41:07raptorhi
05:41:12zoomber_mbpi'm back in the irc buisness
05:41:14zoomber_mbpwith a friend
05:41:15zoomber_mbpthis time
05:41:19raptor?
05:41:21raptorwelcome back?
05:41:40zoomber_mbpmono, i mean, we're making an irc network
05:42:12zoomber_mbpi think he's reselling VPS servers at the moment too, so the personal irc network will help him as well
05:43:46raptormakeing one? or adding a server to an established one?
05:44:05zoomber_mbpsort of kind of making one, but we've already got it going
05:44:11zoomber_mbpnot established socially, if thats what you mean
05:50:43raptorok, fixed a stupid bug on Mac
05:50:53raptorwindow was going black when resizing
05:51:28BFLogBot - Commit 72c5f55362a9 | Author: buckyballreaction | Log: Add missing class to Xcode project
05:51:29BFLogBot - Commit b33bc4bb178b | Author: buckyballreaction | Log: Add patch to restore OpenGL context saving on Mac, and recompile the framework
05:54:23zoomber_mbpdid you fix mac's full screen changer bug?
05:55:32raptori hate that bug
05:55:37raptorno
05:55:46raptorbut there is a workaround
05:56:17raptorwhich i coded to be default - use fake fullscreen
05:56:25raptoryou just have to hide the dock
05:59:00sam686i see a problem, entering "High score" menu seems to freeze (become unresponsive) for one second...
05:59:27sam686i mean, freeze the master for one second..
06:00:29sam686so if you repeatedly enter "high score" menu, the master will appear not responsive for a few seconds (about one second for every time the high score menu is opened)
06:00:29raptorit takes me about 3 seconds to load the data from master
06:00:47raptoroh, freeze the master...
06:00:53raptorthat's not good
06:01:05raptormaybe the master needs to use a thread?
06:01:18raptorwhile it's waiting to retrieve the database info?
06:01:20sam686now i made the master freeze, i think...
06:01:32sam686or now it unfreeze..
06:02:00sam686most likely its the retrieving the stats from mysql in master which may be the biggest slowdown
06:02:04raptoryes
06:04:16sam686it might help to have a second thread, the main thread does all the stuff as usual, and the second thread does mysql work, although not as problematic as game server (there was a 3 second freeze in game server writing to sqlite or mysql, until i moved that to deperate thread to fix freezing)
06:04:37sam686oh, look what time it is, i think it is time to get to sleep...
06:06:16sam686since the stats is only being read, it can be catched (hold in memory) for about 20 minutes, or until a new game report comes in..
06:06:54raptoryeah, i've been thinking about a cache on master
06:07:00raptorthat would only update when a game ends
06:08:16raptorok, i have to go to bed, too
06:08:18raptorgood night!
06:11:16zoomber_mbpanyways
06:11:22zoomber_mbpoh, is everyone off now?
06:11:26raptoralmost
06:11:32BFLogBot - Commit 7426776b5933 | Author: buckyballreaction | Log: Add 017 update directives, starting with useFakeFullScreen for Mac
06:11:35zoomber_mbpi guess i missed the convo
06:11:42raptorgood night!
06:11:48zoomber_mbpaww
06:11:48sam686probably yes, it is 12:11 AM for my clock
06:11:49zoomber_mbpgood ngiht
06:11:59raptor Quit ()
06:12:03zoomber_mbp Quit (Quit: zoomber_mbp)
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10:04:24watusimoto Quit (Quit: Leaving.)
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16:49:41raptorbuenos
17:14:52watusimoto1hi
17:14:56raptorhello
17:14:56watusimoto1heading home now
17:15:08watusimoto1I'll implement a stats cache tonight
17:15:21raptoryou're coherent!
17:15:38raptorok
17:16:08raptoryou think that is better than a db thread?
17:16:38watusimoto1no
17:16:44raptoror maybe both would be good..
17:16:49watusimoto1both
17:17:29raptori spent most of last night determining why SDL was losing the openGL context since the release of 1.2.15
17:17:33raptoron Mac
17:17:47watusimoto1did you figure it out?
17:17:48raptorand found out that an SDL dev explicitly disabled it for unknown reasons...
17:17:59watusimoto1interesting
17:18:03watusimoto1accidentally?
17:18:04raptorso i reverted his change and recompiled for our purposes
17:18:06raptorno
17:18:37watusimoto1I'm beginning to feel sdl is an ameteur production
17:18:42watusimoto1at least in some ways
17:19:09raptoryeah - me too... i think they are really trying to solve it in SDL 2
17:19:27watusimoto1back to the stats for a sec -- I think the thread is needed if the master stalls for 3 secs
17:19:30raptori guess it's popularity arose because there was nothing else as *good*?
17:19:38watusimoto1caching will help somewhat , but probably not much
17:19:45raptorok
17:19:56raptorTNL::Thread should be good to use now on linux...
17:19:57watusimoto1glut was pretty good in its way, but it was completely dead and rather limited
17:20:20watusimoto1I'm hoping sam will do it as he is the only one with experience
17:21:09watusimoto1one alternative to caching would be to have a webservice provide the stats
17:21:24raptorahh webservices
17:21:24watusimoto1and have the clients get them "out of band" from the master
17:21:42watusimoto1well something to consider anyway
17:21:52raptori could whip up a JPA/JAX-WS/J2EE service
17:22:00raptorand have it use up all the system memory
17:22:12watusimoto1the service is easy; the question is how to get the game to use it
17:22:27watusimoto1not sure how to use http from tnl
17:22:34raptorwe have RPC?
17:22:48watusimoto1yes, but that is not "out of band"
17:23:02watusimoto1ok, well I'm out of here -- I have german course tonight, but I'll be on in a few hours
17:23:06raptorok later
17:23:14watusimoto1bis spaeter!
17:23:18watusimoto1(until later)
17:23:26raptorhasta la pasta
17:23:40raptoruntil pasta (dinner)
17:27:39watusimoto1 Quit (Ping timeout: 260 seconds)
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20:42:25Watusimotohi
20:42:33raptorhello
20:42:50BFLogBot - Commit 2941021e6dd6 | Author: watusim...@bitfighter.org | Log: whitespace
20:42:52BFLogBot - Commit 011b90c2cc07 | Author: watusim...@bitfighter.org | Log: Check for robot status more directly
20:42:53BFLogBot - Commit e179b58dc436 | Author: watusim...@bitfighter.org | Log: Cache stats on master (untested) probably will still need threaded access to db
20:42:55BFLogBot - Commit 5c131dee859a | Author: watusim...@bitfighter.org | Log: Merge
20:43:39Watusimotofor some strange reason, tortoise hg thinks I am using a swiss keyboard
20:43:43WatusimotoI really don't get it
20:43:48Watusimotoall my keys are remapped
20:44:07raptorthere are probably multiple localization layers in the OS
20:45:37LordDVG Quit (Remote host closed the connection)
20:50:34Watusimotoand one of them has activated itself for me in hg
20:50:41Watusimotooh well
20:50:48WatusimotoI'm learning where they keys are
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23:07:40raptorok, i'm out for the rest of the afternoon
23:07:49raptorso good night!
23:13:54raptor Quit ()

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