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| 00:02:41 | | BFLogBot Commit: e4ba7a7ac50e | Author: watusimoto | Message: Automate reading and writing ini items |
| 00:02:43 | | BFLogBot Commit: 1f050703349c | Author: watusimoto | Message: Merge |
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| 08:45:38 | raptor | watusimoto's secret commits! |
| 08:48:02 | fordcars | Good morning! |
| 08:54:23 | fordcars | Finally found my first IRC comment. |
| 08:54:39 | fordcars | Wow, that was useless |
| 08:55:10 | raptor | good morning! |
| 08:56:10 | fordcars | Hi! IRC logs can be hilarious |
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| 09:03:23 | raptor | kaen: do you really think orbitron is good? I find it difficult to read... maybe because it's an outline font |
| 09:08:05 | fordcars | I really have to fine a way to get Bitfighter on my Raspberry Pi |
| 09:08:59 | fordcars | Is the orbitron font the foggy font used for the modules and stuff^ |
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| 09:55:41 | | BFLogBot Commit: 71d51f96db3d | Author: buckyballreaction | Message: Make sure fonts are not blurry at resolutions other than 800x600. Is this the best way to do this? |
| 09:56:17 | raptor | that was supposed to be TTF fonts.. |
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| 11:29:11 | Little_Apple_ | erm... |
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| 13:44:46 | kaen | I think it fits perfectly, but I can see why an outline font would be difficult to read in the heat of gameplay |
| 13:45:13 | kaen | it has approximately twice as many strokes which the eye has to parse into characters |
| 13:45:26 | kaen | so I think it would be a good idea to use a solid filled font |
| 13:45:35 | kaen | I kind of think checkbook would be good... |
| 13:49:58 | kaen | regarding the tff font fix, I think the only way to do it perfectly is to render the fonts *after* all scaling occurs |
| 13:50:49 | kaen | if we glScale at any point after the texture is blitted to the buffer, I think we risk aliasing |
| 13:51:15 | kaen | so basically, what you did will work for now, but I think 020 is time for a major ui overhaul |
| 13:51:29 | kaen | raptor, ^ |
| 13:51:34 | kaen | also, hello and good day :) |
| 13:55:37 | raptor | hello! |
| 13:56:46 | raptor | my font fix was an attempt at undoing the scaling |
| 13:57:39 | raptor | but I think you're right, it needs to be done without any previous scaling whatsoever |
| 13:58:03 | raptor | 020 - time for a UI toolkit? :) |
| 13:58:06 | kaen | yes! |
| 13:58:21 | kaen | http://mat.ucsb.edu/glv/ |
| 13:58:57 | kaen | we can subclass some parts to override the GLUT dependency and font rendering |
| 13:59:29 | kaen | and then we have a whole load of pre-built vector-rendered widgets |
| 13:59:39 | raptor | hmmm... |
| 13:59:50 | kaen | I have abandoned writing a lot of stuff because I was scared of the UI |
| 14:00:05 | raptor | yeah, i'm still scared |
| 14:00:14 | kaen | yes, me too |
| 14:01:11 | kaen | another thought: I remember I added a mipmaping change when fontstash was first added |
| 14:01:27 | raptor | really?? |
| 14:01:30 | raptor | i don't remember that.. |
| 14:01:39 | kaen | it's possible that I chose the wrong mode, and this could be causing our font artifacts |
| 14:01:53 | kaen | something to do with resampling in the fontmanager init |
| 14:02:03 | kaen | I don't remember specifics but I'll take a look at it |
| 14:02:08 | raptor | hmm |
| 14:02:21 | kaen | I remember I added to fix a a graphical bug that only I had |
| 14:02:35 | kaen | oh yeah, all the characters will filled-in rectangles |
| 14:02:42 | raptor | huh |
| 14:03:03 | kaen | anyway I have a suspicion that it might be complicating matters |
| 14:03:12 | raptor | well, my change this morning did make the font appear much clearer at each resolution other than 800x600 |
| 14:03:27 | raptor | so i'm not sure if your change affected too much.. |
| 14:11:21 | kaen | I can confirm that it did, but if I chose the wrong mode it could have been the root cause for the blurring in the first place |
| 14:11:36 | raptor | This Game abstraction is starting to drive me crazy |
| 14:13:00 | kaen | yeah... Game is definitely our God object |
| 14:13:51 | raptor | heh, we're actually using our converted orbitron-to-stroke font for it... |
| 14:14:10 | raptor | checkbook? |
| 14:14:13 | kaen | maybe |
| 14:14:16 | kaen | I haven't tried it |
| 14:14:37 | kaen | I think it would be a good tie-in |
| 14:15:10 | kaen | like, the text you see during the most important moments of the game is also bitfighter's characteristic font |
| 14:15:20 | kaen | despite the fact that it is only used in one context. |
| 14:15:25 | kaen | (currently) |
| 14:16:14 | raptor | oh my... the font as TTF is absolutely horrid: http://i.imgur.com/l7IlDY3.png |
| 14:16:40 | kaen | ok |
| 14:16:41 | kaen | that |
| 14:16:55 | kaen | makes me certain that I've got the wrong mode |
| 14:17:22 | raptor | heh |
| 14:40:02 | raptor | kaen: did you compiel GLV and run the widgets? |
| 14:40:06 | raptor | *compile |
| 14:41:51 | kaen | the examples actually won't build on my compiler |
| 14:42:00 | raptor | make buildtest |
| 14:42:37 | raptor | looks really good for UI stuff - although the buttons are just rectangles |
| 14:42:43 | raptor | so pretty simple |
| 14:42:51 | raptor | but i bet we could customize it |
| 14:43:02 | kaen | yes, that was my thought |
| 14:43:16 | raptor | the buld library .a was 1.5MB, stripped to 530K |
| 14:43:19 | raptor | *built |
| 14:43:43 | kaen | we'll be able to remove a ton of ui code from the current binary |
| 14:44:03 | raptor | oh yeah, huh |
| 14:44:06 | raptor | hmm |
| 14:44:07 | kaen | and event routing |
| 14:44:13 | kaen | and widget alignment |
| 14:44:21 | kaen | and menu navigation |
| 14:44:23 | raptor | hmmm |
| 14:44:38 | raptor | because this little library is looking neat |
| 14:47:41 | raptor | requires GLEW |
| 14:47:50 | raptor | another dependency, ugh |
| 14:49:33 | kaen | UGH |
| 14:49:36 | kaen | I didn't see that. |
| 14:49:54 | kaen | sdl has gl wrangling in it |
| 14:50:00 | kaen | maybe we could convert it |
| 14:52:02 | raptor | found this: http://members.chello.nl/w.boeke/SDL-widgets/ |
| 14:52:34 | kaen | and I see only four calls to glu functions |
| 14:53:21 | kaen | "This is version 2.0, using C++11 features. Especially the lambda closures are very handy for a toolkit like this" |
| 14:53:25 | raptor | blah |
| 14:53:36 | raptor | maybe we should move into the future... |
| 14:53:39 | kaen | heh, I had dreamed up a homebrew gui toolkit using lambda closures |
| 14:53:43 | kaen | I absolutely think we should |
| 14:53:46 | raptor | i mean the present |
| 14:55:41 | kaen | vc apparently has spotty c++11 support |
| 14:55:58 | raptor | and sdl2-widgits i think uses sdl-ttf |
| 14:56:01 | raptor | argh! |
| 14:57:59 | kaen | okay, my vote is still for glv |
| 14:58:19 | kaen | I think we can remove the glu/glew deps pretty easily, and there's a lot to be said for it's API design |
| 15:01:18 | raptor | ok |
| 15:01:22 | raptor | how did you find glv? |
| 15:02:23 | raptor | there's always CEGUI |
| 15:08:49 | raptor | librocket.. |
| 15:11:49 | raptor | glv is still looking the best.. |
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| 17:51:23 | kaen | I fell asleep |
| 17:51:39 | kaen | but I just googled around for gl gui libraries to find glv |
| 17:51:48 | raptor | good morning! |
| 17:51:54 | kaen | I have experience with CEGUI -- it is horrible |
| 17:52:07 | raptor | ok - good to get that idea thrown out.. |
| 17:52:19 | raptor | i tried compiling it - it's a monster |
| 17:52:33 | kaen | it has a lot of red flags |
| 17:52:36 | kaen | it's named after someone |
| 17:52:45 | kaen | that someone refers to himself as "crazy eddie" |
| 17:52:57 | raptor | hahaha |
| 17:53:24 | kaen | and whenever I've used it (usually in addition to a 3D engine) I've had to adjust and restore the GL state around the entry point call |
| 17:53:50 | raptor | oh boo |
| 17:53:53 | raptor | tha'ts horribel |
| 17:53:56 | raptor | *horrible |
| 17:54:01 | kaen | yeah, it was a nightmare to debug |
| 17:54:16 | kaen | i |
| 17:54:27 | kaen | I think the only reason it's popular is because it's recommended by ogre |
| 17:54:36 | kaen | in the ogre tutorials |
| 17:55:05 | kaen | it's a good lib for a 12 year old trying to write a minecraft clone or something |
| 17:55:11 | kaen | it's not an expert's tool though. |
| 17:55:34 | raptor | yeah, not going there anymore.. |
| 17:59:29 | kaen | guichan is pretty good, although as I recall it's texture-based |
| 17:59:44 | kaen | it supports a bunch of different libs, including gl+sdl |
| 18:00:26 | kaen | ah, it allows supplying your own "graphics" object |
| 18:00:38 | kaen | I wonder how much we'd have to implement ourselves, though |
| 18:04:33 | kaen | wow! |
| 18:04:42 | kaen | they really cleaned up the API since the last time I looked |
| 18:06:09 | kaen | and the main classes are all usefully subclass-able |
| 18:07:51 | kaen | and it has a cmake build system! |
| 18:09:48 | raptor | oh good |
| 18:14:38 | kaen | I ended up using guichan for my previous forays into 3D games, but it seems to have improved significantly since then |
| 18:26:28 | kaen | okay, got it to build happily |
| 18:26:39 | kaen | examples run reasonably well |
| 18:26:49 | kaen | looks a little unpolished compared to glv, though |
| 18:27:01 | raptor | is it light-weight? |
| 18:28:23 | kaen | umm comes out to 889k |
| 18:28:29 | kaen | I don't know how to strip a binary though |
| 18:28:36 | raptor | strip <binary> |
| 18:29:03 | raptor | is it a shared-lib? |
| 18:29:07 | kaen | comes out to 695 |
| 18:29:11 | kaen | .so, yes |
| 18:29:12 | raptor | if so, what deps to 'ldd' yield? |
| 18:29:15 | raptor | *do |
| 18:29:21 | raptor | anything special? |
| 18:29:54 | kaen | http://pastie.org/8246321 |
| 18:30:20 | kaen | looks clean to me |
| 18:30:28 | raptor | clean |
| 18:30:33 | raptor | probably dynamically loads opengl... |
| 18:30:54 | kaen | or allegro, or sdl, or ... |
| 18:31:02 | kaen | it supports like six graphics libs |
| 18:31:29 | raptor | wow |
| 18:31:34 | raptor | we'd probably want pure opengl |
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| 18:31:41 | kaen | I think you're right |
| 18:31:47 | kaen | gl+sdl seems to want sdl_image too |
| 18:32:56 | raptor | blech |
| 18:33:57 | kaen | I think this is the best we can get off-the-shelf |
| 18:34:12 | kaen | it's a pretty popular lib, and it's used in some large linux games |
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| 18:34:23 | raptor | guichan? |
| 18:34:23 | kaen | themanaworld, in particular |
| 18:34:24 | kaen | yes |
| 18:34:35 | raptor | you are changing your preference from glv, then? |
| 18:34:42 | kaen | I think so |
| 18:34:49 | kaen | since we'd have to hack on glv |
| 18:35:01 | kaen | glv is dated compared to guichan, too |
| 18:35:09 | raptor | ok, let me get the source and check it out.. |
| 18:35:11 | kaen | hence the glew/glu deps and default glut bindings |
| 18:35:14 | raptor | ah |
| 18:38:56 | raptor | hmmm.... I'm finding glBegin markers in the library |
| 18:40:45 | raptor | ok, actually, we could change that... |
| 18:41:30 | raptor | because we want to be GLES compatible |
| 18:43:43 | kaen | might have to write our own Graphics component |
| 18:43:46 | kaen | it's designed for that |
| 18:43:59 | kaen | we could do it without actually touching the lib's tree |
| 18:44:03 | raptor | actually it looks simple enough to convert the opengl part.. |
| 18:44:09 | raptor | oh |
| 18:44:11 | raptor | or that :) |
| 18:44:14 | kaen | :) |
| 18:44:38 | kaen | a big part of the friction I got from debian was having modified libs in-tree |
| 18:45:15 | raptor | how do i build the guichan examples? |
| 18:45:20 | raptor | yay debian.. |
| 18:45:25 | kaen | I had to write my own g++ line |
| 18:45:41 | raptor | can you copypasta it for me so I can be lazy? |
| 18:45:47 | kaen | g++ ../src/sdl/sdlinput.cpp ../src/sdl/sdlimageloader.cpp openglsdlwidgets.cpp ../src/sdl/sdlimage.cpp -I ../include/ -I /usr/include/SDL -L .. -l guichan -l guichan_opengl -lGL -lSDL -lSDL_image |
| 18:45:51 | kaen | for the glsdl on |
| 18:45:52 | kaen | one |
| 18:45:57 | raptor | exellent, thanks! |
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| 18:47:25 | kaen | LD_LIBRARY_PATH=.. ./a.out |
| 18:47:27 | kaen | to run it |
| 18:51:34 | raptor | last push to cguichan was in october |
| 18:51:39 | raptor | *cuichan |
| 18:51:44 | raptor | argh |
| 18:51:44 | raptor | *guichan |
| 18:52:49 | raptor | back in a bit.. |
| 18:55:25 | raptor | autotools will build the examples... |
| 18:56:36 | kaen | oh cool |
| 18:56:44 | kaen | hey I figured out why the texteffects were blurry |
| 18:56:49 | raptor | oh yeah? |
| 18:57:03 | kaen | there was a glScale call beforehand, when really we should have multiplied the size by 12 :P |
| 18:57:26 | raptor | heh |
| 18:58:04 | kaen | http://imgur.com/X5RYCSz |
| 18:58:19 | kaen | I'm getting the feeling that this is the cause of our blurry fonts |
| 18:59:45 | kaen | I'm gonna push that change (but leave the font as-is) |
| 18:59:49 | raptor | ok |
| 19:00:09 | raptor | back in a bit.. |
| 19:00:50 | kaen | later |
| 19:00:56 | | BFLogBot Commit: 24e1d652a73b | Author: kaen | Message: remove glScale invocation from TextEffect::render to allow crisp TTF fonts to be used |
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| 19:02:44 | kaen | another lead! |
| 19:03:06 | kaen | our menu items are ultimately rendered through doDrawAngleString |
| 19:03:10 | kaen | which as a glRotate call |
| 19:03:32 | kaen | so within that matrix frame the textures will always be sampled |
| 19:03:38 | kaen | resampled* |
| 19:16:30 | kaen | I think we have waaaay too many drawString* functions and overloads |
| 19:20:48 | raptor | i'm all for removing as many glScale calls as possible.. |
| 19:21:04 | raptor | drawString &c.... |
| 19:21:06 | raptor | yeah |
| 19:22:52 | kaen | oh, and I added utf8 skulls to the server name |
| 19:23:16 | raptor | hahaha |
| 19:23:21 | raptor | i was wondering.. |
| 19:29:10 | kaen | hmm... at least I thought I did |
| 19:30:12 | kaen | I just hacked up my client to use droid sans for the menu, but the skull still doesn't show |
| 19:37:24 | kaen | this is really weird |
| 19:37:34 | kaen | I remember we got it to render utf8 glyphs before |
| 20:44:07 | raptor | kaen: the text effect graphic grows to full size from 0 |
| 20:44:16 | raptor | using a ttf font with that... |
| 20:44:36 | raptor | wouldn't that fill the fontstash with loads of interim characters at different sizes? |
| 20:50:12 | kaen | oh man |
| 20:50:16 | kaen | you're right |
| 20:50:33 | raptor | i mean - it runs fine on my i7 ! |
| 20:50:37 | kaen | maybe we can tell it not to cache those |
| 20:51:25 | kaen | or, maybe we should use one large size and scale it down? |
| 20:51:36 | raptor | heh... that might work better! |
| 20:51:44 | raptor | let me tinker.. |
| 20:51:55 | kaen | maybe that's our problem in general |
| 20:52:01 | raptor | which? |
| 20:52:11 | raptor | we're startin' small and going big? |
| 20:52:14 | kaen | yes |
| 20:55:38 | kaen | specifically, we're drawing to a scaled matrix, and if fontstash is naive it's probably making the textures without regard to our matrices |
| 20:56:30 | kaen | so the textures it generates don't get rendered at 1:1 |
| 20:57:03 | kaen | this weird ttf feathering isn't something I've hit before in all of my gui/ttf/3d exploration |
| 20:57:04 | raptor | well, they should now with my earlier change |
| 20:59:25 | kaen | hmm, you're right |
| 20:59:37 | raptor | unless you do fullscreen stretched :) |
| 20:59:42 | kaen | :) |
| 21:01:43 | kaen | drat |
| 21:02:01 | kaen | bitfighter clips itself to the screen's size in window mode |
| 21:02:25 | kaen | rendering `WindowScaleFactor = 2` ineffective for me |
| 21:02:33 | raptor | oh really??? |
| 21:02:39 | kaen | at least on my setup |
| 21:02:52 | kaen | if you make the window bigger than your desktop, what happens? |
| 21:03:25 | raptor | it first clipped to desktop size... then it let me go bigger once i tried again |
| 21:03:33 | raptor | i'm at 2.9 |
| 21:04:02 | kaen | I actually just got it to go bigger too :P |
| 21:04:08 | raptor | oh good, phoew |
| 21:04:38 | kaen | hey, I'm having good luck with overrendering the textures |
| 21:04:51 | raptor | how so? |
| 21:05:13 | kaen | well, I multiplied the factor in your change by two |
| 21:05:32 | kaen | so it's being generated at twice the size it's rendered at |
| 21:06:11 | raptor | you mean in FontManager::renderString? |
| 21:06:42 | kaen | yes |
| 21:08:05 | raptor | this is what i get: http://i.imgur.com/29BRjiy.png |
| 21:10:35 | kaen | I have to crop my screenshots to upload them, one moment |
| 21:10:56 | kaen | here's the changes: |
| 21:10:57 | kaen | glScalef(1 / (gScreenInfo.getPixelRatio() * 2.0), -1 / (gScreenInfo.getPixelRatio() * 2.0), 1); |
| 21:11:08 | kaen | drawTTFString(font, string, size * legacyNormalizationFactor * gScreenInfo.getPixelRatio() * 2.0); |
| 21:11:19 | raptor | oh interesting |
| 21:11:37 | raptor | are you experimenting to see if they become fuzzy? |
| 21:12:00 | | BFLogBot Commit: 3ddc64c92915 | Author: buckyballreaction | Message: Draw big and scale down with text effect - so we don't load up our font-stash with junk |
| 21:12:03 | kaen | GAH |
| 21:12:11 | kaen | bitfighter clipped my screenshots to 800x600 |
| 21:12:23 | raptor | oh yeah... unless it's in the editor |
| 21:12:30 | kaen | ok |
| 21:14:08 | raptor | OH WOW kaen |
| 21:14:16 | raptor | scaling it like that makes everything crisper |
| 21:14:20 | kaen | yes |
| 21:14:25 | raptor | even with full screen stretched |
| 21:14:35 | kaen | and setting the texture resampling to GL_LINEAR fights the aliasing |
| 21:14:47 | raptor | where do you do that? |
| 21:14:51 | kaen | (oglconsole is setting it to GL_NEAREST) |
| 21:15:03 | kaen | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| 21:15:03 | kaen | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 21:15:07 | kaen | in drawTTFString |
| 21:15:12 | kaen | before the sth_ calls |
| 21:15:43 | raptor | font-stash already does that... |
| 21:16:09 | kaen | in those sth_ calls? |
| 21:16:09 | raptor | does that somehow affect it differently? |
| 21:16:11 | raptor | yes |
| 21:16:20 | raptor | take a look in fontstash.c |
| 21:16:21 | kaen | maybe I was imagining it |
| 21:16:31 | kaen | I though I saw a difference from setting them to GL_NEAREST |
| 21:17:12 | raptor | definitely |
| 21:20:30 | kaen | ook, just confirmed a difference |
| 21:22:08 | kaen | here's a subtracted stereo gram of with/without the GL_LINEAR setting |
| 21:22:09 | kaen | http://imgur.com/jwUXFXS |
| 21:23:01 | kaen | (it would be pure white if there was no difference) |
| 21:23:44 | raptor | interesting... |
| 21:24:10 | raptor | because the texture is generated with linear... |
| 21:24:27 | raptor | are we losing it somehow? |
| 21:25:01 | kaen | I think so |
| 21:25:10 | kaen | the parameter is set, the texture is generated |
| 21:25:37 | kaen | then after oglconsole does its thing, the glTexParameter call overwrites the settings |
| 21:25:58 | kaen | hmm, nope |
| 21:25:58 | raptor | ah so it draws with NEAREST |
| 21:26:05 | kaen | I guess not |
| 21:26:06 | raptor | or no.. |
| 21:26:13 | kaen | it only calls it in create_font |
| 21:27:11 | kaen | but that gets called anytime the screen is resized or the console is created |
| 21:27:14 | kaen | I don't know... |
| 21:27:21 | kaen | it doesn't look like they should be overwritten |
| 21:28:00 | kaen | but I see a difference, and I'm confident I did the image subtraction right |
| 21:28:11 | kaen | if not then the result would have had more noise. |
| 21:30:04 | raptor | well i don't know what's going on - does opengl apply the filter upon drawing as well as creation? |
| 21:30:14 | kaen | I'm looking that up |
| 21:30:15 | raptor | i mean, can it? |
| 21:30:18 | raptor | ah ok |
| 21:34:34 | kaen | "glTexParameter specifies the texture parameters for the texture bound to the active texture unit" |
| 21:34:39 | kaen | is the most detailed description the docs give me |
| 21:35:20 | kaen | from my knowledge of gl, since a bound texture is "named" it should keep its parameters until it is unloaded |
| 21:35:35 | kaen | so I still see no reason it should be cleared |
| 21:36:04 | kaen | are you able to see a difference by adding those lines, raptor? |
| 21:36:17 | kaen | for me it is very obvious -- without they are blocky when oversampled |
| 21:36:23 | kaen | with the lines they are rendered smoothly |
| 21:36:48 | kaen | with the two lines of code add* |
| 21:37:19 | kaen | could possibly be my ridiculous gpu |
| 21:39:26 | raptor | i will tak a look |
| 21:41:31 | kaen | GAH |
| 21:41:39 | kaen | wild goose chase. |
| 21:41:52 | raptor | i don't see much difference.. |
| 21:42:19 | kaen | no, the aliased screenshot was with an explicit GL_NEAREST |
| 21:42:25 | kaen | which I thought was the same as no line |
| 21:43:06 | kaen | like, I did GL_LINEAR, thought I saw a difference, set it to GL_NEAREST, then compared the two |
| 21:43:17 | raptor | ha! |
| 21:43:33 | kaen | without the line looks fine too :P |
| 21:43:34 | raptor | ok |
| 21:43:55 | kaen | I think the overrendering really helps, what are your thoughts? |
| 21:44:04 | raptor | so it looks like your downscaling/upsizing is really good.. |
| 21:44:07 | raptor | yes |
| 21:44:11 | raptor | good thoughts |
| 21:44:36 | kaen | we are rendering four times as much texture as we need, though |
| 21:44:41 | kaen | and using four times as much memory |
| 21:44:46 | raptor | hmmm |
| 21:44:50 | kaen | probably not an issue, but something to keep in mind |
| 21:47:31 | kaen | I chose two because powers of two have the best chance of being sampled properly |
| 21:47:38 | kaen | gl_linear takes a 2x2 area |
| 21:47:44 | raptor | yes good choice |
| 21:47:45 | kaen | and averages |
| 21:52:07 | | Wuzzy Quit (Quit: Wuzzy) |
| 21:56:30 | | amgine1234567890 has joined |
| 21:56:43 | amgine1234567890 | wow it worked |
| 21:57:01 | amgine1234567890 | im not on teh bitfighter site hello there ;) |
| 21:57:34 | kaen | hi :) |
| 21:57:43 | kaen | amgine1234567890, you got an irc client? |
| 21:58:02 | kaen | and you're just in time for the beta test phase! |
| 21:58:11 | amgine1234567890 | hooray! |
| 21:58:16 | amgine1234567890 | build me ! |
| 21:58:20 | kaen | already done! |
| 21:58:22 | kaen | !latest |
| 21:58:22 | BFLogBot | http://buildbot.bitfighter.org:8010/latest/ |
| 21:58:29 | amgine1234567890 | and no im on http://webchat.freenode.net/ |
| 21:58:32 | kaen | oh |
| 21:58:33 | kaen | lol |
| 21:58:40 | kaen | you should get an irc client so you can idle here |
| 21:59:10 | amgine1234567890 | ugh my brain is super hurting right now |
| 21:59:28 | amgine1234567890 | so the site im a staff on is some sort of irc base not sure which network |
| 21:59:43 | kaen | probably says on the contact page |
| 21:59:51 | amgine1234567890 | im trying to figure out which one so i can figure out how to do temp bans as bans seem to be perma |
| 22:00:21 | amgine1234567890 | and i only hold a op rank on it |
| 22:01:17 | kaen | ok, amgine1234567890, beta test your heart out |
| 22:01:21 | amgine1234567890 | ive been trying to figure out how to get a temp ban on the server but no luck so far |
| 22:01:22 | kaen | and write everything here |
| 22:01:22 | kaen | http://beta.etherpad.org/p/bf_019_polish |
| 22:01:34 | kaen | *everything* |
| 22:01:35 | amgine1234567890 | i might to it later my head is hurting |
| 22:01:38 | kaen | anything that looks funky |
| 22:01:39 | kaen | ok |
| 22:01:41 | kaen | no problem |
| 22:01:52 | amgine1234567890 | ever do osmthing for so long your head gets foggy |
| 22:01:55 | kaen | oh yes |
| 22:01:56 | amgine1234567890 | and hurts |
| 22:02:02 | amgine1234567890 | i get that very easily |
| 22:02:06 | kaen | I see |
| 22:02:17 | kaen | I do that to myself programming some times |
| 22:02:41 | amgine1234567890 | well with me i have that problem alot i get it super easily |
| 22:02:55 | kaen | ah |
| 22:02:56 | amgine1234567890 | i have a mental disability so its very problematic |
| 22:03:04 | kaen | I see. |
| 22:03:18 | kaen | well, get some rest and stop looking at a computer screen :) |
| 22:03:59 | amgine1234567890 | anything specific to test? |
| 22:04:11 | kaen | well, we're trying to "polish" it |
| 22:04:19 | amgine1234567890 | did oyu ever solve the strange issue with plugins crashing BF |
| 22:04:30 | kaen | there are still some plugin crashes |
| 22:04:47 | kaen | I've updated my plugins, but if you find any crashes go ahead and list them on that page I linked to |
| 22:05:17 | kaen | and, definitely test the level database |
| 22:05:27 | amgine1234567890 | the last version i had had a werid pcrash running plugins seemed to crash it at random remeber? |
| 22:05:29 | kaen | and the tutorial stuff (as much as you can stand to :P) |
| 22:05:34 | kaen | yes |
| 22:05:42 | amgine1234567890 | did you ever solve that |
| 22:05:43 | kaen | r aptor fixed that one I think |
| 22:06:00 | kaen | I don't get random crashes |
| 22:06:03 | amgine1234567890 | good i trying to find a cause for that one for a long time with no luck |
| 22:06:04 | raptor | ah that one, yes |
| 22:06:12 | raptor | that took some of my life away... |
| 22:06:16 | kaen | :< |
| 22:06:22 | amgine1234567890 | hey at least i found it |
| 22:06:27 | kaen | I should have never started using that plugin api |
| 22:06:30 | kaen | indeed! |
| 22:06:33 | raptor | heh |
| 22:06:39 | amgine1234567890 | lol |
| 22:06:40 | kaen | and there are probably several more lurking |
| 22:07:23 | kaen | but we especially want feedback on anything that's difficult or awkward to use |
| 22:07:24 | amgine1234567890 | im considering trying create 2 plugins for BF one that moves the sepected object(s) to a location and one that moves the camera to a location in the editor |
| 22:07:32 | raptor | kaen: do you get the bot crash I just added to the polish list? |
| 22:07:51 | kaen | I have gotten random crashes |
| 22:07:55 | kaen | I probably due to bots |
| 22:08:03 | kaen | I haven't caught them in the debugger yet |
| 22:08:12 | raptor | man... I was hoping Lua was done |
| 22:08:17 | kaen | :/ |
| 22:08:28 | kaen | I'll try to put in some time hardening the api |
| 22:08:41 | kaen | you've done a lot of the polish stuff yourself so far |
| 22:08:51 | amgine1234567890 | lolz to many tabs |
| 22:09:16 | amgine1234567890 | ththere went from 12 tabs to 6 |
| 22:10:12 | amgine1234567890 | is it me or is BF grapics sharper maybe i havent played in to long |
| 22:10:23 | kaen | lots of tabs, amgine1234567890? |
| 22:10:24 | kaen | http://i.imgur.com/cDTcqsX.png |
| 22:10:47 | amgine1234567890 | LOL! |
| 22:11:04 | kaen | we've tried to make the graphics sharper, yes |
| 22:11:18 | kaen | and also the performance is significantly better (on my hardware anyway) |
| 22:11:22 | amgine1234567890 | i know a nice link that will spam your brower with tabs if oyu want it XD |
| 22:11:36 | kaen | I do a pretty good job of that myself, thanks :) |
| 22:11:49 | kaen | and we're in the middle of exploring how to make the text sharper, too |
| 22:12:17 | kaen | well, maybe towards the end... |
| 22:12:50 | kaen | raptor, do you think I should push the font scaling? |
| 22:13:11 | amgine1234567890 | hmm the ye old issue ot score board is yet to be resolved |
| 22:13:26 | kaen | which? |
| 22:13:41 | kaen | when adding a ton of bots? |
| 22:13:42 | amgine1234567890 | the one where if you have to many bots (or players if BF gets that many) that teh text becomes tiny |
| 22:13:45 | kaen | yeah |
| 22:13:48 | kaen | I gave that a crack |
| 22:13:53 | amgine1234567890 | on scoreboard |
| 22:13:54 | kaen | got infuriated by the ui code |
| 22:13:59 | kaen | I'm not going to fix it for 019 |
| 22:14:06 | raptor | kaen: sure - maybe put gScreenInfo.getPixelRatio()*2 into a variable |
| 22:14:15 | kaen | raptor, will do |
| 22:14:46 | amgine1234567890 | what if you did like you did for the for the editor a scrolling wheel scoreboard? |
| 22:15:00 | amgine1234567890 | wait never mind |
| 22:15:06 | amgine1234567890 | that was a bad idea ignore that |
| 22:15:28 | kaen | I don't think I did a scrolling thing in the editor |
| 22:15:32 | kaen | for the plugins at least |
| 22:15:38 | kaen | I think that's an outstanding defect ... |
| 22:16:05 | amgine1234567890 | im refering to where you input the level name for the editor |
| 22:16:21 | kaen | oh |
| 22:16:35 | kaen | hmm, scrolling scoreboard |
| 22:16:50 | kaen | or the "+x bots" |
| 22:16:56 | amgine1234567890 | 3 things i would add to editor a save as aoption as a load map option |
| 22:17:03 | amgine1234567890 | er 2 |
| 22:17:27 | amgine1234567890 | users would like that i htink maybe you can put it in version 19a not saure how hard it would be |
| 22:17:32 | kaen | for save as, go to level parameters and change the filename |
| 22:17:54 | kaen | I think load map from the editor menu is a good add, though |
| 22:18:00 | amgine1234567890 | yeah i know but i think maybe a save as would be more user friendly maybe not |
| 22:18:03 | | fordcars_pi has joined |
| 22:18:08 | kaen | hmm, you're right actually |
| 22:18:14 | kaen | and it's orthogonal |
| 22:18:15 | fordcars_pi | hi |
| 22:18:20 | kaen | if I see load, I expect save as |
| 22:18:22 | kaen | hi fordcars_pi :) |
| 22:19:30 | fordcars_pi | My javascript adventure is going great! |
| 22:19:43 | amgine1234567890 | cool |
| 22:20:09 | amgine1234567890 | now that i htink about it it seems liek a bad idea the scrolling scorebaord what do you think |
| 22:20:22 | fordcars_pi | But I have a problem. I am trying to make an Air Traffic COntroller SImulator for my brother (hes training to be one) |
| 22:20:35 | fordcars_pi | but I need to make planes appear |
| 22:20:58 | fordcars_pi | how could I make new planes appear with unique id<s altitude, speed^ |
| 22:21:10 | kaen | uhoh fordcars_pi |
| 22:21:26 | fordcars_pi | uh |
| 22:21:42 | amgine1234567890 | ok i jsut had a brilliant idea |
| 22:21:42 | kaen | you're describing dark, evil forces |
| 22:21:55 | kaen | you want object-oriented javascript |
| 22:22:10 | amgine1234567890 | what if on the scorebaord it will jump to where you are on teh scorebaord and you can scroll up and down from there on the list |
| 22:22:23 | fordcars_pi | Aww |
| 22:22:51 | kaen | do you know about object oriented programming? |
| 22:22:57 | raptor | i'm heading in for the night. good night! thanks for working on the fonts kaen |
| 22:22:57 | fordcars_pi | But I would only need around 10 planes, so we could reuse them |
| 22:23:03 | kaen | raptor, my pleasure |
| 22:23:05 | fordcars_pi | Night! |
| 22:23:07 | kaen | rest easy |
| 22:23:13 | | raptor Quit () |
| 22:23:13 | fordcars_pi | Well, they use objects |
| 22:23:22 | fordcars_pi | strings are objects |
| 22:23:30 | kaen | yeah |
| 22:23:31 | fordcars_pi | objects are everywhere |
| 22:23:35 | kaen | so you get what an object is? |
| 22:23:44 | fordcars_pi | yup :) |
| 22:23:49 | kaen | it's just a bunch of data and functions tied up into one place |
| 22:23:50 | kaen | ok |
| 22:23:55 | fordcars_pi | yeah |
| 22:23:59 | kaen | so number one: |
| 22:24:02 | kaen | javascript is nuts |
| 22:24:33 | kaen | well, hold on a second |
| 22:24:37 | fordcars_pi | number one/ |
| 22:24:47 | | qwebirc519782 has joined |
| 22:24:52 | kaen | there's two ways you could do it |
| 22:25:01 | kaen | you could use simple objects |
| 22:25:12 | kaen | { x: xpos, y: ypos} |
| 22:25:16 | kaen | put them in an array |
| 22:25:19 | kaen | and update/render them |
| 22:25:26 | qwebirc519782 | sorry bout that |
| 22:25:35 | fordcars_pi | Ooh I recognize that |
| 22:25:36 | kaen | using update(obj); render(obj); |
| 22:25:37 | qwebirc519782 | for some reason irc like to freeze on me forving me to refresh |
| 22:25:44 | fordcars_pi | But I never used arrays |
| 22:25:45 | kaen | that's called an "object" literal |
| 22:25:47 | kaen | ok |
| 22:25:50 | qwebirc519782 | what do you think about my scorebaord diea |
| 22:26:00 | fordcars_pi | make a new array for each plane? |
| 22:26:01 | kaen | the scoreboard idea is good |
| 22:26:11 | kaen | you should put it on the tracker, qwebirc519782 |
| 22:26:15 | qwebirc519782 | it will jump to your current positon in teh score board and oy ucn scroll from them |
| 22:26:21 | qwebirc519782 | there |
| 22:26:26 | kaen | fordcars_pi, no |
| 22:26:30 | kaen | you should make an array |
| 22:26:34 | fordcars_pi | OH! |
| 22:26:34 | kaen | of objects |
| 22:26:40 | | amgine1234567890 Quit (Ping timeout: 250 seconds) |
| 22:26:50 | fordcars_pi | You can add stuf to aarrays whenever you want right^ |
| 22:26:53 | kaen | yep |
| 22:26:55 | kaen | and remove them |
| 22:26:58 | fordcars_pi | wow |
| 22:27:16 | kaen | yeah, so the easy way |
| 22:27:19 | kaen | is to make that array |
| 22:27:25 | kaen | write an update() and a render() function |
| 22:27:26 | qwebirc519782 | how aould i add my idea to the qwerbric |
| 22:27:35 | fordcars_pi | ok |
| 22:27:52 | kaen | and then add some objects to hold the data |
| 22:28:06 | kaen | they can have whatever properties you need, x and y are just good starting points |
| 22:28:15 | fordcars_pi | heh, the "easy" way |
| 22:28:24 | kaen | you don't want to know the hard way ... |
| 22:28:29 | fordcars_pi | :P |
| 22:28:34 | kaen | I don't want to know the hard way |
| 22:28:39 | kaen | I wish I could unlearn it |
| 22:29:21 | kaen | amgine, https://code.google.com/p/bitfighter/issues/detail?id=182&q=type%3DDefect |
| 22:29:29 | kaen | qwebirc519782, ^ |
| 22:29:41 | fordcars_pi | but how could I put the altitude and speed and coords of planes in an array? |
| 22:29:43 | kaen | (amgine, your nick is qwebirc519782 right now so I used it to highlight you) |
| 22:30:12 | kaen | fordcars_pi, you can just add them |
| 22:30:20 | kaen | plane.altitude = 10000 |
| 22:30:26 | kaen | or |
| 22:30:38 | kaen | { x: 0, y: 0, altitude: 10000} |
| 22:30:47 | kaen | or |
| 22:30:55 | kaen | plane['altitude'] = 10000 |
| 22:30:58 | fordcars_pi | oh thats an object |
| 22:31:00 | kaen | yes |
| 22:31:11 | fordcars_pi | store objects in arrays? |
| 22:31:13 | kaen | yep |
| 22:31:16 | kaen | then |
| 22:31:19 | kaen | when you update |
| 22:31:39 | kaen | iterate through your plane array |
| 22:31:43 | kaen | do you know how to do that? |
| 22:32:02 | fordcars_pi | Yes, I think you thought me that for lua :P |
| 22:32:03 | kaen | for(i = 0; i < planeArray.length; i++) { update(planeArray[i]; } |
| 22:32:23 | kaen | ** update(planeArray[i]) |
| 22:32:46 | qwebirc519782 | kaen any obejtion to me also addin teh save as and loaf thing |
| 22:32:53 | qwebirc519782 | load |
| 22:32:55 | fordcars_pi | ok, but when do I create the object of a new plane? |
| 22:32:56 | qwebirc519782 | to the list |
| 22:33:00 | fordcars_pi | *how |
| 22:33:01 | kaen | qwebirc519782, add anything you want |
| 22:33:13 | kaen | if you add it to the google code tracker, make sure to create a new issue |
| 22:33:30 | kaen | anytime you want to make a new plane |
| 22:33:56 | qwebirc519782 | well im ful of idea i dont want to give you a mile long work list XD |
| 22:34:07 | kaen | plane = { /* properties go here */ }; |
| 22:34:12 | kaen | planeArray.push(plane) |
| 22:34:23 | kaen | and plane will be added to the planeArray |
| 22:34:27 | qwebirc519782 | trust me if you let me it will happen |
| 22:34:36 | kaen | qwebirc519782, it's ok |
| 22:34:43 | kaen | we just throw away the ones we don't like :) |
| 22:34:49 | qwebirc519782 | true |
| 22:35:02 | kaen | so go ahead |
| 22:35:03 | qwebirc519782 | btw popular requests for version 20 are virus and night modes |
| 22:35:06 | kaen | that's what it's there for |
| 22:35:10 | qwebirc519782 | for BF |
| 22:35:28 | qwebirc519782 | i even threadted them but they got derailed XD |
| 22:35:37 | kaen | yeah |
| 22:35:42 | kaen | forum posts are good for feedback |
| 22:35:53 | kaen | actual feature requests go on the tracker though |
| 22:36:12 | kaen | where it is discussed in a somewhat formal manner by the dev team |
| 22:36:13 | qwebirc519782 | link for that XD |
| 22:36:17 | kaen | !bugs |
| 22:36:17 | BFLogBot | To enter a bug: http://tinyurl.com/bfnewbug -- To view all bugs: http://tinyurl.com/bfbugs |
| 22:36:40 | kaen | there's a dropdown menu |
| 22:36:47 | kaen | change it from "defect" to "enhancement" |
| 22:36:52 | kaen | under "template" |
| 22:37:14 | kaen | (defects are bug reports, enhancements are feature requests) |
| 22:37:14 | qwebirc519782 | link for the feature request ? |
| 22:37:19 | kaen | it's the same link |
| 22:37:28 | kaen | just change the dropdown menu item :P |
| 22:37:39 | fordcars_pi | Oh thanks kaen I understand! Make new object, store object in array, iterate through array and update stuff |
| 22:37:48 | kaen | fordcars_pi, exactly :) |
| 22:38:06 | fordcars_pi | And how do you remove an item from an array? |
| 22:38:27 | kaen | planeArray.splice(i, 1) |
| 22:38:35 | fordcars_pi | Hehe awesome! |
| 22:38:39 | kaen | i has to be the index of the plane to remove |
| 22:40:34 | qwebirc519782 | can i get a link to the fearture request thingy |
| 22:41:37 | kaen | working on it |
| 22:43:39 | fordcars_pi | alright, I am going to have lots of fun tomorrow :) |
| 22:43:55 | fordcars_pi | Going to bed for now, night! |
| 22:44:05 | fordcars_pi | and thanks kaen! |
| 22:44:16 | | -hitchcock.freenode.net- *** Looking up your hostname... |
| 22:44:16 | | -hitchcock.freenode.net- *** Checking Ident |
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| 22:44:22 | | BFLogBot has joined |
| 22:44:22 | | -ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response. |
| 22:44:27 | | fordcars_pi Quit (Quit: Page closed) |
| 22:44:32 | kaen | qwebirc519782 aka amgine |
| 22:44:33 | kaen | !idea |
| 22:44:33 | BFLogBot | To enter a feature request: http://tinyurl.com/bfnewfeature -- To view all feature requests: http://tinyurl.com/bffeatures |
| 23:00:23 | qwebirc519782 | dead chat! |
| 23:02:12 | qwebirc519782 | mmm peanutbutter and raisin sandwich |
| 23:04:32 | | BFLogBot Commit: 586ce72bb9a5 | Author: kaen | Message: upsample textures for TTF fonts |
| 23:04:44 | kaen | BFBuildBot, watch bitfighter-w32-cross |
| 23:04:44 | BFBuildBot | watching build bitfighter-w32-cross containing revision(s) [586ce72] until it finishes [1m01s].. |
| 23:05:23 | BFBuildBot | Hey! build bitfighter-w32-cross containing revision(s) [586ce72] is complete: Success [build successful] |
| 23:05:23 | BFBuildBot | Build details are at http://buildbot.bitfighter.org/builders/bitfighter-w32-cross/builds/283 |
| 23:05:40 | kaen | qwebirc519782 / amgine |
| 23:05:47 | kaen | try the latest build |
| 23:05:57 | kaen | the UI text should look a lot better |
| 23:06:03 | qwebirc519782 | but oyu jsut gave me a build like 10m inutes ago? |
| 23:06:12 | kaen | I just committed |
| 23:06:27 | kaen | * BFLogBot Commit: 586ce72bb9a5 | Author: kaen <bkconrad@gmail.com> | Message: upsample textures for TTF fonts |
| 23:06:27 | BFLogBot | Sometimes one should just look at things and think about things without doing things. -- Calvin |
| 23:07:06 | kaen | the Commit: part means I just added something to the code, so BFBuildBo t will rebuild a new .zip |
| 23:09:17 | kaen | back shortly |
| 23:15:27 | qwebirc519782 | uhoh |
| 23:15:53 | qwebirc519782 | so i created a new BM map starteded teh dm and tredi more bots and fewer bots and got a error |
| 23:16:53 | qwebirc519782 | commit change have more bots add 1 bot if there are none |
| 23:17:46 | qwebirc519782 | what now it works? |
| 23:17:50 | qwebirc519782 | wait a moment |
| 23:47:24 | kaen | there's a random bot crash |
| 23:47:27 | kaen | it's known |