#bitfighter IRC Log

Index Search ←Prev date Next date→

IRC Log for 2013-10-24

Timestamps are in GMT/BST.

00:01:39Skybax has joined
00:08:12FoOtloOsesky! *poke* hows bittown coming along?
00:09:11fordcarslol footie
00:09:20fordcarsnight guys, off to bed
00:09:24FoOtloOseaw :c
00:09:24fordcars Quit (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client)
00:09:25FoOtloOsenight
00:21:17koda Quit (Quit: koda)
00:23:05SkybaxIt's coming along good FoOtloOse lol
00:23:24FoOtloOsei predict duckys house will crash the map.
00:23:31FoOtloOse:D
00:23:34SkybaxHis house in insane
00:23:37Skybax*is
00:23:42FoOtloOsecan i see? c:
00:23:55SkybaxJust a sec.. have to add another house that I got
00:23:59FoOtloOselas?
00:24:05SkybaxYeup
00:24:11FoOtloOseSWASTIKAAAAAAAAAA
01:06:06koda has joined
01:18:17Invisible1 has joined
01:24:20Skybax Quit (Ping timeout: 248 seconds)
01:34:40watusimoto has joined
01:34:40ChanServ sets mode +o
01:35:46HylianSavior Quit (Quit: Leaving)
01:46:08kaen Quit (Ping timeout: 240 seconds)
01:54:04kaen has joined
02:13:35FoOtloOse Quit (Quit: Page closed)
03:00:19Invisible1 Quit (Ping timeout: 248 seconds)
03:22:30kaen Quit (Ping timeout: 256 seconds)
04:16:33Darrel has joined
05:05:38Darrel Quit (Ping timeout: 268 seconds)
05:05:55Darrel has joined
05:32:57Darrel Quit (Ping timeout: 246 seconds)
05:52:03Watusimoto_ has joined
06:31:37Watusimoto_ Quit (Ping timeout: 240 seconds)
07:33:19Nothing_Much Quit (Ping timeout: 240 seconds)
07:56:09Nothing_Much has joined
08:22:19kaen has joined
09:22:32kaenso, I've finally gotten boost.poly all the way to building connected meshes, only to find that its "trapezoids" are actually polygons of arbitrarily many vertices with a trapezoidal convex hull. Further, no boost library (checked Graph, Geometry, and Polygon) currently has a triangulation api. Finally, none of these libraries support a "merge to convex polys" operations. This means that using Boost.Polygon would still require triangulation and convex poly
09:22:32kaenmerging support from our existing libraries.
09:23:14kaentherefore, I'm going to try again with CGAL, which explicitly lists APIs for all three of these functions, and could single-handedly replace all of our geometry libraries (although that's what I thought about Boost, too)
09:36:22watusimotoGood grief... what a bummer!
09:37:40watusimotojust to beat this to death, we are not using triangle because of the license, which keeps us from being listed in the default Debian package manager
09:38:08watusimotoBut if we sucked the triangle code into our codebase, would that fix (or obscure) the issue?
09:39:08watusimotobecause we are distributing the ensemble under a compatible license (glossing over the potential for disagreement between us and the triangle authors)
09:47:40raptor has joined
09:47:41ChanServ sets mode +o
09:52:28raptorgood morning!
09:52:42raptorman, what on earth is going on at work this morning - everyone is gabbing in the hallway
09:55:02raptorkaen: that's sad! (regarding boot.polygon)
09:55:08raptor*boost
09:55:22kaenDebian actually has a legal review team that look at submitted packages before the technical and security teams review it
09:55:46raptoralso, for what it's worth, I think you did right with removing Circle
09:55:53kaenso I mean could try to slip one by them, but that doesn't sit well with me
09:55:56kaenthanks, raptor
09:56:06kaenI've been getting a lot of grief about it ._.
09:56:06raptornah - let's do things the 'correct' way
09:56:25kaenI got boost.poly down to 29 seconds on celtic arena
09:56:43kaenbut I think that's the limit, so we'd be looking at potentially massive decreases in speed anyway
09:56:45raptoroh good! that's probably close to correct (since my test was on an i7)
09:56:49kaenCGAL is older and more venerable
09:57:19kaenhopefully more robust, less picky, and more performant since it doesn't do this templatized concept/trait dance that boost does
09:57:46raptorwait wiat... boost.polygon says it does triangulation
09:57:54kaenwhere?
09:58:26kaenI does voronoi decomposition which *uses* delauney triangulation, but doesn't expose that api afaik
09:58:30kaenIt does*
09:58:32raptorahhh
09:58:35raptorok that's it...
09:58:39kaenyeah, that's a real bummer, btw
09:58:47kaenoh, interesting tidbit:
09:58:58kaenpoly2tri was submitted for inclusion into boost as a triangulator
09:59:06raptoroh??
09:59:07kaenthen it was torn to bits by the boost maintainers :)
09:59:33raptorha!
09:59:41kaenyeah, they said it is neither numerically nor algorithmically robust
09:59:51raptorwell stink
10:00:00raptoractually
10:00:28raptorif we found a fast triangulation library just to replace poly2tri, and maybe that uses integers, that would be goog
10:00:30raptor*good
10:00:47kaenyep, that would be good at this point too
10:01:02kaenI really don't want to release with the triangulator segfaulting on bad inputs
10:01:09kaengranted, those inputs are few and far between
10:01:16kaenso maybe it wouldn't be so bad
10:02:03kaenbut I can just imagine quartz' wrath when he's been working on a level for hours straight without saving, goes to test a new crazy-looking polywall fixture, and segfaults.
10:02:19raptoryeah, any segfault is a critical error
10:02:29kaen(that happened to me when working on biosynthesis)
10:02:34raptor:(
10:02:46kaen shrugs
10:04:12kaencool! CGAL has a CMakeLists
10:04:26kaenI *love* untarring a project and finding one ready to use
10:04:36raptorha!
10:04:53raptoroh interesting, I think i found the mailing thread on using poly2tri in boost
10:05:06kaenvery probably
10:06:23kaenAndrii (the guy who deposes it) is one who implemented Voronoi in boost poly
10:06:30kaenis the one*
10:16:41Canseco has joined
10:18:32Watusimoto_ has joined
10:36:13kaenhmm
10:36:26kaenCGAL requires GMP and MPFR
10:36:56kaenI don't know how we want to proceed
10:39:57kaenI think it'd be easiest for now to try just replacing poly2tri, since that's the culprit for the segfaults
10:43:34koda Quit (Ping timeout: 268 seconds)
10:54:46Canseco Quit (Quit: Leaving)
10:55:50watusimoto Quit (Ping timeout: 256 seconds)
11:11:36raptorkaen: could we make poly2tri more robust somehow?
11:12:37raptorlike replace floats with ints
11:12:38kaenpossibly, although I don't know the specifics of the algorithm
11:12:48kaenwell, that's not what's causing the segfaults
11:12:50raptorI wonder if just doing floats -> ints would work
11:12:59kaeneh, it's worth a shot
11:13:15raptorI know there is some algorithmic problem with floats really close together
11:13:33raptoractually
11:13:55kaenbut the segfaults come from holes that share verts with their containing polygon, and I was able to make a repro case using only integers
11:14:02raptormaybe I should post the input to poly2tri from Insignia to their bug tracker?
11:14:12kaenyes, that might help
11:14:17raptoroh really!?
11:14:23kaenthe poly2tri guy seems to have checked out somewhat
11:14:52kaenthere's a patch someone submitted to remove the using namespace std from the public header, it's been four months and he still hasn't merged it
11:15:08raptorI've gotten responses from him, however
11:15:19kaenwell, it can't hurt to try
11:16:09kaenwhat I'm doing right now is trying to wire polypartition into your poly2tri adapter
11:16:23raptorwhy does that sound familiar?
11:16:29raptordid we try that one before?
11:16:30kaenbecause pp's only problem was with nested holes, which you solved for poly2tri
11:16:31kaenyes
11:16:44raptorah ok
11:17:01kaenI figure if your tree-traversal worked for poly2tri, it might work for polypartition
11:20:06raptordo youw ant me to post the data to poly2tri? I would like to use your reproduction case (the one with ints)
11:22:02kaenbah
11:22:08kaenlooks like I didn't commit it to the test battery
11:22:13kaenI lost it with the wipe
11:24:48raptornoooo
11:30:05kaenoh, they already know about the stack overflow: https://code.google.com/p/poly2tri/issues/detail?id=34
11:31:02raptoris that the same?
11:32:18kaenthat's the same ultimate error, judging by the stack trace
11:32:40raptori'm reading the whole thing... trying to understand
11:32:41kaenone of the two that I've hit
11:33:00kaenthe other one (the one I wrote the repro for) hits an assertion
11:33:44kaenwhoa, "This is an algorithmic issue. Yes is fail due to precision but a slightly different algorithm should handle these cases."
11:33:59kaennear the last comment
11:35:02raptorthat figure wth the abcd is exactly the problem with insignia (causes by bad float precision in the level file)
11:35:14kaenso... maybe we just need to floor our points?
11:36:50kaenfor the bot zone triangulation, that doesn't sound so bad. The maximum error that will introduce is 1, and if we do it after the scale then the ultimate error visibile to the user should be close to nil
11:37:46kaenactually 1 is the *limit* of the error, if we're being rigorous.
11:38:30raptori'm considering changing the inputs to just be ints... but, would debian allow an altered library like that? (is poly2tri in debian?)
11:39:23kaenlooks like it is not
11:39:42kaenbut, if we floor the inputs from our side then we'll get the same result
11:39:53raptoroh good - because then we can hack away! Did he say that his better algorithm was in the java version?
11:39:59raptorno no
11:40:11kaenyes, the java version
11:40:14raptorI'm thinking about throwing in the upscaled clipper points
11:41:25kaenwait a second... if we're getting the inputs from the clipper already, we should already have integers
11:41:33raptoryep
11:41:34kaenohhhh, we downscale them before passing them to p2t
11:41:37raptoryep
11:41:51raptormaybe it should be done afterwards instead
11:41:59kaenI think it certainly should
11:44:40raptormaybe if we did that, we could leave poly2tri alone
11:44:56Watusimoto_ Quit (Ping timeout: 245 seconds)
11:44:59kaenI'm giving it a shot at this very moment
11:46:19raptorI wonder about the S64 -> F32; that should probably be OK, F32 should cover our limits, right?
11:46:34raptorit would be more like F32 / 1000
11:46:50raptorso ~2 million
11:47:18raptorwe'd only be able to triangulate up to +/- ~2000000
11:47:23raptorgrid points
11:47:51kaenthat seems fine
11:48:22raptoroh... of course it is - recast can only handle up to like 32767 or something
11:53:11kaenwell, just moving the scaling outside of the triangulation loop didn't solve it
12:07:25Watusimoto has joined
12:10:27raptorrats
12:12:39Watusimoto Quit (Ping timeout: 272 seconds)
12:21:53Watusimoto has joined
12:24:32kaenIT WORKS, raptor !
12:24:34koda has joined
12:24:45kaenceltic arena and insignia both triangulate properly
12:24:49kaenand fast
12:25:05raptoroh?
12:25:07raptorwhat did you do?
12:25:22kaenI tore out p2t and replaced it with pp
12:25:25kaensuper easy
12:25:29raptorha!
12:25:34raptorusing floats or ints?
12:25:35kaenwish I would have thought of that a week ago ...
12:25:40raptorupscaled or not?
12:25:43kaenupscaled
12:25:48kaenI think floats, honestly I don't know
12:25:52raptorheh
12:26:07kaenI'm seeing if it fixes the clipPolygons crashes, too
12:28:47raptorwhoa... PP has a convex partition part?
12:29:14raptorI wonder if that could replace triangulation + recast?
12:30:12kaenindeed, it seems that it could
12:30:57kaenso ... should I commit ?
12:31:01raptorwell...
12:31:20raptorcan you get me the patch? also which algo did you use?
12:31:48kaensure, and Triangulate_EC
12:32:43raptoryeah looks like floats
12:32:54raptordouble, actually
12:33:00kaenTriangulate_MONO dropped a section from Celtic, but EC works fine afaict
12:33:21raptorjsut one .cpp file??
12:34:11raptori'd like to do some tests with the various algos, in conjunction with possible replacing recast
12:34:22raptorand compare with current timings
12:34:53kaenhttp://hastebin.com/kahopaxaho.coffee
12:35:24kaenI got scared after looking at the connectivity graph extraction, so I haven't even touched recast yet
12:35:37Watusimoto Quit (Ping timeout: 260 seconds)
12:35:39raptorit is very scary
12:36:00raptoroh, hmm... i wonder if connectivity exists with PP
12:37:10raptori forgot about that..
12:37:57kaenhonestly this is a massive win as far as I'm concerned
12:38:14raptorhunk #3 failied of GeomUtils.cpp
12:38:18kaenI still haven't crashed clipPolygons yet
12:38:29kaenwha ??
12:38:43koda Quit (Quit: K Thx Bai)
12:39:06raptorare you rebased to latest?
12:39:45kaeneaea9d29ac0e
12:39:47kaenyes
12:40:35raptoroh, oops, i'm not
12:40:39raptorone moment
12:41:47raptorthere we go... ok testing
12:43:59raptorTimings with CelticArena using Triangle (017b): Timings: 666 39 716
12:44:09raptorthat's about average over 4 tests
12:45:06kaenI get 2.3s on my machine for CA
12:45:12kaenusing pp
12:45:35raptorok, that means your new computer is much faster
12:45:37raptor:)
12:45:46kaenhehe
12:46:07kaenwell, it's the same one that couldn't finish CA using boost
12:46:16kaenalthough I eventually got it down to 29s
12:46:41raptorOK with PP: Timings: 676 1021 682
12:46:50raptortikes
12:46:52raptoryikes
12:46:55kaenhmm
12:47:07raptorthat's almost 2 orders of magnitude slower
12:47:21raptorbut the inputs into recast are better
12:47:32thread_ has joined
12:47:56thread_wow, crowded in here today *sarcasm*
12:48:42kaenit was packed last night :P
12:49:35kaenraptor: mono has the best complexity. maybe we could use pp.RemoveHoles on the input first
12:49:53raptordid you hook into the polytree?
12:50:01raptorthen we don't need to use holes?
12:50:16raptoroh wait, yes we do..
12:50:18kaenuh, your algorithm specifically uses holes
12:50:23kaenheh :)
12:50:24raptoryeah, sorry
12:50:32kaennbd, it's fresh in my mind
12:50:40kaenalso, if we could guarantee orientation we could save a lot of processing from SetOrientation
12:50:56kaenorientation of the polytree I mean
12:50:57raptori think clipper guarantees that
12:51:01raptorbut not sure
12:51:03Watusimoto has joined
12:52:39thread_raptor: you are just one small typo away from going from orienting a polytree to orienting a palm tree, which, in some ways, is more interesting
12:53:14Watusimotohi
12:53:15kaenmy dad has palm trees in his back yard
12:53:22kaenin washington state
12:53:33kaenI have pictures of them in a foot and a half of snow
12:53:54kaenhi Watusimoto, we fixed the triangulator
12:54:03Watusimotois it good?
12:54:04kaenby replacing it with polypartition
12:54:04raptorbut it's slow...
12:54:10kaen^
12:54:11Watusimotommmm
12:54:13raptor39ms vs 1021ms
12:54:23kaenbut, that's on CA
12:54:27Watusimotowhoa
12:54:32Watusimotowhat is the 39?
12:54:36raptoryes, but we'll need to handle crazy maps like that
12:54:36Watusimotopoly2tri?
12:54:46raptorTriangle/poly2tri, yes
12:55:12kaenwhich has 2600 polygons *after* merging, which really exacerbates the O(n^2) complexity of the EC algo
12:55:51kaenanyway, it's WIP
12:56:03Watusimotook, so the problem with poly2tri is that it crashes
12:56:05raptorbut it's not crashing on kaen's cases
12:56:20Watusimotodoes poly2tri work on ints or floats?
12:56:24raptorfloats
12:56:31Watusimotocould it work on ints?
12:56:43kaeneasily
12:56:46Watusimoto(ie some libs let you specify the type with a #define or something)
12:56:52kaenoh, no, not like that
12:56:57Watusimotocould we try poly2tri with int inputs?
12:57:10kaenbut if you pass it ints within some specific range they are expressed precisely as floats
12:57:23raptorI'm considering hacking it up a bit to do that...
12:59:09Flynnn has joined
13:02:04raptorkaen: have you looked at this?: http://www.geom.at/fade2d/html/
13:02:26kaennope
13:02:39raptoroh... huh... it is bi-licensed
13:03:32kaenwow that looks great
13:03:39raptorrats, I gotta go... back later!
13:04:37kaenlater
13:04:43raptor Quit ()
13:04:45kaenfade2d requires GMP and appears to be closed-source
13:07:19Watusimotoyes. the license appears more of a problem than triangle's\
13:20:55thread_ Quit (Ping timeout: 250 seconds)
13:34:06HylianSavior has joined
13:44:48HylianSavior Quit (Quit: Leaving)
13:44:55Flynnn Quit (Quit: This computer has gone to sleep)
14:09:21Flynnn has joined
14:19:48kaencompiling in release mode cut the triangulation time to about 25%
14:20:27kaenI'm about to callgrind it to see if there's some low hanging fruit
14:23:02Flynnn Quit (Quit: This computer has gone to sleep)
14:30:56HylianSavior has joined
14:57:45Skybax has joined
15:16:02raptor has joined
15:16:02ChanServ sets mode +o
15:16:09SkybaxHellos
15:16:34raptorhi
15:17:32kaenhi raptor
15:17:36raptorhi
15:17:46raptorI'm toying with making poly2tri work with S64
15:17:59kaencompiling with -O3 took me from 2800 for triangulation to 800
15:18:10kaenI'm using callgrind right now to profile polypartition
15:19:21kaensome interesting results -- nearly all of the processing time is spent on a set of ~4 multiplications
15:19:24raptorwait wait... do we not have an S64??
15:19:28kaenat least for _EC
15:19:37kaenwe do have S64
15:20:03kaenit's in the poly2tri triangulation adapter
15:20:07raptoroh yes, ok, we do
15:21:39raptorok, it's algorithmically impossible to just convert double to signed long long in poly2tri :-/
15:21:45raptorsadness
15:22:51kaenhmm
15:23:50raptoroh wait... actually
15:24:01raptorthe algorithm doesn't use some of these methods...
15:25:02raptormaybe this is still doable..
15:26:07Watusimotoso arc wants projects
15:26:20raptorgive 'im ours!
15:33:42raptoror do you mean he wants tasks?
15:34:08kaenso, PP spends half of its time on this line: tmp = (p3.y-p1.y)*(p2.x-p1.x)-(p3.x-p1.x)*(p2.y-p1.y);
15:34:22kaentesting if p1, p2, p3 are a convex subset of vertices
15:34:44kaenand I think the multiplication is unnecessary.
15:36:14kaenI also tried making _MONO work but I run out of memory on CelticArena
15:36:22raptoroh yuk
15:36:33raptorI posted here: https://code.google.com/p/poly2tri/issues/detail?id=34#c60
15:38:36WatusimotoI mean tasks
15:38:54Flynnn has joined
15:39:12Flynnn Quit (Client Quit)
15:48:16raptorI think I got poly2tri changed to signed long long
15:48:40kaendoes it work!?
15:48:47raptorit does on celtic arena...
15:48:57kaenohboyohboyohboy :)
15:49:03raptorI'm going to do Insignia... what can you give me to test?
15:49:15kaenceltic arena and insignia :P
15:49:26kaen/dlmap kaen_biosynthesis
15:49:32kaenthat one is kind of crazy
15:50:57raptorok
15:51:09raptorwas it known to segfault on that one?
15:51:14kaenno
15:51:38raptorhad to change another header... recompiling..
15:51:46kaenanother idea is to use my clip polygons plugin and cut holes out of polywalls
15:51:52kaenI got tons and tons of crashes like that
15:52:04kaenespecially with xor
15:54:59raptorsegfault!!
15:55:03raptorwhat the crazy
15:55:16kaen:|
15:55:39raptorsimilar to before?: http://pastie.org/pastes/8428043/text
15:55:55kaenthat's the one
15:57:06raptorbut i got like a 5% speed increase on Celtic Arena with the signed long long
15:57:45kaeninteresting
16:00:06raptorin other news SDL 2.0.1 has released
16:00:17raptornow I feel like we're taking too long for our release!
16:00:21kaenhehe
16:00:42kaenthough I have to agree :)
16:02:02kaenso, raptor, release mode reduced the triangulation timing to about 25% of debug mode for me using PP
16:03:16raptorbut now triangulation is the slowest part of whole operation
16:03:48raptorand I'm sure people will invent levels that are worse than celtic arena
16:03:59raptorand also, people have older computers
16:04:55kaentrue, but PP is the only library that has a compatible license, gives us usable triangulations, and doesn't segfault on pathological inputs (as far as we know)
16:05:21kaenand imo the "artsy" parts should really be lineitems, which don't get passed through the triangulator
16:05:47kaenand also, after I ran aggressive RDP simplification on your walls, I took it down to 75% without visual distortion
16:06:11kaenso there are lots of tools to help level designer make performant levels.
16:06:30kaenand I value having a safe algo over having a fast one, personally
16:06:43raptoryes... I want both :)
16:06:58kaenthen maybe it's time to try CGAL ?
16:07:07raptordid that have dependencies?
16:07:19kaenGMP and some other stable float math lib
16:07:48kaenI think we're running out of triangulation libs :P
16:07:58raptoryeah...
16:08:37raptorI wonder what Watusimoto thinks? Maybe we should keep that PP patch as a fallback in case we can't solve it with poly2tri or other library...
16:09:17raptorthat rdp reduction script is great!
16:10:53kaenI think it's my favorite of them all :)
16:11:25Watusimotodo you know what the problem with poly2tri is? like what about the input makes it crash?
16:11:58raptorstart reading: https://code.google.com/p/poly2tri/issues/detail?id=34
16:12:00raptor:)
16:12:32kaenwait a second ...
16:12:34raptoroh hey, the author already responded!
16:12:53kaenwe have another, seemingly distinct segfault
16:13:03raptorwait, yes
16:13:06raptorwait wait wait
16:13:09kaenthe one in that thread is stack overflow
16:13:12raptorone with the SO
16:13:14raptoryes
16:13:16kaenthe one you posted is a null dereference
16:13:17raptorand that last one of mine?
16:13:42kaenwhich I've also experienced with unmodified poly2tri
16:14:17kaenso there are at least two known segfaults in p2t, along with at least one assert(0) I've been able to hit
16:15:21amgine123 has joined
16:15:26amgine123hey anything new
16:15:41amgine123btw adjsut the captvhas some of them are so fuzzy they are unreadable
16:16:10raptorkaen: do you have a reproducible test for the stack overflow one?
16:16:23kaennot on hand
16:16:31amgine123what stack overflow?
16:17:06kaenjust some crashes we've been chasing around, amgine123
16:17:16kaenlike the clip polygons ones you saw last night
16:17:29amgine123uhoh how coiuld i miss the crashes m i getting lazy?
16:17:46amgine123I think im getting laz.......
16:17:47raptorkaen: if you could somehow find a test case for the SO, then try it with this diff: http://sam6.25u.com/upload/poly2tri-integer.diff
16:18:03raptorbecause I can't seem to get it...
16:18:05raptoralso
16:18:08Flynnn has joined
16:18:20raptordo you think I should open a new issue on that 2nd segfault?
16:19:44kaenI do, it's the same one you get without your patch
16:20:03raptorOK, I'll do that
16:20:46amgine123uh is putting a object halfway in a object then using XOR on clip polygons crash a new one or old one
16:20:56amgine123im forgetfull
16:21:51kaenthat's the very same one we're working on
16:21:58amgine123oh lol
16:22:07kaenall clip polygons crashes are known :P
16:27:20amgine123what part of that code is the Xor part of the bullion
16:28:07raptorthe sweep-line algorithm is pretty nifty
16:29:06kaeneh, it's kind of lame as far as triangulation algorithms go
16:29:18kaenPP's is much lamer though
16:29:21raptorbut it's fast
16:29:27kaenBST is even faster :)
16:29:46raptorreally? n log n
16:29:56kaenlower C
16:29:58raptorI mean, with holes
16:31:40kaenI think worst case for sweep line is n^2, but expected is nlog(n)
16:32:07kaenBST has worst case n log n
16:32:17raptoroh really..
16:32:17amgine123logarihims XD
16:32:29Flynnn Quit (Quit: This computer has gone to sleep)
16:32:34raptorman, i'm still disappointed a triangulation algo isn't in boost
16:32:47amgine123why not?
16:32:57kaenafaict it's there in at least two places, just not exposed
16:33:30kaenyou usually get a voronoi from a CDT, and then I think Boost Graph uses it for partitioning too
16:37:10raptorkaen: the auther responded: https://code.google.com/p/poly2tri/issues/detail?id=34#c61
16:37:33Flynnn has joined
16:42:25Flynnn Quit (Client Quit)
16:44:11Flynnn has joined
16:50:04raptorkaen: do you know of a quick way to plot lots of points to see shape it makes, in an online web app?
16:50:23kaenI've looked and looked, haven't found any
16:50:53kaenI wrote a python script using matplotlib for it though
16:51:09raptorooo, where is that?
16:52:00kaenhttp://pastie.org/8428151
16:52:29kaeneach poly goes on a separate line, the points are like 0 0 1 1 2 2 3 3
16:53:19raptorok, thanks
16:53:23kaenand the input comes on stdin
16:53:56raptoroh wow! it's 55MB to install matplotlib
16:54:12kaenyeah :/
17:00:29raptorissue opened!: https://code.google.com/p/poly2tri/issues/detail?id=88
17:00:59raptoralso, that script is great! (thanks!)
17:02:59kaenmy pleasure :)
17:06:07Watusimotogoing to bed
17:06:08Watusimotobut
17:06:13Watusimotoin that case you just opened
17:06:21raptorwhat did i forget?
17:06:24Watusimotoare you sure you didn't have any colinear points
17:06:27Watusimotoi.e. flat triangles
17:06:35Watusimotothat was the issue in the other case, no?
17:06:44raptorthis was a different issue
17:06:53raptorthis is output from clipper - one polygon, one hole
17:07:02Watusimotook, so the points are known good
17:07:10raptorI... I hope so...
17:07:14Watusimotook
17:07:15raptorclipper hasn't let us down before
17:07:19Watusimotono
17:07:23Watusimotoit's an old friend
17:07:28Watusimotogood night!
17:07:42raptornight!
17:08:02kaennight!
17:12:07Watusimoto Quit (Ping timeout: 272 seconds)
17:32:54amgine123just call mer if you need me :)
18:02:21amgine123let me know if your ready ok raptor :)
18:03:28raptorhi
18:03:31raptorready for what?
18:04:43amgine123for further testing Xd
18:05:01amgine123hope you can swolve the clip polygon and the dre4aed DB issues
18:05:01raptorah, probably nothing new for a while - we need to just fix bugs now
18:05:18amgine123heard there was issues with the db =p
18:06:31raptorcould be, not sure
18:10:51amgine123btw will the DB caching issue ever be fixed
18:15:45raptorwho knows
18:16:11amgine123its a rather annoying bug me thinks
18:19:31Flynnn Quit (Quit: This computer has gone to sleep)
19:00:50kaen Quit (Ping timeout: 252 seconds)
19:14:52amgine123lurk
19:28:39BFLogBot Commit: d783c46d977e | Author: buckyballreaction | Message: Fix dedicated build
19:29:44amgine123??

Index Search ←Prev date Next date→

These logs were automatically created by BFLogBot on irc.freenode.net.