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| 13:25:25 | raptor | good day! |
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| 13:55:40 | watusimoto | hello |
| 13:55:47 | watusimoto | I looked (briefly) at glshim |
| 13:55:54 | raptor | hello! |
| 13:55:56 | watusimoto | it looks like it does what we want |
| 13:56:12 | raptor | it's specifically GL 1 -> ES 1 or 2 |
| 13:56:16 | watusimoto | I started implementing my own matrix management system before falling alseep |
| 13:56:17 | raptor | which is perfect |
| 13:56:40 | watusimoto | but I haven't progressed far enough along to be really committed to it |
| 13:57:06 | watusimoto | in a worst case, I can just pull out the bits we need and jam them into my class framework |
| 13:57:22 | watusimoto | but yes, it looks lightweight |
| 13:57:40 | watusimoto | I actually found that at the same time I found regal, but got distracted by regal and never followed up on glshim |
| 14:13:01 | raptor | regal is huge |
| 14:14:02 | watusimoto | yes, it is |
| 14:14:20 | watusimoto | my idea was not to use it wholesale, but rather take the parts we need, which is primarily the matrix management |
| 14:14:33 | watusimoto | but glshim seems a much better bet |
| 14:14:43 | raptor | so what we need to do: find a platform that requires ES2, compile bitfighter on it, link against glshim/regal and run... |
| 14:15:38 | watusimoto | alternatively, we can rip out opengl1, and build everywhere with es2 |
| 14:15:46 | watusimoto | es2 will work on win/linux/mac, right? |
| 14:19:55 | raptor | yeah... no... maybe... |
| 14:20:23 | raptor | i tried running pure es1/es2 on linux once... it seems that the es-as-a-subset-of-gl isn't entirely accurate |
| 14:20:48 | raptor | or at least the desktop drives don't implement ES very well |
| 14:20:52 | raptor | *drivers |
| 14:21:02 | raptor | but i have compiled against it! |
| 14:21:10 | raptor | ... only to get a black screen and crashes |
| 14:21:27 | raptor | windows... i doubt it |
| 14:21:34 | raptor | OSX... maybe |
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| 14:21:47 | raptor | LIinux... has an ES implementation with the software based Mesa drivers |
| 14:30:32 | watusimoto | ok, well, that will complicate things a little... |
| 14:31:02 | watusimoto | We can certainly do our own matrix manipulation and stay with opengl |
| 14:31:19 | watusimoto | and that is the biggest comflict with gles2 that I know of |
| 14:31:58 | watusimoto | but its unfortunate that we'll still need multiple build paths for opengl and gles. |
| 14:32:32 | watusimoto | I was thinking (and hoping) we could port to the gles subset of opengl, and the we would be good everywhere |
| 14:34:43 | raptor | take a look at the second graphic: https://wiki.maemo.org/OpenGL-ES |
| 14:34:59 | raptor | i already did port to the GLES subset of GL, ES 1.1 |
| 14:35:25 | raptor | but going to 2.0 means removing things they deprecated in openGL 2 |
| 14:41:22 | raptor | so bitfighter was already ported to use ES 1.1, which is why the openpandora guys were able to compile it quickly |
| 14:41:47 | koda | ii halped in that |
| 14:42:13 | raptor | ^^ and koda had the whip as I was attempting the port |
| 14:45:13 | watusimoto | :-) |
| 14:45:29 | watusimoto | the biggest deprecation was the push/pop matrix |
| 14:45:34 | watusimoto | (that I know of) |
| 14:45:48 | watusimoto | and that is what I'm currently trying to eliminate by implementing locally |
| 14:45:54 | watusimoto | and glshim will certainly help with that |
| 14:46:20 | raptor | glshim already implements - the idea behind glshim is that we don't have to change any code |
| 14:46:31 | watusimoto | wll, there is also th shaders work, but hopefully kaen_mbp's work will help there |
| 14:46:42 | raptor | not needed with glshim |
| 15:13:04 | watusimoto | yes |
| 15:13:30 | watusimoto | well, I'll give it a try tonight... if everything works... well, it will be hard to tell "-) |
| 15:13:34 | watusimoto | ^^ :-) |
| 15:32:00 | watusimoto | btw, I did not fix the HelpItemManager bug you mentioned yesterday, but I did a full recompile, and everything worked. So I guess I am not able to reproduce it. |
| 15:32:27 | raptor | maybe you didn't commit the change? |
| 15:32:40 | watusimoto | I checked -- everything is in |
| 15:32:49 | raptor | if you look at the top of HelpItemManager.cpp it includes EnergyGuageRenderer.h |
| 15:32:53 | raptor | which is the first hint |
| 15:33:01 | watusimoto | oh... I'll bet I know |
| 15:33:21 | watusimoto | I'll bet that I still have the EG.h file sitting on my disk |
| 15:33:35 | watusimoto | and that it is reading that |
| 15:33:35 | raptor | ah ha!... but hg is supposed to delete those |
| 15:33:44 | watusimoto | well, they're deleted in the repo |
| 15:33:50 | watusimoto | (obviously) |
| 15:33:59 | watusimoto | I'll check on that; I'll bet that's it |
| 15:34:02 | raptor | ah, maybe on windows it just deletes them from the repo |
| 15:35:36 | watusimoto | there is a delete and a forget function |
| 15:35:45 | watusimoto | they are right next to each other in the context menu |
| 15:35:52 | watusimoto | perhaps I clicked the wrong one? |
| 15:36:04 | watusimoto | or whatever |
| 15:36:05 | watusimoto | easily fixed |
| 15:38:25 | raptor | i do: 'hg rm' and it forgets the file in the repo as well as moving it to <filename>.orig |
| 15:38:31 | raptor | i suspect that is the delete |
| 15:38:49 | watusimoto | it surely is |
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| 17:43:31 | Nothing_Much | hello anyone |
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| 18:35:56 | watusimoto | hi |
| 19:00:19 | raptor | hi |
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| 19:52:15 | Nothing_Much | I need to fix my server. |
| 19:53:12 | Nothing_Much | Apparently I accidentally disabled internet access because.. I mucked up the configs for static IP addresses |
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