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00:00:29 | raptor | good evening! |
00:01:34 | Nothing_Much | Hello everyone |
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00:32:29 | Nothing_Much | Guess things needed to be done |
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11:01:47 | raptor | it compiled! with only minimal artifacts!: http://sam6.25u.com/upload/12screenshot_1.png |
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11:06:08 | Nothing_Much | raptor, what is that? o.O |
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11:52:26 | Nothing_Much | Looks like Debian's going to release Jessie this month on the 25th o.o |
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12:45:31 | raptor | hello again |
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13:19:36 | watusimoto | hi |
13:19:42 | raptor | HI |
13:19:57 | Nothing_Much | fordcars: Hey dude, where've you been lately? |
13:20:07 | fordcars | Heyy Nothing_Much! |
13:20:30 | fordcars | Nothing_Much really, I've been playing around with new programming techniques |
13:20:32 | fordcars | (for me) |
13:20:36 | Nothing_Much | nice |
13:21:29 | raptor | watusimoto: i go tthe abstraction layer done... with some issues: http://sam6.25u.com/upload/12screenshot_1.png |
13:21:40 | raptor | *got the |
13:22:19 | raptor | those are burst explosions |
13:22:58 | Nothing_Much | Those look trippy |
13:23:05 | Nothing_Much | Are they shaders though? |
13:23:10 | raptor | no |
13:23:21 | raptor | not at that level yet |
13:25:26 | Nothing_Much | Ah, but those look cool nonetheless, are they going to be implemented in a future release or is it just testing things at the moment? |
13:25:42 | raptor | they are a math/coding error |
13:25:48 | raptor | definitely not intentional |
13:26:00 | raptor | i did something wrong when pulling out the GL code |
13:28:04 | Nothing_Much | oh lol |
13:28:16 | Nothing_Much | still looks neat though |
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14:00:11 | watusimoto | raptor: I love your new look for bitfighter! |
14:00:18 | watusimoto | looks very time-warpy! |
14:00:27 | watusimoto | bitfighter-meets-Interstellar! |
14:02:43 | raptor | hah |
14:03:09 | raptor | i think i messed up the sparkmanager class pretty good.. |
14:03:45 | watusimoto | actually, it would make a cool level transition to do some sort of 3-d effect of the old level warping out of the screen in 3-D, kind of like a page being turned |
14:03:54 | watusimoto | but I have no idea at all how to do such a thing |
14:04:04 | Nothing_Much | powerpoint! |
14:04:08 | raptor | old level warping? |
14:04:13 | watusimoto | ha, yes, maybe |
14:04:45 | raptor | like maybe the ship droping in from outside of the screen (from the human) |
14:04:46 | watusimoto | Nothing_Much probably has a point; there may be something similar in PowerPoint... maybe I can get a good example |
14:06:14 | Nothing_Much | lol really? |
14:08:24 | watusimoto | if you have powerpoint, the honeycomb transition is pretty cool; but box is closer to what I was thinking |
14:11:58 | Nothing_Much | 3D box? |
14:28:42 | raptor | i guess i'm not really that knowledgeable about transitions - they always seemed distracting |
14:46:40 | watusimoto | indeed they are; but in games they add a little flash |
14:46:52 | watusimoto | but I have no idea how to implement them |
14:47:53 | watusimoto | here's one possibility: http://stackoverflow.com/questions/821802/opengl-screen-transitions-effects |
14:50:17 | watusimoto | but probably not worthwhile if there is no library of some sort to use |
14:50:22 | watusimoto | which it seems there isn't |
14:52:41 | raptor | that's a good idea |
14:52:44 | raptor | in that post |
14:52:54 | raptor | i suspect we'd just do it ourselves |
14:53:05 | raptor | *we'd have to |
14:54:04 | watusimoto | there's some pretty cool effects you can do at the shader level; not really applicable to us, but interesting |
14:54:04 | watusimoto | http://www.geeks3d.com/20091112/shader-library-dream-vision-post-processing-filter-glsl/ |
14:54:44 | watusimoto | unless you thought this would be a cool addition to a core explosion |
14:54:44 | watusimoto | http://www.geeks3d.com/20091116/shader-library-2d-shockwave-post-processing-filter-glsl/ |
14:55:36 | raptor | whoa |
14:55:40 | raptor | that's cool! |
14:59:55 | watusimoto | this is an interesting site |
14:59:56 | watusimoto | http://glslsandbox.com/ |
15:00:11 | watusimoto | write and view your own effects in your browser |
15:01:04 | raptor | WHOA |
15:01:09 | raptor | some of those are really neat! |
15:02:27 | watusimoto | yes |
15:05:05 | raptor | I like this one, but change the 'N' value to 16: http://glslsandbox.com/e#24175.1 |
15:06:09 | watusimoto | Man, I have to better understand this... what a cool core/teleporter effect |
15:06:10 | watusimoto | http://glslsandbox.com/e#14426.0 |
15:06:58 | raptor | now *that* was something like i was hoping for when i attempted to redesign our teleporter about 2 years ago |
15:07:10 | watusimoto | well, now we have source code! |
15:25:53 | raptor | i think that i'll be ready for check-in once i fix this graphics anomaly |
15:25:58 | raptor | then you get to merge! |
15:28:12 | watusimoto | great... that should be no problem on my end... only modest changes |
15:31:02 | raptor | my middle child just asked for a peanut-butter and cheese sandwich |
15:33:39 | raptor | and now he's eating, running in circles, saying "i like this!" |
15:41:01 | watusimoto | ha |
15:41:55 | watusimoto | it's better than when he's older, doing the same thing with "bathing salts" or whatever the under-the-radar technically-legal drug of choice is |
15:45:34 | raptor | i try not to think of the future too much... |
15:48:38 | raptor | i don't know what i did wrong with the spark manager... last checkin worked just fine |
15:50:24 | raptor | the stars and logo are ok... |
15:50:39 | fordcars | Just ordered a raspberry pi 2 |
15:50:40 | fordcars | Yey! |
15:53:22 | raptor | interesting article on move from the fixed-function to new shader systems: http://gamedevelopment.tutsplus.com/articles/the-end-of-fixed-function-rendering-pipelines-and-how-to-move-on--cms-21469 |
15:56:09 | raptor | oh! ha! i forgot an entire argument to a method and it's using defaults... |
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16:06:23 | raptor | FIXED! |
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16:08:31 | raptor | watusimoto: here it comes! |
16:08:43 | | BFLogBot Commit: 5f5f5dff94 | Author: buckyballreaction | Message: Finish abstracting all OpenGL calls to equivalents in RenderManager. oglconsole and fontstash are the only exceptions right now. From now on, only RenderManager.h should be included in files for OpenGL usage |
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16:09:49 | raptor | i already know of some weaknesses to the abstraction - i basically just re-routed the gl* calls - some of which may not have equivalents in GLES2 |
16:10:44 | raptor | so instead of routing direct calls for some things, we may need to route behaviors, e.g. instead glClear; glreadPixels;... it should just be: grabPixelsFromScreen() |
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16:53:52 | raptor | next step - fontstash... sort of |
16:56:51 | watusimoto | ah yes... well rerouting is the first step |
16:57:12 | raptor | did i show you this site?: http://docs.gl/ |
16:57:27 | raptor | let you know which current API calls are missing in ES2 vs GL2 |
16:57:34 | watusimoto | yes, I think so... it looks very cool |
16:57:52 | raptor | ok |
16:57:59 | raptor | then there's ogl console.... |
16:58:28 | watusimoto | needs total rewrite... don't port it |
16:58:39 | raptor | yay! |
16:58:56 | watusimoto | so with docs.gl we should only be using functions that are... what... es2? |
16:59:09 | raptor | both GL2 and ES2 |
16:59:12 | raptor | if possible |
16:59:23 | watusimoto | or rather ... yes... gl2 AND es2 |
16:59:32 | raptor | yep |
16:59:53 | watusimoto | ok, that is very helpful |
17:00:08 | watusimoto | meeting time! |
17:00:11 | raptor | and if there's extra functions we use from one or the other, then it should probably be abstracted into a behavioral function like: mGL->setDefaultBlendFunction() |
17:00:20 | raptor | later |
17:00:41 | watusimoto | yes, that's right |
17:00:50 | watusimoto | no one is moving towards the meeting room... |
17:00:58 | watusimoto | ok, boss is now moving... so I will too |
17:01:02 | raptor | haha |
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21:40:44 | | BFLogBot Commit: a2b7bb6a0c | Author: buckyballreaction | Message: Hook in GLES2 into cmake (does not compile). Use with -DUSE_GLES2=1 |
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