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IRC Log for 2015-08-08

Timestamps are in GMT/BST.

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11:46:18raptorgood morning!
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20:05:16Watusimotohi
20:05:41WatusimotoI'm trying to figure out if we can crreate svgs of our game objects and use those to replace the rendering code we currently have
20:06:06Watusimotothat would make it much easier for players to pimp their ride
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20:08:18fordcarsWatusimoto: loading the objects from the SVG files?
20:08:28Watusimotoif it's possible
20:08:34fordcarsThat sounds cool
20:18:25raptorWatusimoto: is that because you saw my forum post with the ship SVGs?
20:20:24Watusimotono
20:20:39raptorbecause I have a patch that can be added that will export a screenshot as an SVG. Then you can load the SVG and pick out the objects you want
20:20:39Watusimotoit just sounds better to get people modding
20:21:10WatusimotoI want to load a svg test item, for example, and get rid of the testi tem rendering code
20:21:40raptorso yes, it's very possible; however, we'd need an SVG parser, then SVG-to-GL code
20:22:02raptorthe traditional game-graphics scenario is to have a bunch of graphics loaded as textures
20:22:06Watusimotoyes, not many exist
20:22:19fordcarsGuys, please consider using shaders for that
20:22:21Watusimotothe svg->texture->render scenario seems easiest
20:22:32Watusimotowell, there's that too :-)
20:22:35fordcarsWebGL needs shaders to work :)
20:22:57raptoroh wait - the project 'xmoto' let's you create levels in inkscape, then loads those
20:23:07fordcarsOoo XMoto
20:23:09Watusimotothis was just an idle idea I had... I'm really not sure it's even possible without too much work
20:23:33fordcarsMaybe you can use the opportunity to redo rendering to use SVG and OpenGL 2+?
20:29:28raptori think we'd pretty much have to write our own SVN-to-GL conversion system
20:29:42Watusimotothen not interested
20:29:51WatusimotoI think you are right
20:30:05raptorthere are some good c++ svg parsers, but not the -to-GL part, that I know of
20:35:59raptorI think priority should be GLES2 now that we have the abstraction in place
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