#exult@irc.freenode.net logs for 29 Mar 2003 (GMT)

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[00:16:27] <Servus> oiloiloil
[00:16:34] <Servus> it's all about oil these days, isn't it?
[00:16:55] <wjp> so it would seem, yes
[00:17:22] <Servus> good thing a litre of it is still 99 cents where i live
[00:22:28] <matto|wookin> it better not be all about oil ..
[00:23:53] <matto|wookin> Servus so anyway... I got that color matrix thing working on my nvidia card last night
[00:24:17] <Servus> ah, good; i still dont see why it's necessary tho :-)
[00:24:40] <matto|wookin> have you ever done any work with video such as mpeg2?
[00:25:51] <Servus> nopers
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[00:26:35] <Yuv422> hi
[00:29:41] <matto|wookin> YUV!!!!!!
[00:30:06] <matto|wookin> Servus : dvd-compliant mpeg2 video decodes to a yuv format called YV12 which is rather computationally expensive to convert to RGB
[00:30:28] <Servus> hmm yes that sounds familiar
[00:30:37] <Servus> you cant change your pixel format mode to support YV12 natively?
[00:30:38] <matto|wookin> it involves floating point multiplication (or it can be done with integer also, but that requires division also)
[00:30:44] <matto|wookin> in opengl?
[00:30:52] <matto|wookin> do you know of a way to do that?
[00:31:03] <matto|wookin> I've been investigating how to do that ...
[00:31:06] <Servus> well in opengl programs, through the winapi yes...
[00:31:16] <Servus> its in the PIXELFORMATDESCRIPTOR
[00:31:16] <matto|wookin> ?
[00:31:21] <Servus> im not sure about SDL
[00:31:43] <matto|wookin> well using a native yuv pixel format is ideal ...
[00:31:50] <matto|wookin> and you can do so with overlays in SDL
[00:31:55] <matto|wookin> which is what I've been doing
[00:32:17] <matto|wookin> however... I recently thought it would be neat to have a texture depict full motion video inside of an opengl scene (like a TV for example)
[00:32:25] <matto|wookin> so that's what I've been researching...
[00:32:26] <Servus> ive seen that
[00:32:35] <Servus> i have a short sample that does just that with an mpeg2
[00:32:36] <Servus> want it?
[00:32:51] <Servus> projects an mpeg2 on a spinning cube
[00:32:57] <Servus> i also have one that projects my webcam's image onto a cube
[00:33:03] <matto|wookin> my color matrix is designed to convert the yuv texture to rgb using whatever hardware acceleration is available (which I assume is substantial considering that matrix operations are crucial)
[00:33:28] <matto|wookin> well that depends... if it converts to RGB in software then no because I already know how to do that
[00:33:29] <Servus> This tutorial will teach you how to play AVI files in OpenGL. Play them fullscreen, in a window, on the side of a cube, sphere, cylinder, etc. Create a billboard with full motion video playing on it!
[00:33:47] <matto|wookin> is that right?
[00:33:58] <matto|wookin> well I guess it's worth checking out
[00:34:07] <Servus> http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=35 try this
[00:37:35] <matto|wookin> ok looks like his method converts to RGB before displaying
[00:37:49] <Servus> *shrugs*, it works
[00:37:51] <Servus> sorry :-p
[00:37:56] <Servus> im gonna go now, bye
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[00:39:12] <matto|wookin> opengl requires textures to be a power of 2?
[00:39:25] <matto|wookin> I couldve sworn that I've done textures that weren't a power of 2 and it "just worked"
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[00:55:13] <Yuv422> bbl
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[01:20:28] <wjp> hm, it's past my bedtime ;-)
[01:20:31] <wjp> g'night
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[04:36:13] <Yuv422> anybody want to answer some C++ related questions?
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[04:46:11] <Quester> hi all
[04:46:38] <Quester> Kirben, all work fine, I install msys and has no errors :)
[04:47:41] <Kirben> ok, that is good.
[04:48:45] <Quester> and I change settings to default unsigned char - additional font symbols works fine and has only one warning - in ShapeID() constructor :)
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[05:16:51] <Yuv422> hi Darke
[05:17:13] <Darke> Hi.
[05:17:47] <Yuv422> Can I ask you a c++ question? :)
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[05:22:41] <Quester> I forget to ask: how i can turn on OPENGL? I try add --enable-opengl in makefile, but it don't make effect
[05:24:05] <Kirben> OpenGL is still buggy, not worth trying.
[05:25:01] <Darke> Yuv422: Sure. Not sure if I can *answer* the question though, but I'll try! *grin*
[05:25:21] <Yuv422> It's about casting Class pointers.
[05:25:32] <Quester> Kirben, but I want :)
[05:25:43] <Yuv422> I've got a base class Surface
[05:25:49] <Yuv422> and a sub class Screen
[05:26:11] <Yuv422> can I pass a Screen object to a Surface *pointer?
[05:26:30] <Yuv422> and if so will the pointer access Screen methods or the original Surface methods?
[05:27:14] <Kirben> Add -DHAVE_OPENGL to CXXFLAGS section and add glshape.o to OBJS in makefile.mingw
[05:27:21] <Quester> thanks
[05:29:41] <Darke> Yuv422: You'll have to cast the Surface* back to a Stream* to access the screen methods *unless* the functions you're trying to access only override virtual methods in Surface.
[05:29:54] <Darke> s/screen/Screen/
[05:31:06] <Yuv422> what's a virtual method? ;)
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[05:34:36] <Darke> Yuv422: A way of defining a method to say that you *might* override it in a child class. If you make it a pure virtual method you are forced to override it.
[05:35:45] <Yuv422> hmm that might be the ticket. :)
[05:36:02] <Yuv422> so the base class has virtual methods which are basically stubs?
[05:37:11] <Darke> More or less. 'pure' virtual functions are stubs, 'normal' virtual functions allow you to use them as a stub, or use the original method. It's kinda cool. *grin*
[05:37:35] <Yuv422> so how does one go about creating a virtual method?
[05:37:39] <Yuv422> virtual:
[05:38:37] <Darke> class Zork { public: virtual foo(const Blah& blah); };
[05:38:47] <Darke> Just prepend a 'virtual' to your normal function definiton.
[05:39:19] <Darke> Pure virtual functions look like:
[05:39:22] <Darke> class Zork { public: virtual foo(const Blah& blah)=0; };
[05:39:35] <Darke> Just a '=0' appended to the end of the function, before the ';'.
[05:39:53] <Yuv422> ah k. cool.
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[05:44:22] <Colourless> just came on to say a few things
[05:44:47] <Yuv422> hi Colourless
[05:45:16] <Darke> Hi Colourless!
[05:45:38] <Darke> Giants is fun! *bouncebounce* Delphi is cute too! *noddle*
[05:46:41] <Colourless> YUV support in OpenGL is pretty much non existant. No YUV textures (the extension at this stage is only supported by Apple) and definately no YUV frame buffers. Direct3D on the other hand does support YUV textures.
[05:46:49] <Colourless> so you got the full game, or the demo?
[05:47:06] <Darke> Colourless: Full game. *grin*
[05:47:09] <Colourless> :-)
[05:47:50] <Yuv422> There are also a few ways of packing YUV data. :)
[05:48:12] <Yuv422> hmm.. subsampled colour!
[05:48:33] <Colourless> as for textures that are non power of 2, this is hardware and driver dependant.
[05:49:07] * Darke *was* playing Giants anyway. Was doing a few quick multiplayer games to look at things and get used to the controls (not to mention fiddling with them), when he started a single player game, a black screen and playing music crash greeted him. *sigh*
[05:49:55] <Yuv422> did you find out this info while creating your highly successful terrain engine, Colourless? *grin*
[05:50:12] <Colourless> Yuv422, no
[05:50:21] <Colourless> darke: is your game patched to version 1.4
[05:50:43] <Darke> Colourless: Yup. This machine is just unstable however. *sigh*
[05:51:11] * Yuv422 remembers a time when games came out complete. no need for patches!
[05:51:14] <Darke> Cool. Got images this time. *grin*
[05:51:20] <Yuv422> or was that just my imagination?
[05:51:56] <Colourless> i've got to go now. cya
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[05:55:18] <Yuv422> Darke: do the subclass methods require the virtual keyword?
[05:56:22] <Darke> Umm... I honestly can't remember if it's requred (I don't *think* so...) but it's usually added anyway, because you're likely going to override those methods again if you subclass again. *grin*
[06:42:07] <Yuv422> I'm off now. vya
[06:42:10] <Yuv422> cya
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[07:34:58] <Matt_O> for those curious, I was successful at creating an opengl color matrix that converts from YUV to RGB :)
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[10:14:20] <ashp> That damn woman in Jhelom, or whatever it's called. She's cheating me! We had a friendly wager, and now she's pretending like she doesn't know I returned the flag.
[10:14:26] <ashp> I'll whoop her repeatedly, it's for the best!
[10:16:36] <ashp> Unless anyone knows a reason she'd cheat me ? :)
[10:18:07] <Darke> Umm... nothing comes to mind. *grin*
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[10:23:27] <wjp> hi
[10:24:27] <Darke> 'ello.
[10:36:37] <ashp> Darke: I just wondered if there's some other action I need to trigger that bit of the plot.
[10:36:44] <ashp> It may just be something unsupported of course.
[10:45:17] * ashp beats Ophelia to death for stealing his money.
[10:56:59] <ashp> well, certainly seems to be a bug anyway.
[10:58:40] <Darke> Indeed it does sound like a bug. Could you submit a bug report to the bug tracker, with zipped savegame?
[10:58:53] <ashp> will do!
[10:58:59] <Darke> Thanks!
[11:35:01] <wjp> yikes... I need to go...
[11:35:15] * wjp is kind of going to be late for something :/
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[13:23:43] <Heor> hi
[13:31:55] <Darke> Hi.
[13:32:13] <Heor> Darke: are u from the project?
[13:35:17] <Darke> Exult? Technically yes. *grin*
[13:35:49] <Heor> yes
[13:36:07] <Heor> what's the 'server' directory in the source?
[13:36:59] <Darke> For communication between exult and exult_studio, IIRC.
[13:37:11] <Heor> ok
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[14:19:51] <Colourless> greetings to all those in attendance
[14:22:11] <Darke> Hiya.
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[20:59:11] <Fingolfin> yo
[21:10:07] <matto> hey
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[22:25:15] <wjp> hi
[22:26:58] <BET-frogger> hello
[22:30:48] <Fingolfin> yo
[22:33:42] <BET-frogger> nifty conversation :))))))
[22:34:06] <wjp> *sigh* :-)
[22:36:35] <BET-frogger> has someone ever tried to build exult on IRIX?
[22:37:19] <wjp> I think so, yes
[22:38:19] <BET-frogger> and does it work?
[22:38:40] <wjp> don't remember, sorry
[22:42:33] <Fingolfin> best way to find out is to try I guess. After all even if it used to work, it may well be broken nowadays
[22:43:30] <BET-frogger> when (or if) my indy starts i'll try...
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[22:44:35] <wjp> hi
[22:44:50] <Dominus> hey ho
[22:45:01] <BET-frogger> hi