[00:17:37] <Avenger> bye!
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[01:19:22] <i30817> hey guys. You use SDL right?
[01:19:23] <i30817> check this fullscreen bug out:
[01:19:25] <i30817> https://answers.launchpad.net/ubuntu/+source/xserver-xorg-input-synaptics/+question/200823
[01:19:26] <i30817> Don't know if you have it, but exult and dosbox have it.
[01:19:38] <i30817> Just reporting.
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[02:48:57] <chiv_> I've reshuffled all the stuff in GUIREC.py so that it is easier to make arbitrary printouts of the character information: http:/pastefile.com/uploads/compact.png
[02:49:14] <chiv_> bah http://pastefile.com/uploads/compact.png
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[08:55:46] <edheldil> Good morning, #gemrb!
[08:58:43] <chiv_> hello
[09:06:22] <wjp> morning
[09:12:06] <lynxlynxlynx> moo
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[09:22:08] <cj_schnell> Nice screen chiv! One thing that has bothered me is that the spell casting speed for mages are not exposed (as far as I know) in the character overview. Is this possible to show?
[09:22:41] <chiv_> yes but.... isnt it a non changing variable?
[09:23:01] <chiv_> the only thing i know that changes it is improved alacrity
[09:24:04] <cj_schnell> Nope. There are some items that speed up the casting speed like the robe of vecna
[09:24:44] <chiv_> ah wel in that case, probably add it conditionally if it is modified
[09:25:24] <chiv_> open to any and all other suggestions, the record sheet has always been a train wreck imo
[09:29:50] <cj_schnell> True that.
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[09:53:49] <i30817> Maybe a way to show equiped vs base bonus?
[09:55:17] <chiv_> i thought it already did that (base thac0/ actual thac0)
[09:56:08] <chiv_> just not in normal human english
[10:16:31] <chiv_> I was considering whether to translate it or not, dont know if I ever thought of it further than "less is good"
[10:20:22] <i30817> well, more things in heaven and earth than thac0. Like casting speed, thief abilities, number of attacks, saving throws.
[10:20:23] <i30817> But it would probably look like ass
[10:21:18] <i30817> Would be nice if the spell icons in that screen liked to a GUI popup with the spell description thou.
[10:22:02] <chiv_> i remember when they announced iwd2 would be 3e, i fully imagined that someone in the team threatened to rage quit over 2e :)
[10:22:22] <chiv_> yes that is one thing going in somehow
[10:23:44] <i30817> Also a possible solution is to only show the partials when the stat is hovered with mouse. If there was a place to put text you could also list the components ie: +1 backstab modifier (short sword of backstabbing)
[10:23:45] <i30817> but that would require a truly horizontal space.
[10:25:04] <i30817> Maybe the class and xp label can do double duty? Peril of overflowing though
[10:25:34] <chiv_> i can put new labels wherever, as long as they fit somewhere on the gfx
[10:26:39] <chiv_> eg the dual class/level up buttons waste a huge amount of space for something that happens once every 12 hours
[10:28:59] <chiv_> (so when they are blanked out, I can stuff them with other information
[10:29:13] <i30817> You can also use a popup label, like the clock IIRC. It's a bit jarring in a mostly fixed game, but when you don't know the size of the things you are displaying it's generally the best solution. Just make sure they don't go out of the viewport.
[10:30:24] <i30817> And that they are activated while the mouse is over them and only a second more or so.
[10:31:51] <chiv_> theres actually enough space for almost all the information, its just presented terribly
[10:32:44] <i30817> Tabs for that scrollpanel?
[10:34:15] <chiv_> well I have gutted it in such a way that it could have +/- tree icons , but i dont know enough about the text window setup yet
[10:34:49] <chiv_> also, when you remove alot of the redundancy, there is plenty space
[10:35:16] <chiv_> i have massive characters that only need two pages of scrolling at the moment
[10:36:14] <chiv_> bg has always been a strange one, the menus look beautiful, but they are functionally atrocious...
[10:39:13] <i30817> I always liked ToEE hyperlinked menu style; where clicking on char info leads you to a explanation of the formula, with the current char values plugged in.
[10:39:15] <i30817> And clicking on the hyperlinked terms in the explanation lead you to other formulas with the same deal. It was like a mini-wikipedia for 3ed.
[10:39:16] <i30817> Though on that style; knights of the chalice is still king. Beautiful complete ingame help.
[10:40:18] <i30817> Kinda though to introduce that in BG without a hyperlink text menu that is slightly larger than that column (also mostly unnecessary, because BG doesn't have feats)
[10:40:28] <chiv_> well thats probably not possible, unless the information is alread there in the game - - but a good idea, if it can be done I will put it on my (long) list
[10:40:35] <i30817> Though IWD2 does.
[10:41:03] <chiv_> yes, it was great at many things, part of the reason i have to scratch the itch
[10:42:05] <chiv_> i mean it fixed so much, it made the other games look bad :/
[10:42:13] <chiv_> cant have that
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[10:42:45] <i30817> Yeah, pity that ToEE was so buggy in other respects.
[10:43:53] <i30817> There was actually a engine effort that lost steam because it was a one guy project.
[10:43:54] <i30817> Also bloodlines, jesus... We could be playing fan made maps on bloodlines with the valve menu editor. It's enough to make you cry.
[10:46:39] <chiv_> i have one question about gemrb - is there any possibility of it being able to load different dialog.tlk files depending on the desired language?
[10:47:45] <traveler> just fyi, gemrb is _almost_ buildable here with clang now, without any playing with warning flags
[10:47:54] <traveler> [ 90%] Building CXX object gemrb/plugins/OpenALAudio/CMakeFiles/OpenALAudio.dir/AmbientMgrAL.cpp.o In file included from /home/Kuba/GemRBGit/gemrb/gemrb/plugins/OGGReader/OGGReader.cpp:19: In file included from /home/Kuba/GemRBGit/gemrb/gemrb/plugins/OGGReader/OGGReader.h:31: /usr/local/include/vorbis/vorbisfile.h:75:21: error: unused variable 'OV_CALLBACKS_DEFAULT' [-Werror,-Wunused-variable] static ov_callbacks OV_CALLBACKS_DEFAULT =
[10:48:28] <traveler> way farther better than before
[10:50:30] <traveler> you want to have few dialog.tlk and choose one as config option?
[10:51:10] <chiv_> i mean i really enjoy playing it in spanish or german, but if I get some words I dont know its off to wiktionary - it would be nice to just change on the fly
[10:51:29] <traveler> there is no such thing as far I know
[10:51:50] <chiv_> does it work as a config option?
[10:51:54] <traveler> how would that differ from swapping tlk on the fly?
[10:52:34] <chiv_> well iirc, last time i hacked it I just dumped the file in straight swap
[10:52:54] <lynxlynxlynx> there is no option
[10:53:02] <traveler> there is general game data path in config though
[10:53:09] <lynxlynxlynx> we don't even support dialogf.tlk
[10:54:27] <chiv_> i seem to remember something about that...
[10:56:42] <chiv_> although, being english I probably wouldnt notice the difference...
[10:57:45] <lynxlynxlynx> you would notice in german or spanish
[10:58:22] <chiv_> well, maybe, but I have only tried it with the original exe
[10:59:28] <chiv_> anyway, i never said I was good at them, i play to improve my knowledge :)
[11:03:16] <chiv_> its ideal really, gratuitous violence against goblins interspersed with brief educational pauses
[11:04:06] <traveler> try totl then :)
[11:04:47] <traveler> i've heard that there is run through needed
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[11:21:06] <lynxlynxlynx> yep
[11:21:40] <chiv_> a high level character generator would be nice for that...
[11:22:09] <chiv_> totl usually eats whatever party i have
[11:30:14] <lynxlynxlynx> it's for high levels, yes
[11:30:20] <lynxlynxlynx> but iwd is more brutal anyway
[11:30:46] <lynxlynxlynx> if you just start how and go directly there, you'll be both lowlevel and without much gear
[11:35:21] <edheldil> cj_schnell: speaking of Vecna ... you might be interested in a precious artifact I have, the head of Vecna ;-)
[11:36:30] <chiv_> I already have two left toes of vecna, but they seem to be duds
[11:36:41] <edheldil> I am eager to sell it to your wandering party for a trifle sum of 1000000 gold pieces :-)
[11:37:26] <edheldil> chiv_: http://www.blindpanic.com/humor/vecna.htm
[11:37:51] <cj_schnell> Hehe. Where is the GemRB Real Money Auctionhouse when you need it.
[11:38:06] <edheldil> lollipop to whoever on the channel spotted the reference in PS:T :)
[12:04:02] <traveler> vecna bit was funny, ps:t sorry, no sooner than it will be first class citizen on gemrb ;) i've never got far on windows, and now i don't have one.
[12:11:18] <traveler> later guys
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[16:23:37] <brada> if beholder ever comes back around ask him for the android build resources and ill setup a build bot for it
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[16:31:27] <Avenger> hi
[16:39:43] <brada> hello
[16:50:18] <WingedHussar> hello!
[16:56:40] <lynxlynxlynx> brada: alx3apps almost did it already, it's a shame it didn't come through
[16:56:54] <brada> sure
[16:57:09] <brada> probably better for it to be in my hands since im actually around tho
[16:57:21] <brada> and i already have a bot so...
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[17:08:12] <lynxlynxlynx> i'll just write him a mail
[17:10:03] <brada> that works. thanks
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[18:29:17] <lynxlynxlynx> brada: btw, using fonts.2da is pretty painful
[18:30:02] <lynxlynxlynx> using bad ranges gives you a crash, dump and no clues
[18:32:00] <brada> so?
[18:32:12] <brada> i mean what can we do about it?
[18:32:28] <lynxlynxlynx> can't we fail more gracefully?
[18:33:06] <brada> probably. i obviously dont know what it happening off the top of my head
[18:33:08] <lynxlynxlynx> and maybe print the count of characters in the font if not the range
[18:33:51] <lynxlynxlynx> i was trying to use Eadui, but in order to get by, had to resort to a few-char interval
[18:39:33] <brada> i used Eadui no problem when i developed the plugin :p
[18:39:58] <brada> you shouldnt have to change the range for it to work
[18:40:43] <brada> I assume you were substituting a regular font like normal.bam
[18:41:12] <lynxlynxlynx> various, yes
[18:42:20] <brada> well what did you end up putting for range values?
[18:43:28] <lynxlynxlynx> if i leave them as is (33-255 for initials), i get a core dump
[18:43:36] <lynxlynxlynx> i ended up with 33-34
[18:43:53] <lynxlynxlynx> useless, but i wanted to deal with other problems first
[18:43:58] <brada> well using any range for a ttf font shouldnt crash
[18:44:22] <brada> and it didnt before i got rid of SDL_TTF
[18:45:07] <lynxlynxlynx> i'll check with valgrind
[18:45:09] <brada> I probably neglected an appropriate handleing of blank characters from libfreetype
[18:45:18] <brada> or something worse :p
[18:45:33] <brada> I admit i hastily tested the new ttf code
[18:45:51] <brada> and its a bit messy :(
[18:47:13] <brada> anyway TTF plugin shouldnt fail with any range IMO
[18:47:50] <brada> it may be that the changes i made to font.cpp dont handle NULL glyphs anymore
[18:48:25] <lynxlynxlynx> http://paste.debian.net/215444/
[18:50:31] <brada> so im guessing sprWidth or sprHeight is 0
[18:50:54] <brada> what glyph is that for i wonder? a space?
[18:51:42] <brada> i dont know off the top of my head what should be done. i think check that and if its 0 then insert NULL into the array
[18:51:45] <lynxlynxlynx> i have 4 fonts entries btw, so that's all the same
[18:53:29] <brada> wy sugesstion assumes that font wont choke on NULL glyphs of course
[18:53:34] <brada> I know it used to handle them
[18:54:02] <brada> Ill fix this later tonight
[18:54:43] <lynxlynxlynx> bitmap->buffer doesn't look terminated
[18:54:50] <lynxlynxlynx> pitch is 1, sprwidth 3
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[18:57:44] <brada> probably shoulnd use bitmap->pitch as the size
[18:57:50] <brada> shouldn't
[18:58:48] <brada> hmmm
[18:59:19] <brada> seems wrong that i allocate the buffter using sprWidth then change sprWidth (potentially) afterwards
[19:00:27] <brada> well i confused "width" with "sprwidth" obviously :p
[19:00:53] <brada> width is unused reminants
[19:01:16] <brada> i will clean this up tonight
[19:02:42] <lynxlynxlynx> ok
[19:03:15] <lynxlynxlynx> changing the uses of SprWidth after the range check had no visible effect btw
[19:04:24] <brada> definately its wrong for me to use bitmap->pitch for the size tho
[19:04:40] <brada> we are writing into a buffer that is using sprWidth for its pitch
[19:07:07] <brada> also i see above that is height or width is 0 then it does insert NULL and continue
[19:07:12] <brada> so that wasnt the problem
[19:07:21] <brada> looks like font should handle NULL glyphs fine too
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[19:08:41] <brada> so since i cant look into this with actually testing and running ATM what happens if you change teh memcpy to use sprWidth for the size?
[19:10:48] <lynxlynxlynx> an assert in glibc
[19:11:17] <brada> so that msut mean sprwidth is 0 then
[19:11:59] <brada> which is odd since if either it or height is 0 then it should skipp on line 302
[19:12:36] <lynxlynxlynx> says it is 3
[19:13:05] <brada> ok then why would glibc asset there? what is the message?
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[19:14:19] <lynxlynxlynx> you don't want to know
[19:14:26] <brada> lol
[19:14:48] <lynxlynxlynx> but, it's not asserting on memcpy, but the CreateSprite8 call
[19:14:54] <brada> ah
[19:15:09] <brada> suprised this didnt come up before now :p
[19:15:41] <brada> especially since thats the same font i used for testing
[19:15:56] <brada> obviously i just got lucky with my memory
[19:17:41] <lynxlynxlynx> this trace is with Dejavu, since it is first in the table
[19:18:25] <brada> ah. well either way i should have been more vigilant and used valgrind
[19:18:43] <brada> but i was using ios and was apprently too lazy to use the mac version
[19:29:16] <chiv> is there a way to detect which action the core assigns to a button from python (eg, casting, use item, etc)
[19:32:13] <brada> i doubt it
[19:32:47] <chiv> damn, i am trying to conditionlly extend them
[19:32:50] <brada> i mean you should be able to get the action and parse it
[19:33:20] <brada> just do a print button.action or whatever
[19:33:28] <brada> and see what python says about it
[19:33:51] <chiv> aha, that is exactly what i was looking for, thanks
[19:33:54] <brada> actions are just python functions right?
[19:34:04] <brada> which means they are objects
[19:34:12] <brada> and have a name that you should be able to get
[19:34:15] <chiv> they are, but python asks the core to decide what they should be
[19:34:37] <chiv> and i cant be bothered to duplicate all that logic
[19:35:27] <brada> well id dump the contents of the object to see whats in it anyway
[19:36:11] <lynxlynxlynx> most of this is handled by guiscript bindings
[19:36:23] <lynxlynxlynx> i ported the spellbook to python, the rest still remain
[19:36:48] <lynxlynxlynx> it all needs more work anyway, since in iwd2 it was practically fully adaptable
[19:37:04] <brada> good point
[19:37:08] <chiv> I was thinking about externalising the inventory, but i doubt i could handle more than htat
[19:37:09] <chiv> that
[19:37:28] <lynxlynxlynx> you can detect what bar you're at via ActionLevel
[19:37:51] <lynxlynxlynx> externalising the inventory?
[19:38:07] <chiv> to python, in the way you did the spellbook
[19:38:16] <chiv> maybe not the right word
[19:38:25] <lynxlynxlynx> quick item/weapon slots?
[19:40:08] <chiv> well just for a small start i got the use item button to open inventory on right click, want to do the same with spells so that i can do away with the left menu pane
[19:40:23] <chiv> but the button shuffles about depending on class....
[19:41:05] <brada> sounds like you are trying to pigeon hole something
[19:42:04] <chiv> not really it irritates me that there is an icon on the main bar that is mostly useless...
[19:42:46] <brada> i mean the proper course of action would require you to develop more of the foundation
[19:43:07] <brada> what we have now probably isnt suitable for your needs
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[19:43:13] <chiv> oh yeah, this is just for me
[19:43:21] <rocket_hamster> hello all
[19:43:45] <brada> well like lynx said we need to do similar things for IWD2 so it wuld be nice if we started there
[19:43:51] <chiv> i would look into developing that part if I was finished with all the other parts, but i just want a hack for now...
[19:43:52] <rocket_hamster> lynx: ive had a problem with comp during weekend i wasnt able to log on during weekend
[19:44:31] <lynxlynxlynx> no problem, i am sick
[19:45:05] <lynxlynxlynx> not bad enough to stop me from tinkering, but definitely not good enough to play for longer periods
[19:45:40] <rocket_hamster> get well soon!
[19:46:08] <lynxlynxlynx> i will, no time to waste
[19:46:25] <rocket_hamster> do you celebrate xmass on 24th?
[19:46:46] <lynxlynxlynx> or 25th, i don't know
[19:47:09] <lynxlynxlynx> "my people" that is, i don't
[19:48:30] <lynxlynxlynx> santa has competition here, since there are also st. nicholas and papa frost(?), both of which are older traditions
[19:49:29] <rocket_hamster> i know serbians celebrate week after 24th
[19:49:46] <chiv> i celebrate xmas when its over
[19:49:59] <rocket_hamster> where are you from chiv?
[19:50:06] <chiv> hehe, england
[19:50:22] <chiv> it has been xmas since september here
[19:50:24] <brada> i thought santa and st nick were one and the same o_O
[19:51:30] <lynxlynxlynx> not here
[19:51:52] <rocket_hamster> difference is in various religions like christian orthodox and what day they pick to celebrate has to do something with jesus but im not so knowledgable, i dont think santa has anything to do with it
[19:51:54] <chiv> santa claus is a contraction of st nicholas in english
[19:51:58] <lynxlynxlynx> santa is this cocacolla dude, nick a whiterobed dude, usually not that fat
[19:52:32] <lynxlynxlynx> it's a hodgepodge
[19:52:48] <brada> cocacolla? like the soft drink?
[19:53:01] <fuzzie> st nick (sinterklaas) is celebrated here around 5th dec.
[19:53:19] <lynxlynxlynx> christmas was on a pagan holiday
[19:53:27] <lynxlynxlynx> brada: yep
[19:53:30] <rocket_hamster> i like how they started to show tv commercials telling people to get loans for xmas presents :/
[19:53:32] <fuzzie> then people usually do the santa/xmas thing around the 25th too.
[19:53:51] <lynxlynxlynx> santa has flying deer, nick has the devils and that black dude
[19:54:06] <chiv> santa == rebranding
[19:54:38] <lynxlynxlynx> a dyslectic wanted to write satan and see what happened
[19:54:57] <chiv> sydlescica will do that do you
[19:55:29] <rocket_hamster> i dont think it has anything to do with satan, afaik it commest from scandinavian culture
[19:55:37] <rocket_hamster> comes*
[19:55:54] <lynxlynxlynx> hehe
[19:56:13] <rocket_hamster> lynx did you get the link for BGEE i send yesterday?
[19:56:16] <chiv> well... i just seperated boo from minsc
[19:56:26] <brada> you bastard!
[19:56:34] <rocket_hamster> how dare you!
[19:56:35] <lynxlynxlynx> rocket_hamster: no idea what you're talking about
[19:56:48] <chiv> now he wont have boo back :/
[19:56:51] <chiv> bug?
[19:56:59] <rocket_hamster> lynx: http://www.youtube.com/playlist?list=PLgHwTBr0Q8yWMu9v4x1tVDbDqihWIrewW
[19:57:11] <rocket_hamster> some guy on youtube makes a playthrough of BG enhanced edition
[19:57:18] <rocket_hamster> they have a nice zoom in feature
[19:57:45] <brada> does it zoom just the viewport or the entire interface?
[19:57:54] <rocket_hamster> game screen
[19:57:58] <rocket_hamster> not UI
[19:58:06] <rocket_hamster> sec ill find it out in video
[19:59:05] <rocket_hamster> http://www.youtube.com/watch?v=qfWetGC0eDI&list=PLgHwTBr0Q8yWMu9v4x1tVDbDqihWIrewW&index=2
[19:59:07] <rocket_hamster> 1:55
[19:59:35] <rocket_hamster> and later he comments the zoom i think
[19:59:56] <rocket_hamster> it is not blurry at all very impressive
[20:00:15] <brada> yeah
[20:00:28] <brada> gemrb would benifit greatly by stealing that
[20:00:42] <brada> i implemented a zoom, but it zoomed the entire game
[20:00:52] <chiv> cool
[20:02:01] <brada> it would actually be pretty easy to do if we moved to SDL 2
[20:02:15] <fuzzie> in software?
[20:03:16] <brada> what do you mean?
[20:03:44] <rocket_hamster> or to opengl
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[20:05:15] <fuzzie> right, I'm just wondering what it would depend on
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[20:06:18] <chiv> that is pretty much the unique feature of bgee, it would be cool to clone it
[20:06:27] <fuzzie> i.e. can we just do it with your SDL 2 backend?
[20:07:27] <brada> thats how i implemented my zoom
[20:07:40] <fuzzie> at a glance it looks like not, since the only relevant bit is SDL_SoftStretch unless you just zoom the entire display at once
[20:07:45] <fuzzie> but you are the expert
[20:07:49] <brada> but all our sdl2 driver does is do software surface blitting then convert that to a texture
[20:07:52] <fuzzie> and I don't understand how this opengl stuff works
[20:08:15] <brada> i ceartainly don't either
[20:08:29] <lynxlynxlynx> heh, more portrait icon foo
[20:08:41] <lynxlynxlynx> bgee shows a large icon representing the equipped weapon too
[20:09:06] <rocket_hamster> in opengl you define a polygon and then project texture on it, resizing of texture is done by specifying properties for resizing, there are multiple ways texture can be enlarged, like with antialising, without, or linear etc
[20:09:15] <brada> but i was thinking we could render the game contents at any zoom level we like then render the interface over that
[20:09:31] <chiv> that would rock
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[20:09:51] <brada> but that wouldnt work with input ill bet
[20:10:04] <brada> way more complicated that i wish it were
[20:10:11] <fuzzie> but you'd need to make it render only the game screen to a texture, right?
[20:10:23] <brada> maybe i should commit my zoom, but i really wanted zooming like bgee
[20:10:37] <rocket_hamster> how does your zoom work brada?
[20:11:04] <brada> just zooms the entire game then translates the mouse coordinates appropriately
[20:12:40] <brada> i need to take an opengl class so i can actually implement the SDL2 driver
[20:12:47] <brada> using textures and shaders
[20:13:07] <fuzzie> can you do sufficient shaders on all your target hw?
[20:13:34] <brada> i dont know! i know nothing about opengl!
[20:13:43] <brada> all the more reason to take a class on it
[20:13:46] <fuzzie> hehe
[20:13:51] <brada> so at least i can not sound like a dope
[20:13:56] <rocket_hamster> fuzzie this is short small example how to project sprite in opegl http://fpaste.org/a58E/
[20:14:28] <brada> except i assume we would just use sdl in our opengl implementation
[20:14:35] <fuzzie> rocket_hamster: you can safely assume that won't work for us
[20:14:43] <rocket_hamster> why not?
[20:14:44] <fuzzie> modern opengl only
[20:15:35] <rocket_hamster> this is done by sdl extension to opengl
[20:15:41] <rocket_hamster> dunno what you mean by modern opengl
[20:15:42] <brada> that is sdl 1.2
[20:15:50] <rocket_hamster> you dont use that one?
[20:16:18] <rocket_hamster> im not familiar with sdl2 and what the changes would be :/
[20:16:29] <rocket_hamster> is it that much different?
[20:16:33] <brada> well sdl2 implements textures itself
[20:17:10] <brada> the screen rendering is completely diffrent
[20:17:13] <fuzzie> I'm pretty sure that you'd have to write raw OpenGL if you wanted to accelerate the game screen drawing.
[20:17:20] <brada> obviously the software surface stuff is the same
[20:17:21] <edheldil_> we celebrate on 24th with baby jesus. Santa is almost a naughty word here
[20:17:24] <fuzzie> You could just do software rendering into a texture instead, of course.
[20:17:44] <fuzzie> rocket_hamster: modern opengl is .. modern opengl :P
[20:17:56] <fuzzie> so, 3.0 and ES
[20:18:08] <rocket_hamster> yes fuzzie, but is it that different?
[20:18:21] <fuzzie> it certainly doesn't have GL_QUADS :-)
[20:18:25] <rocket_hamster> damn :D
[20:18:45] <brada> we can do raw opengl in conjunction with SDL 2 textures and renderers tho
[20:18:46] <rocket_hamster> so it is totaly different concept
[20:19:06] <rocket_hamster> sdl1.2 graphics <<< sdl1.2+opengl from my testing
[20:19:13] <fuzzie> it is not totally completely different, but all this glVertex stuff is gone too, for example
[20:19:28] <rocket_hamster> what did they replace it with?
[20:19:41] <fuzzie> instead you just hand over pointers to arrays
[20:19:44] <fuzzie> like glVertexPointer
[20:19:59] <fuzzie> then call glDrawArrays or whatever it is
[20:20:14] <fuzzie> my problem is .. I did know opengl a long time ago, but it's all different now
[20:20:42] <brada> heh
[20:21:01] <fuzzie> so, I know enough to know that I don't know how anything works any more...
[20:21:21] <rocket_hamster> for some reason i didnt look into 3.0, couldnt find good book on it, the red one 3.0 is not good from what ive heared
[20:21:42] <rocket_hamster> this is the reason Feb 17, 2013)
[20:21:48] <rocket_hamster> new opengl book
[20:21:59] <fuzzie> there's some nice books for opengl es, mostly with 'iphone' in the name
[20:22:04] <rocket_hamster> OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3 (8th Edition)
[20:22:09] <rocket_hamster> im wating for that one
[20:27:04] <rocket_hamster> nice they changed naming convetions :/
[20:27:27] <rocket_hamster> no more glSomethingSomething
[20:36:44] <edheldil_> the pipeline is different
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[21:04:14] <rocket_hamster> my graphic card doesnt even support opengl4 :D
[21:04:24] <rocket_hamster> tough luck
[21:05:29] <brada> shouldnt we target opengl es anyway?
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[21:25:39] <rocket_hamster> definitely, anyone here who can do mobile development and opengl es?
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[21:48:50] <lynxlynxlynx> wee, finally a picture
[21:52:00] <chiv> groovy
[21:53:35] <lynxlynxlynx> http://www.picpaste.de/demo1-oEWsIPjU.png
[21:54:00] <lynxlynxlynx> the bottom part of the window is missing, but that is probably my message window (didn't give it a mos)
[21:54:58] <lynxlynxlynx> something went wrong with the tilesets though >>
[21:55:28] <chiv> still, doesnt look far off
[22:04:11] <lynxlynxlynx> ok, it's not the messagewindow
[22:11:40] <rocket_hamster> what is that?
[22:14:46] <lynxlynxlynx> demo to be
[22:19:55] <rocket_hamster> demo of..?
[22:25:36] <lynxlynxlynx> gemrb
[22:25:57] <lynxlynxlynx> i'm pulling some of the available assets together
[22:30:07] <rocket_hamster> new assets? outside of BG?
[22:36:54] <lynxlynxlynx> nothing new, just stuff various people contributed so far
[22:40:57] <rocket_hamster> very good, looking forward to seeing results :0
[22:40:58] <rocket_hamster> :)
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[23:04:17] <brada> it will be nice to have a demo
[23:04:37] <brada> and also nice to have useable resources prepackaged for some :0
[23:04:50] <brada> the font stuff may have to wait till tomorrow btw
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