#gemrb@irc.freenode.net logs for 11 Aug 2014 (GMT)

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[11:48:15] <lynxlynxlynx> nice work
[11:48:27] <lynxlynxlynx> i'm sure we're too assertive now though
[11:49:22] <lynxlynxlynx> eg the weapon and speaker case still happens, but the reasons are elsewhere
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[15:44:35] <lynxlynxlynx> DisplayMessage.cpp:134:38: error: narrowing conversion of ‘((color >> 16) & 255u)’ from ‘unsigned int’ to ‘unsigned char’ inside { } is ill-formed in C++11 [-Werror=narrowing]
[15:44:36] <lynxlynxlynx> const Color fore = { (color >> 16) & 0xFF, (color >> 8) & 0xFF, color & 0xFF, (color >> 24) & 0xFF}
[15:46:54] <fuzzie> phft
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[15:47:51] <fuzzie> why is gcc complaining about that?
[15:49:26] <fuzzie> C++ committee says: "the user can simply add a cast in order to avoid the error".
[15:49:33] <fuzzie> bless their socks.
[15:51:04] <lynxlynxlynx> yep
[15:51:14] <fuzzie> so I guess add four casts to char :-/
[15:52:56] <lynxlynxlynx> ahead of you :)
[15:53:20] <fuzzie> yes, I'm jus sort of typing in here
[15:53:42] <fuzzie> I mean you can get rid of the &s if you cast to unsigned char anyway
[15:54:09] <fuzzie> but that makes me curious how exactly the narrowing conversion is defined, is it always guaranteed to just truncate all the high bits
[15:54:15] <fuzzie> (can you tell I'm avoiding work?)
[15:54:42] <lynxlynxlynx> ;)
[15:56:05] <lynxlynxlynx> a few extra statics and now everything built
[16:00:36] <lynxlynxlynx> well, in opengl mode, i get no text
[16:01:12] <lynxlynxlynx> the fps difference is a 3-4 fold improvement
[16:01:27] <lynxlynxlynx> can't start or load or anything, as it just crashes, let's see ...
[16:09:48] <lynxlynxlynx> brada: so far this: http://sprunge.us/AYKS?diff + the second crash is due to surface corruption (ends in gemrb/plugins/SDLVideo/SDLVideo.cpp:562)
[16:15:00] <brada> oh nice!
[16:15:08] <brada> i mean about the improvement, not the crash :p
[16:16:00] <fuzzie> the fps difference can also presumably be achieved by simply commenting out all the text code
[16:16:21] <brada> yeah, i was reading in reverse :/
[16:16:52] <brada> I havent even tried the opengl stuff. ill probably need assistance to get that to work
[16:23:11] <brada> probably will have to valgrind to find that crash. unless i can reproduce it
[16:23:12] <edheldil> Neither have I, I so far have SDL1 everywhere
[16:25:27] <brada> lynx: is that crash with opengl, or non?
[16:25:35] <lynxlynxlynx> gl
[16:25:55] <brada> so presumably i could replicate if i got that to build
[16:26:13] <fuzzie> oh
[16:26:28] <fuzzie> lynxlynxlynx: a SDLVideo/SDLVideo.cpp:562 crash in gl?
[16:26:43] <brada> makes sense :p
[16:26:49] <lynxlynxlynx> i'm using the gl driver
[16:27:02] <brada> so yeah the gl driver is missing an override
[16:27:02] <fuzzie> that is bad right?
[16:27:04] <brada> i guess
[16:27:23] <fuzzie> ah right
[16:27:27] <fuzzie> you added a new function :)
[16:27:30] <brada> i added std::find(layoutRegions.begin(), layoutRegions.end(), *rit))
[16:27:32] <brada> yes
[16:27:36] <brada> bah
[16:27:39] <brada> darn clipboard
[16:27:44] <brada> SDLVideoDriver::BlitSprite(const Sprite2D* spr, const Region& src, const Region& dst, Palette* palette)
[16:27:47] <brada> that ^
[16:27:53] <fuzzie> yeah
[16:28:44] <fuzzie> also you insaned the whitespace in that commit
[16:28:50] <brada> but really all that is, is what SDLVideoDriver::BlitSprite(const Sprite2D* spr, int x, int y, bool anchor,
[16:28:51] <brada> const Region* clip, Palette* palette) was beforehand
[16:29:01] <brada> I didnt notice :p
[16:29:28] <fuzzie> yes I mean giant who cares
[16:29:45] <brada> so that should be easy to fix
[16:29:54] <fuzzie> I was just looking at it that's all :)
[16:30:02] <brada> probably dont want to override SDLVideoDriver::BlitSprite anymore
[16:30:21] <brada> and instead override the new one
[16:30:31] <brada> er i guess they are both called SDLVideoDriver::BlitSprite. but you know what i mean
[16:39:52] <lynxlynxlynx> let me know when you want me to retry
[16:42:39] <brada> lynx: i would be guessing at how to fix it untill I am able to build with GL :/
[16:42:54] <lynxlynxlynx> ah ok
[16:43:06] <lynxlynxlynx> i'll rebuild without gl then
[16:47:15] <lynxlynxlynx> yeah, text is there without gl
[16:47:24] <lynxlynxlynx> the sdl2 driver is still slower
[16:55:51] <brada> lynx: is the opengl driver supposed to use opengl es even on desktop?
[16:56:06] <lynxlynxlynx> you can switch
[16:56:32] <lynxlynxlynx> -DUSE_OPENGL= with 1 or 2
[16:56:42] <lynxlynxlynx> i see sdl1 has even more narrowing warnings
[17:08:30] <brada> i see i need something called glew...
[17:11:12] <lynxlynxlynx> http://sprunge.us/jCOV?diff
[17:11:22] <lynxlynxlynx> btw, if you remove ?diff you get a normal patch
[17:17:14] <brada> cool :)
[17:27:47] <brada> BTW I added console command feedback in the MTA. something i tried to do ages ago, but for whatever reason couldnt figure out how to do :p
[17:28:07] <brada> but that makes console much more useful on mobile devices :)
[17:28:18] <lynxlynxlynx> yeah, i saw
[17:29:00] <lynxlynxlynx> i don't know for sure, but this looks new to me too:
[17:29:03] <lynxlynxlynx> [ResourceManager/ERROR]: Couldn't find 'classes.2da'.
[17:29:03] <lynxlynxlynx> [GUIScript/ERROR]: Runtime Error:
[17:29:03] <lynxlynxlynx> [GUIScript]: Detected GameType: bg2
[17:29:29] <lynxlynxlynx> two lines too much (empty one got discarded) per half of attempted files during autodetection
[17:30:26] <lynxlynxlynx> http://paste.debian.net/114906/
[17:30:27] <Pepelka13> debian Pastezone
[17:30:37] <lynxlynxlynx> classes classes classes
[17:34:25] <brada> 2 loggers being created?
[17:34:59] <lynxlynxlynx> aren't they always?
[17:35:07] <brada> i mean 2 stdio loggers tho
[17:35:20] <brada> file logger shouldt go to stdout, but maybe that is happening too
[18:59:43] <brada> shouldnt that be SDL2/SDL.h?
[19:00:11] <brada> only for mac/ios?
[19:01:36] <brada> finally a sucessful build :)
[19:01:41] <brada> time to test it…
[19:05:05] <brada> apparently i need to have the “Shaders” directory copied somewhere
[19:06:38] <lynxlynxlynx> yes
[19:06:59] <lynxlynxlynx> copy it to the build/run dir
[19:07:02] <brada> ew… this path wont play well on macs :p
[19:07:10] <lynxlynxlynx> we do it in cmake already
[19:08:04] <lynxlynxlynx> data dir is fine
[19:08:12] <lynxlynxlynx> build dir is only if you want to run without installing
[19:09:46] <brada> i cant figure out the actual place this needs to go...
[19:15:57] <lynxlynxlynx> what have you tried?
[19:17:56] <brada> heh, everywhere. the dir with the bundle, the binary dir for both plugin and GemRB, the resources dir. finally just changed the path to /Shaders/ so i can at least fix this
[19:18:31] <brada> it at least runs now
[19:22:55] <brada> :/ im not sure i can figure this out without help
[19:23:11] <brada> i know nothing about opengl
[19:24:49] <fuzzie> you fixed the BlitSprite thing?
[19:24:51] <brada> yes
[19:25:20] <brada> (i also dont like how beholder chose to make the gl function just “blitSprite” with a lower case b)
[19:26:20] <brada> presumably that first bit of code can jsut go
[19:27:33] <brada> the rect we will be getting is already clipped now
[19:31:56] <brada> lets see if this works :p
[19:32:39] <brada> well
[19:32:48] <brada> where do i put the dst cords/size?
[19:33:10] <brada> presumablysome instance of spriteRect should be changed to srs and some to dst
[19:33:14] <fuzzie> what are you doing
[19:33:43] <brada> trying to copy from a source rect to a dest rect
[19:34:04] <fuzzie> ok
[19:34:05] <brada> before the same rect was used for both
[19:34:09] <fuzzie> the spriteRect is the source
[19:34:25] <brada> so what is the dest rect?
[19:34:27] <fuzzie> the glViewport/glScissor is the dest
[19:34:36] <fuzzie> which is gross
[19:34:47] <fuzzie> I can't believe that works
[19:35:07] <brada> oh i see
[19:35:16] <brada> so i should just be able to put the dst stuff in there?
[19:35:18] <brada> but no
[19:35:23] <brada> probably not
[19:35:37] <brada> ill try tho :p
[19:37:20] <brada> hmmm
[19:37:37] <brada> seems there are more calls to that then i would have liked
[19:37:46] <brada> i should just be able to replace them tho i think
[19:38:10] <brada> er no
[19:38:20] <brada> this is going to take some work
[19:38:33] <brada> that i dont have time for right now :)
[19:40:44] <lynxlynxlynx> btw, the loading text still changes, just later
[19:42:30] <lynxlynxlynx> guirec is still partially broken :(
[19:44:43] <fuzzie> it is pretty tricky
[19:45:40] <lynxlynxlynx> it worked before
[19:45:49] <lynxlynxlynx> tooltip font is also whacky
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[19:50:26] <lynxlynxlynx> the console now uses a new font too
[19:50:51] <lynxlynxlynx> unfortunately, it has almost identical lower and upper case letters, so a clear regression
[19:51:52] <lynxlynxlynx> journal is also lacking newlines
[19:54:39] <brada> lynx: yeah the loading text was more complicated than i thought
[19:55:13] <lynxlynxlynx> silly change if you ask me
[19:55:15] <brada> and i assume the GUIREC thing you are talking about are the “cap” font being used for the firsst char?
[19:55:38] <lynxlynxlynx> that plus still some newlines are wrong
[19:55:39] <brada> well we arent cahnging it so much as the loading screen is being used for 2 things
[19:55:56] <brada> ill have to do another compare. are you on BG2?
[19:56:11] <lynxlynxlynx> yes, i haven't even tried others
[19:56:13] <brada> tolltip problem is palette issue i believe
[19:56:46] <lynxlynxlynx> likely from the actual looks of it
[19:56:48] <brada> and the console font can be whatever we want. that was just the defaut text font for some reason
[19:59:23] <brada> there is also a couple of other known issues you havent even discovered yet ;)
[19:59:35] <brada> i have fixes for most of them worked out.
[20:33:22] <lynxlynxlynx> good :)
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