#gemrb@irc.freenode.net logs for 12 Aug 2014 (GMT)

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[00:40:43] <brada> bah, looking at this GL code again and it makes no sense…
[00:41:54] <brada> if spriteRect were supposed to be the source rect then its x and y shouldnt be affected by the x and y passed to the function
[00:43:33] <brada> I hope fuzzie feels like avoiding work again tomorrow :p
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[13:41:42] <brada> fuzzie: do you feel like avoiding work today?
[13:41:50] <fuzzie> yes!
[13:42:10] <fuzzie> hello!
[13:42:44] <brada> hi!
[13:42:58] <brada> im quite sure that this OpenGL business is beyond me :/
[13:43:42] <fuzzie> so you'd like me to pretend I know what I'm talking about?
[13:44:02] <brada> i think you are pretending you dont know now!
[13:44:22] <brada> surely you have a better idea than me what to do :)
[13:46:01] <fuzzie> you're right though, spriteRect is clearly the dest rect
[13:47:11] <fuzzie> if you want to blit subsections then you should adjust the texture coordinates
[13:47:25] <fuzzie> I gues
[13:47:31] <brada> i kinda thought so, but ive no idea what any of that means…
[13:47:55] <brada> there are8 coords for whatever reason :p
[13:47:56] <fuzzie> texture coordinates are [0,1] on each axis
[13:48:04] <fuzzie> which specify what part of the texture map to use
[13:50:11] <fuzzie> right now the code is drawing the whole texture, i.e. from 0 to 1, so that's (0,0), (1,0), (0,1) and (1,1) for the four corners of the rectangle it draws
[13:50:48] <fuzzie> i.e. (x,y)
[13:51:19] <fuzzie> if you don't use the flipping (which reverses the coordinates on some axis), then you can just play with coordsN which is the normal one
[13:51:40] <fuzzie> and just replace the 0 with the start coord and the 1 with the end coord, divided by the total width
[13:51:54] <brada> ok, much more clear
[13:52:06] <fuzzie> erm, width or height
[13:52:13] <brada> yeah
[13:52:59] <fuzzie> hopefully it should be super obvious if you try it
[13:54:00] <brada> sure, will have to later tho. i have to get ready for class
[13:54:58] <fuzzie> oke
[13:55:07] <fuzzie> I will be here procrastinating all evening!
[13:56:30] <brada> I will be back in a few hours to complain about things not working!
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[14:31:12] <lynxlynxlynx> :)
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[15:26:15] <lynxlynxlynx> fuzzie: do you remember how haste/slow adjust ticks? Just double/halve?
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[15:26:26] <lynxlynxlynx> i see we only have a stub for this
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[18:21:28] <brada> fuzzie: the coords should be bottom left -> bottom right -> top left -> top right. correct?
[18:22:50] <brada> ok, i think my scissor/viewport is wrong
[18:25:30] <brada> ok, now i suspect im supposed to do womething with data[]
[18:27:57] <fuzzie> do you?
[18:28:21] <fuzzie> I mean, the texture coords portion of data just comes from those coords arrays
[18:28:43] <fuzzie> and the rest of it just comes from spriteRect
[18:28:53] <brada> i know but im not doing the spriteRect adjustmet that the clip case previously did
[18:29:33] <brada> so my dest is surely messed up
[18:29:43] <fuzzie> if you don't touch scissor/viewport then you don't have to touch hscale/vscale
[18:30:35] <fuzzie> and well 'adjustment'?
[18:30:46] <fuzzie> I mean, if you didn't give it the relevant x/y/width/height then no I guess it won't work :)
[18:30:53] <fuzzie> but if you did, that should be sufficient alone..?
[18:30:58] <fuzzie> obviously I'm not trying this
[18:31:51] <brada> should i not be using the dst rect for the scissor/viewport?
[18:32:07] <fuzzie> not unless you're clipping
[18:32:18] <brada> well i guess dst is the clip
[18:32:32] <fuzzie> I mean, that code should be separate
[18:32:49] <fuzzie> unless you implemented it in the non-gl code by using the clipping
[18:33:08] <fuzzie> if you just change spriteRect and the texture coords it seems like that should suffice
[18:33:14] <brada> yes, the non gl code just calculates the src and dst and passes them to the other function
[18:33:25] <fuzzie> which has the advantage that clipping will work as usual without any more thought needed
[18:34:04] <brada> so leave that clip code in there and just set spriteRect = dst?
[18:34:11] <fuzzie> lynxlynxlynx: I would have expected it in TickScripting, weird that it's not there
[18:34:36] <fuzzie> brada: that is what I'd try
[18:37:37] <lynxlynxlynx> that's where i'd put it in our case, seems too ugly to be in the effect code
[18:38:16] <lynxlynxlynx> but they definitely did put something in regeneration/poison or we'd not know about it in the first place
[18:40:20] <fuzzie> hm, ok
[18:40:22] <fuzzie> I guess not in there
[18:40:30] <fuzzie> but rather in Update()
[18:40:52] <fuzzie> which right now is just merrily doing 'AdjustedTicks++' for everyone
[18:47:41] <lynxlynxlynx> yep
[18:48:16] <lynxlynxlynx> oh, TickScripting is ours — i thought you were refering to the original
[18:49:56] <lynxlynxlynx> / TODO: set TriggerCountdown once we have real triggers <-- anything left to do there? It's already happening
[18:51:55] <fuzzie> I have totally forgotten :(
[18:52:01] <fuzzie> I need to swap it back in before I can look at it
[18:52:05] <fuzzie> and I really can't do that atm
[18:53:16] <fuzzie> today's judgement of my thesis was "Het lijkt me OK, hier kun je zeker in 2 weken een mooi verhaal klaar mee hebben." which, well, let's just assume it translates into panic on my part and ignore the detail :)
[18:59:40] <lynxlynxlynx> 2 week deadline?
[19:00:26] <lynxlynxlynx> i'll just do it naively, no worries
[19:16:18] <fuzzie> need my diploma before 1st sept :)
[19:21:55] <brada> https://www.dropbox.com/s/w1llnmee6p84ux3/Screenshot%202014-08-12%2013.21.49.png
[19:21:59] <brada> progress :p
[19:22:00] <Pepelka13> Dropbox - Screenshot 2014-08-12 13.21.49.png
[19:22:27] <brada> no idea what to do from here...
[19:24:16] <brada> fuzzie: thanks for your help
[19:30:45] <brada> the test is clearly working tho. you can see the outlines of the words, so hopefully just an easy fix
[19:31:26] <brada> easy being a relative term for those who know opengl of course :p
[19:35:25] <lynxlynxlynx> looks nice
[19:35:49] <lynxlynxlynx> like you were trying chinese without any cjk fonts
[19:45:09] <fuzzie> heh
[19:45:50] <fuzzie> paste a diff?
[20:10:23] <brada> fuzzie: http://pastebin.com/riJu76ud
[20:10:24] <Pepelka13> [Diff] diff --git a/gemrb/plugins/SDLVideo/SDL20GLVideo.h b/gemrb/plugins/SDLVideo/SDL2 - Pastebin.com
[20:10:36] <brada> bah
[20:10:37] <brada> wtf
[20:10:50] <brada> it got chopped
[20:11:55] <brada> for real this time: http://pastebin.com/bQiEMUj2
[20:11:57] <Pepelka13> [Diff] diff --git a/gemrb/plugins/SDLVideo/SDL20GLVideo.cpp b/gemrb/plugins/SDLVideo/SD - Pastebin.com
[20:12:50] <fuzzie> umm
[20:13:19] <fuzzie> what oh what have you done there
[20:13:39] <brada> nothing that should matter for this test
[20:13:49] <brada> if you are talking about how im always using normal coords...
[20:14:00] <fuzzie> no
[20:14:00] <brada> dont know exactly what else might confuse you
[20:14:09] <fuzzie> I mean you kind of changed the code a lot more dramatically ;p
[20:14:22] <brada> well you can ignore the other functions
[20:14:28] <brada> they arent called for the main screen
[20:14:38] <brada> blittile and gamesprit i mean
[20:14:42] <fuzzie> I mean, you're abusing glViewport now rather than drawing to the right place
[20:14:54] <brada> oh and the obvious path change is meaningless too
[20:17:17] <brada> fuzzie: then why does it *look* right :p
[20:17:40] <fuzzie> I mean, that's why you changed it dramatically
[20:17:47] <brada> and that glViewport call is just like the one that was in there before...
[20:18:10] <brada> the only thing that changed was the name of the rect
[20:19:15] <fuzzie> yes
[20:19:21] <fuzzie> I'm just saying you changed it :-p
[20:19:31] <fuzzie> your screenshot is just because you're screwing up the texture coords
[20:19:57] <brada> thats a bit vague :p
[20:19:58] <fuzzie> you're doing an integer divide, which is always zero
[20:20:01] <brada> ah
[20:20:03] <fuzzie> and then casting to float, which is still zero
[20:20:10] <brada> mkay
[20:20:12] <fuzzie> I guess?
[20:20:22] <fuzzie> I was just trying to follow what you'd done earlier before I saw it
[20:20:39] <fuzzie> but doing glScissor in the general case is probably not a nice thing if you can avoid it
[20:20:45] <brada> everything is so obvious after you tell it to me ;)
[20:20:55] <brada> is it expensive?
[20:20:55] <fuzzie> but I mean who cares
[20:21:04] <fuzzie> if it's expensive then whoever optimises this will notice ;)
[20:22:37] <brada> yay that works!
[20:22:44] <brada> except the mouse is totally jacked up
[20:22:52] <brada> tho im not sure if it ever worked for me
[20:25:03] <brada> that wasnt too horrible for my first opengl expirience :p
[20:26:36] <fuzzie> hehe
[20:27:19] <brada> oh. the mouse thing is due to my trackpad
[20:27:24] <brada> so touch inputs apply :/
[20:27:31] <brada> regular mouse works
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