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[14:06:54] <mstublic> hi
[14:07:37] <mstublic> a question on graphics for gemrb BG1
[14:08:26] <mstublic> GOG has Linux version for BG which is I presume just a wine wrapper
[14:08:49] <kujeger> yeah, it is
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[14:09:24] <mstublic> but when you compare rendering in gemrb and GOG version, GOG version seem much smoother
[14:09:41] <mstublic> i mean not the movement, but fonts etc
[14:12:20] <mstublic> you can see it immediatelly on menu screen on background picture and on fonts during character creation
[14:12:37] <mstublic> speaking about full screen of course
[14:12:56] <kujeger> what about when in windowed mode?
[14:14:26] <mstublic> hm didn't try, but i was looking on full screen as BG1 is only 640x480 which is too small to use in windowed even on my 1366x768 laptop
[14:15:15] <mstublic> it is probably related to scaling to full screen but i don't understand why would wine do it different
[14:15:43] <mstublic> let me check on windowed
[14:16:38] <kujeger> also, what verson of gemrb are you using?
[14:18:40] <mstublic> don't really see a difference in windowed when resolution is 640x480
[14:21:08] <mstublic> not sure, i built it some time early last year
[14:23:13] <kujeger> compiled using SDL1 or SDL2?
[14:23:53] <kujeger> iirc you'll get a log entry when starting up about which SDL version is creating the display
[14:23:58] <lynxlynxlynx> yeah
[14:24:47] <mstublic> hard to remember, but i could try building it again using SDL2
[14:25:17] <mstublic> i think it was 0.8.4 or a bit newer as i downloaded then current git
[14:25:26] <lynxlynxlynx> well, if you did have sdl2, it would make a difference whether you were using a full screen window vs proper full screen
[14:25:35] <kujeger> try just starting it and look at the log messages in the console, something like "SDL 1/2 Driver Creating display"
[14:26:10] <lynxlynxlynx> iirc sdl2 still has some input issues for mice, since it was primarily done for touch devices
[14:26:19] <lynxlynxlynx> kujeger fixed a few things though :)
[14:26:30] <kujeger> using SDL2, you can change the scaling algorithm when upscaling by changing the line at gemrb/plugins/SDLVideo/SDL20Video.cpp:66
[14:26:33] <kujeger> :)
[14:27:19] <kujeger> in SDL1 fullscreen it will change the resolution of your monitor and let your monitor/gpu do the scaling
[14:27:23] <mstublic> it says loading sdl2
[14:27:36] <mstublic> so that is that, also log says 0.8.4.git
[14:27:41] <mstublic> :-)
[14:27:54] <kujeger> OK, then you can change "gemrb/plugins/SDLVideo/SDL20Video.cpp:66" to say "linear" instead of "nearest"
[14:27:56] <kujeger> and recompile
[14:28:11] <mstublic> will try that
[14:28:31] <mstublic> why isn't it default?
[14:28:56] <kujeger> SDL2 is still experimental and not the default
[14:29:23] <mstublic> ah
[14:29:26] <kujeger> so the default scaling algorithm just became what I personally prefer
[14:30:28] <mstublic> i just used newes available libs, logic being - newer = better :-)
[14:30:33] <kujeger> I was planning to make it configurable using the config file but haven't gotten around to it
[14:31:03] <kujeger> oh sure, SDL2 as in the library is good and stable, but the SDL2 implementation in gemrb is not (yet)
[14:31:06] <mstublic> are there other options to play around with related to scaling?
[14:31:21] <kujeger> afaik no
[14:31:43] <mstublic> and other possible options other then nearest and linear
[14:31:53] <mstublic> ?
[14:32:24] <lynxlynxlynx> that's all sdl2 code, iow i don't know
[14:32:31] <lynxlynxlynx> maybe they support bicubic
[14:32:46] <mstublic> thanks, will google it :-)
[14:32:46] <kujeger> https://wiki.libsdl.org/SDL_HINT_RENDER_SCALE_QUALITY
[14:32:53] <kujeger> tldr nearest or linear
[14:33:08] <kujeger> anisotropic is only d3d and might not actually be a visible quality difference anyway
[14:33:50] <mstublic> ok, i will try building it later on latest master with this change and see how it goes
[14:33:56] <mstublic> thanks
[14:34:06] <kujeger> one could do more with a full opengl renderer, but that hasn't ben touched for many years and is even more experimental than sdl2
[14:34:19] <kujeger> (but a hell of a lot more performant)
[14:34:27] <lynxlynxlynx> well, sdl2 is not exactly experimental
[14:34:39] <lynxlynxlynx> it's just not desktop-oriented
[14:34:54] <kujeger> yeah true
[14:35:13] <mstublic> wouldn't SDL more or less map to opengl in this?
[14:35:27] <mstublic> for it's graphics rendering?
[14:35:37] <lynxlynxlynx> nope, it uses almost no acceleration by default
[14:36:17] <kujeger> sdl2 will use opengl to present the final stuff but it's basically all 2d behind the scenes
[14:36:23] <lynxlynxlynx> what we're doing for a while now in a separate branch, will also enable the gl backends to shine
[14:36:31] <lynxlynxlynx> now there's no noticeable gain
[14:40:31] <kujeger> oh nice, hadn't noticed how much activity there is i that branch
[14:43:13] <mstublic> is there a prefered way then to build it?
[14:43:44] <kujeger> I'd probably go with a master checkout, then build using SDL2
[14:43:49] <kujeger> (but I am biased)
[14:44:08] <mstublic> biased? :-)
[14:44:17] <kujeger> and if you have issues with input, recompile with SDL1
[14:44:30] <kujeger> I did some work on the SDL2 version
[14:44:42] <mstublic> :-D
[14:46:02] <mstublic> i believe no one would argue with that :-)
[14:48:41] <kujeger> lynxlynxlynx: is the subviews branch currently compilable and (somewhat) usable?
[14:50:12] <lynxlynxlynx> somewhat may be too lenient
[14:50:26] <lynxlynxlynx> definitely not playable, but you can load a game fine
[14:50:57] <lynxlynxlynx> chargen now mostly works (nice test of windowing), but none of the windows end up closed, so you'd have to reload the autosave
[14:52:18] <lynxlynxlynx> don't know what you're looking for, though
[14:52:50] <lynxlynxlynx> oh, and only bg2 guiscripts have been mostly adapted
[14:53:02] <lynxlynxlynx> some of the refactoring was lazy in that regard
[14:55:41] <kujeger> I mostly just wanted to have a peek at it
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[14:57:59] <lynxlynxlynx> that's fine then
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[15:57:45] <edheldil> we still do not blend text, right?
[15:59:53] <lynxlynxlynx> don't think so
[16:01:22] <edheldil> mstublic> i mean not the movement, but fonts etc <--- that's the reason, I think
[16:22:36] <lynxlynxlynx> i thought about it too, but then he said it's not visible in windowed mode
[16:22:50] <lynxlynxlynx> wasn't it also mostly visible only in pst?
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[18:25:56] <lynxlynx> i'm not even on wifi and all these disconnects :s
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[20:33:42] <travis-ci> gemrb/gemrb#258 (master - fff0de7 : Jaka Kranjc): The build was broken.
[20:33:42] <travis-ci> Change view : https://github.com/gemrb/gemrb/compare/a4773d8b7e70...fff0de75ea98
[20:33:42] <travis-ci> Build details : https://travis-ci.org/gemrb/gemrb/builds/243406049
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