#gemrb@irc.freenode.net logs for 17 Feb 2015 (GMT)

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[15:07:49] <brada> there is no good way to tell if a sprite has transparency is there?
[15:29:20] <wjp> where would you use that information?
[15:30:50] <brada> want to know if a button is opaque or not. also curious.
[15:39:53] <brada> also how are the portrait blood overlays done? are those “borders”?
[15:59:45] <lynxlynxlynx> a vertical fill
[16:00:07] <lynxlynxlynx> at first it was a color overlay, but it turned out it actually uses tinting
[16:00:30] <lynxlynxlynx> but yeah, iirc it is the last parameter or two to the setborder function
[16:01:32] <lynxlynxlynx> all bams have transparency, but there's no cheap way of checking if it is used afaik
[16:03:54] <wjp> if it would somehow lead to a large performance gain, we can of course cache that
[16:04:16] <wjp> but that of course depends on where you'd use it
[16:08:48] <lynxlynxlynx> mhm
[16:11:33] <brada> sure, i just dont know how we would know in the first place. looking at iesdp its not in the data.
[16:11:50] <brada> i guess as we draw would be the only way then?
[16:12:01] <brada> so not really worth it
[16:14:42] <wjp> you still haven't said why it would be interesting to know :-)
[16:16:33] <lynxlynxlynx> there's an index into the palette, so it could be done when constructing the sprites — don't we read each pixel there already?
[16:18:42] <brada> wjp: sure i did
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[17:07:21] <Pepelka> [commit] bradallred: Button: fix drawing issues with spellbook https://github.com/gemrb/gemrb/commit/c104f7d02c17ab3baa6d36718d0c59fe6032b1db
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[17:21:18] <Beholder> Hi :)
[17:21:46] <brada> long time no see!
[17:23:26] <Beholder> yeah, a whole year
[17:23:55] <brada> i broke the opengl driver ;)
[17:23:58] <brada> fix it!
[17:24:42] <Beholder> now I have a new laptop
[17:25:12] <Beholder> with fast geforce card
[17:25:54] <lynxlynxlynx> :)
[17:25:57] <Beholder> no more memory leaks as on gma x3100
[17:26:30] <lynxlynxlynx> meanwhile text drawing got cheaper
[17:26:30] <fuzzie> yay
[17:26:43] <Beholder> what is broken in gl driver?
[17:27:14] <brada> the clipping
[17:27:30] <brada> actually to be fair the clipping never worked :p
[17:27:38] <brada> I jsut made it obvious
[17:27:43] <brada> and tried to fix it
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[17:28:29] <Beholder> i need to configure development environment
[17:29:11] <Beholder> visual studio and other
[17:31:29] <Beholder> and i forgot c++ :))))
[17:32:25] <Beholder> any news about ps:t?
[17:33:04] <Beholder> is this game more playable now?
[17:37:13] <lynxlynxlynx> just a tiny bit
[17:39:24] <Beholder> (
[17:53:49] <lynxlynxlynx> it's the ugliest to work on
[17:54:18] <lynxlynxlynx> plus i'm not motivated to, since I only played it once and want to have a memorable replay at one point
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[17:58:48] <Beh0lder> I know that pst is very different from other games on infinity
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[19:23:23] <Beholder> SDL20Video.cpp line 833 must be #ifndef USE_GL instead #ifndef USE_OPENGL
[19:24:06] <Beholder> in Matrix.cpp we also include<cstring> for memcpy
[19:29:48] <Beholder> what game wil be better for testing: bg1 or bg2?
[19:30:27] <lynxlynxlynx> doesn't matter for general stuff
[19:30:42] <lynxlynxlynx> bg2 has more animations to try, that's all
[19:59:05] <Beholder> damned python
[19:59:19] <Beholder> i cant start it in my win8.1 x64
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[20:40:45] <Beholder> what does not work? i see that ellipses not drawn
[20:41:16] <Beholder> what else?
[20:41:31] <brada> beholder: look closely whne you scroll the viewport and notice the warping
[20:41:59] <brada> and the way i did the clipping was probably lazy/inefficient even if it worked
[20:44:30] <brada> scrolling text probably also demonstrates the issue
[20:44:50] <Beholder> motion blur)
[20:45:39] <Beholder> i have a stratched text
[20:45:44] <brada> ha ha yes, its a new feature :D
[20:45:47] <Beholder> fully unreadable
[20:46:57] <brada> that i dont remember seeing
[20:48:40] <Beholder> https://dl.dropboxusercontent.com/u/80162785/bg.png
[20:49:39] <brada> Beholder: text works just fine here
[20:50:02] <brada> and screenshots do nothing for me :p I dont know jack about fixing opengl code
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[20:52:08] <brada> it might just be the same clipping issue for all i know
[20:52:33] <lynxlynxlynx> which bit is wrong in the shot anyway?
[20:53:03] <lynxlynxlynx> Beholder: did you reinstall bg1 or is this your old setup?
[20:53:32] <lynxlynxlynx> nothing should've changed wrt ellipses, so i'm wondering if you just don't have enough "locator feedback" enabled in the settings
[20:54:43] <brada> lynx: except in the screenshot you can see that the reticle eclipse isnt drawing
[20:55:02] <brada> or did that never work?
[20:55:49] <lynxlynxlynx> oh, i thought it was demonstrating text issues
[20:56:03] <lynxlynxlynx> didn't we just use a circle in the gl version?
[20:56:31] <lynxlynxlynx> apparently not
[20:59:06] <Beholder> old setup, but its clean
[20:59:15] <Beholder> official localization
[21:00:12] <Beholder> in my old code ellipses draws by shader
[21:00:31] <Beholder> but i dont know that isnt work now
[21:02:15] <brada> did you check your settings like lynx suggested?
[21:02:29] <brada> nobody changed eclipse drawing… at least no on purpose
[21:02:42] <brada> do a git log on those files
[21:02:48] <Beholder> but about reticles, it is not my code. i tried an implement this with shader too, it was too difficult for me
[21:03:30] <Beholder> oddly, may be different in opengl versions
[21:06:12] <brada> beholder: you can checkout to 826fd6ddb9192063f3b6fde6c118085b38efa06c to see if it was my changes that did anything
[21:06:38] <Beholder> stratched font looks as a transparency bug
[21:16:57] <Beholder> stratched fonts only in dialogs
[21:17:20] <Beholder> and i missing some characters on buttons in menu
[21:22:48] <lynxlynxlynx> is it a ttf or bam font?
[21:23:19] <Beholder> bam
[21:23:42] <Beholder> i tried run original game, works fine
[21:24:33] <Beholder> about missing symbols
[21:24:35] <lynxlynxlynx> is there any pattern like always the same char missing or in the same string position?
[21:24:38] <Beholder> in menu
[21:24:52] <Beholder> problem character is russian Д
[21:25:15] <Beholder> not displayed and all chars after it not displayed too
[21:26:36] <Beholder> https://www.dropbox.com/s/b2rhdfbssf7uk7y/%D0%A1%D0%BA%D1%80%D0%B8%D0%BD%D1%88%D0%BE%D1%82%202015-02-18%2000.25.57.png?dl=0
[21:26:39] <Pepelka> Dropbox - Скриншот 2015-02-18 00.25.57.png
[21:27:01] <lynxlynxlynx> gemrb/core/GUI/TextSystem/Font.h:78 change that to 1
[21:27:17] <lynxlynxlynx> you'll get some rects drawn and debug info that will help brad
[21:28:59] <brada> if i had the bams and tlk i could look at it myslef
[21:29:20] <lynxlynxlynx> the glyph looks higher/offset, but why would we break with that and not also j or q or ...
[21:29:36] <brada> also you can check the console for erros (after setting that debug flag)
[21:29:44] <Beholder> https://www.dropbox.com/s/6njvypxrkg7jmq6/%D0%A1%D0%BA%D1%80%D0%B8%D0%BD%D1%88%D0%BE%D1%82%202015-02-18%2000.29.16.png?dl=0
[21:29:46] <Pepelka> Dropbox - Скриншот 2015-02-18 00.29.16.png
[21:30:26] <brada> well i see a red rect so there should be aconsole message for what went wrong there
[21:31:01] <Beholder> errors only says missing 2da and ids
[21:31:48] <brada> just put a breakpoint on Font.cpp line 440
[21:31:55] <brada> and you can probably figure it out
[21:34:18] <Beholder> yeah, what values you need?
[21:38:12] <brada> im not really upto remote debugging
[21:38:55] <brada> but its clear that curGlyph.size is something fishy
[21:38:57] <Beholder> )
[21:39:17] <brada> so you can try to figure out what is happening when it gets created
[21:41:14] <brada> line 97 of Font.cpp is where glyphs get created
[21:41:20] <Beholder> not now, may be tomorrow
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