#gemrb@irc.freenode.net logs for 1 Jan 2014 (GMT)

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[00:06:23] <fuzzie> space doesn't work any more to skip dialog
[00:06:24] <fuzzie> grmbl
[00:08:11] <fuzzie> also I get unsummons on dead summons
[00:22:48] <fuzzie> also we seem to have returned to the GUI flickering when I open stuff
[00:22:55] <fuzzie> modal window fail?
[00:25:44] <fuzzie> yes, I guess you all broke modal windows
[00:25:47] <fuzzie> well done
[00:25:58] <fuzzie> brad helpfully added a "what is the intent here?" comment I see :P
[00:26:28] <brada> shouldnt you be out celebrating? :p
[00:26:38] <fuzzie> no, I'm here complaining about gemrb!
[00:26:43] <fuzzie> outside is a menace right now, fireworks :)
[00:27:06] <brada> i noticed the flickering too
[00:27:15] <fuzzie> well the modal windows don't seem to work at all for me
[00:27:24] <fuzzie> so presumably I'm seeing one frame of functioning modal window
[00:27:37] <fuzzie> followed by the windows redrawing themselves on top
[00:27:43] <brada> ah
[00:27:48] <fuzzie> just a guess though
[00:27:50] <Lightkey> <fuzzie> outside is a menace right now, fireworks :) <brada> i noticed the flickering too
[00:27:57] <brada> so i probably broke that a long while ago
[00:28:02] <Lightkey> http://i.imgur.com/7WSwIwx.png :-D
[00:28:10] <brada> when i refactored the video driver code?
[00:28:27] <fuzzie> really?
[00:28:32] <fuzzie> why?
[00:28:54] <brada> i jus figured its my fauld :D
[00:28:56] <brada> fault
[00:29:04] <fuzzie> sure, I'm ok with that
[00:29:28] <brada> im reasonably sure its been broken awhile
[00:29:32] <fuzzie> annoying :/
[00:30:52] <fuzzie> don't see why
[00:32:46] <brada> well if i did break it it was long ago
[00:32:59] <fuzzie> yes but how?
[00:33:39] <brada> im not sure, but my guess is when i refactored the video driver for SDL2
[00:33:40] <fuzzie> ModalWindow gets set
[00:33:52] <fuzzie> are you secretly caching all the GUI though?
[00:34:12] <fuzzie> I mean, when we set a window as modal, we draw the whole lot, then we draw gray on top, then we set ModalWindow
[00:34:28] <fuzzie> and when DrawWindows is called with ModalWindow non-NULL, it only redraws the modal one
[00:34:54] <fuzzie> and I don't see any secret calls to DrawWindow here
[00:35:07] <brada> is there a text area?
[00:35:20] <fuzzie> well yes but it's not visible and also not smooth scrolling
[00:35:33] <brada> oh right
[00:35:41] <fuzzie> let me sabotage that line to be sure though
[00:36:02] <fuzzie> yes, doesn't help
[00:36:24] <brada> shat about something calling SetVisible
[00:36:31] <brada> Interface::SetVisible
[00:36:47] <fuzzie> it also doesn't matter though?
[00:36:51] <brada> :/
[00:36:55] <brada> looks that way
[00:37:15] <fuzzie> I mean, edheldil did something suspicious there, but I commented that too
[00:38:30] <fuzzie> v.v.mysterious
[00:39:40] <fuzzie> it's not even a nesting issue, the modal draw is done outside the loop
[00:39:49] <fuzzie> so is this a back buffer issue of some kind?
[00:40:41] <brada> could be i guess
[00:40:53] <brada> we do only get one frame of grey
[00:41:05] <brada> and that is before the modal window is actually drawn
[00:41:27] <fuzzie> which is mysterious!
[00:42:18] <brada> yup
[00:42:25] <brada> backbuf and disp have the same address
[00:42:50] <brada> so one of our hacks
[00:43:58] <brada> probably my fault too ha ha
[00:44:05] <fuzzie> yes
[00:44:06] <fuzzie> it totally is
[00:44:17] <fuzzie> you moved the event handling into SDLVideoDrivers::SwapBuffers
[00:44:39] <fuzzie> which is called *when the buffers are being swapped*
[00:44:56] <fuzzie> so yes, you are to blame :)
[00:45:26] <brada> i told you!
[00:46:05] <fuzzie> as right as ever
[00:46:22] <brada> Im suprised nobody noticed that before
[00:46:27] <brada> that was many months ago
[00:46:33] <fuzzie> anyway that whole modal thing clearly needs a rethink anyway due to the hw rendering future
[00:46:43] <brada> indeed
[00:46:48] <fuzzie> not sure how we'd do it otherwise though
[00:47:07] <fuzzie> the alpha is kind of relatively painful in software
[00:47:41] <fuzzie> maybe just do the horrible thing and have the backend report whether it maintains a backbuf or not..
[00:50:25] <fuzzie> right, I'm going to go sleep
[00:50:59] <fuzzie> it is nice to track down bugs again though
[00:51:08] <fuzzie> it always feels productive
[00:52:12] <brada> yeah, it would be nice if they werent so horrible to fix ha ha
[00:52:16] <brada> but good night
[00:52:19] <brada> happy new year
[00:52:41] <fuzzie> happy new year :)
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[01:20:41] <brada> just a quick thought about modal windows
[01:21:03] <brada> what if being modal was just a flag on the window instead of handled by core
[01:21:39] <brada> except then i guess the window would keep drawing its semitransparent background over and over until everything was black
[01:22:49] <brada> and i guess the window bounds are actually quite small
[01:22:54] <brada> not fullscreen
[01:22:58] <brada> so nevermind
[01:29:48] <brada> well I got modal windows working again
[01:29:55] <brada> although its a hideous hack :p
[01:30:24] <brada> oh and i guess they dont really work cuz the modal window doesnt redraw when interacting with it
[01:31:57] <brada> that was easily fixed tho
[01:33:15] <brada> still an ugly hack tho
[01:36:18] <brada> ok so this code is horrible, but im going to post it so we can examine if the premise is ok
[01:36:19] <brada> http://pastebin.com/aNFTzCiu
[01:36:20] <Pepelka> [Diff] diff --git a/gemrb/core/Interface.cpp b/gemrb/core/Interface.cpp index 9a83835. - Pastebin.com
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[06:38:57] <chiv> happy neaw year everybody! I can barely see right now, but I think I can still touch type..
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[10:03:41] <jackhunter> hello
[10:03:46] <jackhunter> and happy new year
[10:04:01] <jackhunter> not knowing where to get help for this i am asking you
[10:04:34] <jackhunter> yesterday i was googling and suddenly got redirected to a web page tagged as suspicious, called "javabashen". I have no idea about why and how i got there
[10:04:53] <jackhunter> i ran a scan with antivirus, found nothing, i left immediately the website
[10:06:36] <edheldil> Hi and a happy new year, GemRBers!
[10:07:39] <edheldil> have you left google begore being redirected?
[10:07:53] <jackhunter> just after
[10:08:04] <jackhunter> i didnt click when iw as on website, closed windows immediately
[10:08:31] <jackhunter> i suspect i may have misclikced on a google ad while on a website, but cant say which
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[10:24:25] <fuzzie> hallo
[10:25:06] <fuzzie> brada: <fuzzie> the alpha is kind of relatively painful in software
[10:25:12] <fuzzie> so I think, no :p
[10:25:39] <fuzzie> but didn't think on it so much
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[11:30:04] <Beholder> hi
[11:30:12] <fuzzie> hey
[11:31:57] <Beholder> i got a wrong pallete for portraits
[11:32:59] <fuzzie> for 8bpp ones?
[11:33:10] <fuzzie> I thought they were all 32bpp
[11:33:39] <fuzzie> I guess not, they're both
[11:34:40] <fuzzie> any idea which ones?
[11:35:31] <fuzzie> thereotically the bmpimporter can also make 4bpp sprites, that's weird, why do we support that?
[11:36:15] <Beholder> http://i-fotki.info/16/bb7fc28ba2e66aac869ab6c87ed887c9bc8616171236222.jpg.html
[11:36:17] <Pepelka> Ifotki.info - бесплатный хостинг фотографий для форумов, дневников, гостевых книг
[11:36:18] <Pepelka> »Ресурс для публикации фотографий на форумах, дневника, личных страницах«
[11:37:28] <fuzzie> so do you get a palette at all? :)
[11:38:28] <Beholder> where the code that call BlitSprite for portrait?
[11:38:35] <fuzzie> anyway it's a 32bpp image.
[11:39:07] <fuzzie> (bpp==32)
[11:39:10] <Beholder> but may be it's a not ARGB as background?
[11:39:18] <fuzzie> background?
[11:39:31] <fuzzie> I mean, the Sprite2D which is drawn there is 32bpp
[11:39:39] <Beholder> yes, menu background in 32bpp with ARGB
[11:39:53] <fuzzie> oh wait
[11:40:01] <fuzzie> is this an existing character?
[11:40:02] <Beholder> may be portraits is 32bpp but not ARGB
[11:40:26] <fuzzie> that might be different
[11:40:29] <fuzzie> and I have no idea about the format
[11:40:30] <Beholder> i generated it
[11:40:33] <fuzzie> 'ARGB' is meaningless anyway..
[11:40:44] <fuzzie> everyone means different things when you say that
[11:41:17] <fuzzie> you mean OpenGL ES's GL_UNSIGNED_BYTE ordering?
[11:42:58] <Beholder> i need to conversion all non-RGBA 32bpp format ro RGBA
[11:43:03] <fuzzie> the bmp importer looks like it creates that ok
[11:43:43] <Beholder> but what format? RGBA? RGB?
[11:44:26] <fuzzie> on LE, it outputs byte-order ARGB, which is what OpenGL ES expects for GL_UNSIGNED_BYTE
[11:44:48] <fuzzie> oh I see
[11:45:28] <fuzzie> the MOS importer gives you BGRA
[11:45:47] <fuzzie> and you're not checking the masks I guess
[11:45:52] <fuzzie> so yes it's likely that
[11:46:40] <fuzzie> no wait, I guess it outputs RGBA
[11:46:41] <fuzzie> horrible
[11:46:53] <fuzzie> sigh
[11:47:48] <fuzzie> so I guess you have to check whether rMask == 0x000000ff, and handle that case differently
[11:51:15] <Beholder> but menu bg is from mos too?
[11:52:22] <fuzzie> yes
[11:52:27] <fuzzie> I mean, you only handle MOS right ow
[11:52:30] <fuzzie> the portrait is BMP
[11:52:50] <Beholder> a
[11:52:52] <fuzzie> so you have to check for the BMP mask (rMask == 0x000000ff) and ocnvert that too
[11:53:20] <fuzzie> sorry :)
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[16:51:05] <Beholder> background does not redraw in character generation mode if any dialog shows
[16:52:15] <Beholder> with exit game dialog same problem
[16:59:35] <edheldil> exit game dialog's own bacground?
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[18:07:28] <fuzzie> Beholder: yes, we've been looking at that :)
[18:07:37] <fuzzie> (last night)
[18:08:19] <fuzzie> caused by lack of back buffer in your driver, brad's patch will deal with it for hw-accel case but not good for sw case
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[18:27:27] <Beholder> i read some articles about 2D in opengl, and there only one solution found. We need to minimize calls. What maximum amount of sprites we render in one frame?
[18:28:25] <fuzzie> sometimes, lots.
[18:30:05] <Beholder> >500?
[18:31:30] <fuzzie> hm, probably not that many, if you render cleverly
[18:34:25] <fuzzie> but scenes like http://jolstatic.fr/www/captures/850/3/25503.jpg can be pretty sprite-heavy
[18:36:44] <fuzzie> probably once it all works you can consider batching stuff
[18:45:59] <Beholder> i read about batching, it's a not simple with many textures
[18:47:32] <wjp> hm, nice scene
[18:47:39] <wjp> hello
[18:48:17] <fuzzie> maybe you can try convincing Beholder that it's a bit early to worry about performance? :)
[18:48:32] <wjp> Beholder: I think it's a bit early to worry about performance
[18:50:02] <Beholder> you conspired :)
[18:50:15] <Beholder> ok
[18:50:28] <Beholder> another error in my code
[18:51:35] <Beholder> game crashes if i trying to set appearance
[18:51:58] <Beholder> guiscript calls GetPalette
[18:52:20] <Beholder> but i see in my Sprite palette s NULL
[18:53:23] <fuzzie> is that not ok?
[18:54:12] <fuzzie> oh, for a BAM?
[18:55:31] <Beholder> i cant debug GUIScript, damned python.dll prevents it for me
[18:56:25] <fuzzie> there's only one GetPalette call in GUIScript
[18:56:25] <Beholder> i see in CallStack that func called from GUIScript
[18:56:26] <fuzzie> and it's on a BAM
[18:56:31] <fuzzie> and that always has a palette
[18:57:34] <fuzzie> if you mean that it's a direct call
[18:58:01] <fuzzie> probably you don't implement copy() right?
[18:59:36] <Beholder> right)
[19:15:24] <Beholder> i look at Sprite2D copy constructor
[19:15:34] <Beholder> it do not copies pixels
[19:15:50] <Beholder> only set pointer
[19:16:25] <Beholder> i think i need to copy pixels to new object
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[19:17:40] <wjp> you should probably mostly ignore Sprite2D::Sprite2D(const Sprite2D &obj)
[19:17:49] <Beholder> ah, SDLSurfaceSprite2D gets pixels from newly created surface
[19:17:52] <wjp> right
[19:18:32] <fuzzie> sprites should be immutable, right?
[19:18:57] <fuzzie> so in theory you can share the data
[19:19:12] <fuzzie> just I don't think it matters
[19:20:35] <wjp> hm, should they be?
[19:20:56] <wjp> I think copy() is expected to create a new copy for non-BAM sprites
[19:21:12] <wjp> ah yes, see Video::MirrorSpriteVertical()
[19:21:26] <wjp> oh, wait
[19:21:36] <wjp> I'm a bit blind and/or non-awake
[19:21:46] <fuzzie> :-)
[19:21:56] <fuzzie> magic!
[19:23:04] <Beholder> I do not copy pixels, right?
[19:25:51] <fuzzie> you don't have to
[19:26:38] <fuzzie> but if you don't, you have to keep a refcount somewhere else..
[19:27:36] <Beholder> now crashes at startup
[19:27:47] <Beholder> :)
[19:28:01] <fuzzie> otherwise obviously you will crash the moment pixels is deleted ;p
[19:28:33] <fuzzie> but probably you want a reference-counted class anyway for sharing the opengl texture
[19:30:46] <fuzzie> a lazy way would be to keep a reference to the owner class when copying (so, store it, and then acquire() it on copy and release() it in destructor), and always set freePixels to false when you make a copy
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[19:32:56] <fuzzie> do we have anything new to blame brada for? I forget
[19:33:14] <brada> oh please my poor head hurts so much already
[19:33:40] <brada> did you see my hack for modal windows?
[19:33:57] <fuzzie> yes
[19:34:06] <fuzzie> it's horrible for the software case, right?
[19:34:15] <fuzzie> but ideal for the hardware one
[19:34:35] <brada> i dont think it draws that much tho
[19:34:55] <fuzzie> maybe I misunderstand what it's doing
[19:35:06] <Beholder> mirror methods such as MirrorSpriteVertical are invalid for me
[19:35:14] <fuzzie> Beholder: no, they're not
[19:36:09] <fuzzie> they will work fine if the 'pixels' is the same
[19:36:31] <brada> fuzzie: the background seems to only draw once
[19:36:37] <brada> at least in my test case
[19:36:37] <fuzzie> so as long as you keep no pixels (NULL) or you refcount pixels (the same), it works fine
[19:36:57] <fuzzie> brada: go into options and open subwindows..?
[19:37:34] <brada> ah yeah ha ha that doesnt work :p
[19:37:55] <brada> well maybe its time to rethink tooltips?
[19:38:17] <fuzzie> but, but, my tooltips :(
[19:38:35] <fuzzie> they were my first real contribution. they're so cool and animated!
[19:38:58] <brada> they are!
[19:39:10] <fuzzie> but yes I think we really have to actually do this modal thing when drawing the window
[19:39:22] <fuzzie> and then get the window invalidation right
[19:40:12] <brada> or that
[19:40:15] <brada> yeah
[19:40:21] <brada> because i forgot about cursors
[19:40:29] <brada> there is no real good way around those
[19:40:46] <fuzzie> don't we hand those over to SDL?
[19:41:02] <fuzzie> I mean, I thought they weren't on the backbuf
[19:41:09] <brada> right
[19:41:22] <fuzzie> so I'm confused
[19:41:24] <brada> and the problem could be interpreted in two ways
[19:41:43] <brada> either the fact that we draw directly to the display
[19:41:57] <brada> or the fact that we draw from within events
[19:42:19] <fuzzie> well
[19:42:34] <fuzzie> no
[19:42:38] <fuzzie> I mean there's two problems, right?
[19:42:49] <fuzzie> the immediate one is, brada broke it!1!11!11 and we shouldn't be processing events/etc from within SwapBuffers
[19:42:58] <brada> ha ha yeah
[19:43:04] <brada> but it was so convinient for me :p
[19:43:23] <fuzzie> and the longer-term one is that this is a stupid trick and it doesn't work properly when hw rendering anyway
[19:43:30] <brada> right right
[19:43:39] <fuzzie> and Beholder is already complaining about that ;p
[19:47:01] <brada> SDLSurfaceSprite2D do copy pixels btw
[19:47:07] <fuzzie> yes
[19:47:10] <fuzzie> BAMSprite2D doesn't though
[19:47:15] <brada> right
[19:47:16] <brada> yeah
[19:47:23] <brada> that was on purpose iirc
[19:47:26] <fuzzie> but it refcounts via the AnimationFactory
[19:47:31] <fuzzie> it's a bit trickier if you don't have one
[19:48:56] <brada> if i remember correctly we only copy sprites to rotate them or mirror them right?
[19:49:12] <brada> something you can do in hardware easily with the same data
[19:49:21] <fuzzie> and some other stuff
[19:49:25] <fuzzie> but all good
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[20:21:50] <lynxlynxlynx> http://www.youtube.com/watch?v=2ZL99pXosfI
[20:21:51] <Pepelka> GemRB development 2013 - YouTube
[20:21:53] <Pepelka> »A Gource representation of last year's activity in our git repository at gemrb.org . Big thanks to all the contributors! Gource: http://code.google.com/p/gource«
[20:23:30] <Pepelka> [wiki] sidebar - [Latest news] http://www.gemrb.org/wiki/doku.php?id=sidebar&rev=1388607748&do=diff
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[20:34:32] <Beholder> http://i-fotki.info/16/60c908d13bfa0b33620ea5b11c65d6dbbc8616171268488.jpg.html
[20:34:33] <Pepelka> Ifotki.info - бесплатный хостинг фотографий для форумов, дневников, гостевых книг
[20:34:35] <Pepelka> »Ресурс для публикации фотографий на форумах, дневника, личных страницах«
[20:34:53] <Beholder> i think shadow must be a semi-transparent
[20:40:08] <brada> it is
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[20:55:06] <lynxlynxlynx> and not red :)
[21:04:50] <Beholder> hm, i cant find what's wrong
[21:06:27] <Beholder> i copies texture and set pointer for palette in copy constructor
[21:07:37] <lynxlynxlynx> brada: besides the title thing, i now noticed another bug — in the textedit for (re)naming places of interest, the text is drawn fine, but the pink mouse text cursor is replicated after each key
[21:08:05] <brada> ill look into it
[21:08:06] <lynxlynxlynx> likely just a mapcontrol issue, since the textedit in chargen doesn't have this problem
[21:16:57] <Beholder> is shadow a separate sprite?
[21:28:02] <lynxlynxlynx> in that screenshot? I'd have to check the file
[21:28:20] <lynxlynxlynx> ingame only a few actor types have shadows and those are separate
[21:37:19] <edheldil> wtf!
[21:40:42] <Beholder> wrong palette i think)
[21:44:36] <edheldil> BlitSprite: int tx = x - spr->XPos; ...; if (!anchor) { tx -= Viewport.x; ... }
[21:45:14] <edheldil> it's NOT the BAM sprite anchor *grr*
[21:52:33] * edheldil kicks the method's interface
[21:54:58] <Beholder> this code in my driver is copy of "original" BlitSprite from SDLVideo.cpp
[21:55:49] <edheldil> it was not directed at you, Beholder
[21:56:42] <edheldil> I was just bitten by it as I am trying to fix the scrollbars
[21:56:52] <brada> whats wrong with scrollbars?
[21:58:31] <edheldil> they draw wrong, at least in pst
[21:58:34] <brada> oh
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[21:59:18] <edheldil> I will check other games and hopefully commit the fix if it's ok there (which is a BIG if)
[22:00:09] <edheldil> the trough is drawn several pixels to the right, for example
[22:00:34] <brada> i dont see that in BG2
[22:00:53] <brada> or i would have fixed it when i fixed the resto of the scrollbar issues
[22:01:47] <edheldil> so the pst fix will possibly break in bg2 :)
[22:02:27] <brada> if anything they look a couple pixels to the left o_O
[22:02:54] <brada> I dont have the original to compare how they should actually look
[22:03:01] <brada> so please dont take my word for it
[22:03:42] <edheldil> eh
[22:07:11] * edheldil starts bg2 and crosses fingers
[22:13:19] <edheldil> looks good. But I have found another issue: for some reason, lots of buttons on the GUILOAD screen in bg2 has a slightly different position
[22:16:14] <edheldil> brada: thank you for adding mouse grab to the scrollbars
[22:16:25] <brada> you are most welcome
[22:16:29] <brada> it was driving me nuts
[22:16:39] <brada> also fixed an issue with the pst float win
[22:16:46] <brada> so the legend goes
[22:16:57] <edheldil> nah, there are many more :)
[22:17:41] <brada> im installing PST now
[22:17:49] <brada> i will attempt to fix some
[22:18:39] <lynxlynxlynx> oh, we had something about that on the ancient todo too
[22:18:51] <lynxlynxlynx> you could drag the floating window in the original
[22:22:13] <edheldil> I mean the dragging improved, but there are other issues with the menu
[22:22:39] <brada> oh i know
[22:28:28] <brada> it would be really nice if somebody quashed the invalid stance thing
[22:28:35] <brada> the log in PST is constantly bombarded
[22:30:29] <Pepelka> [wiki] developers:edheldil http://www.gemrb.org/wiki/doku.php?id=developers:edheldil&rev=1388615412&do=diff
[22:30:37] <brada> so it looks like the best thing to do is factor out the formation rotation bits into their own methods
[22:31:57] <brada> maybe
[22:37:10] <edheldil> wjp, brada: is it possible that if sprite is overflowing the clip rectangle both on left and right that it's not drawn at all?
[22:37:59] <brada> not sure, why?
[22:39:39] <brada> how does formation rotation work in PST? alt+left mouse or right mouse?
[22:42:20] <-- lynxlynxlynx has left IRC (Remote host closed the connection)
[22:42:38] <edheldil> I think alt+left
[22:42:58] <edheldil> at least it seems to work, but it interferes with linux wm
[22:43:45] <edheldil> brada: the scrollbar slider is not drawn if I draw it a pixel left in bg2 and iwd2
[22:45:13] <edheldil> argh, unsigned var
[23:10:36] <Lightkey> you fell into a trap? :-)
[23:29:24] <wjp> edheldil: two-sided clipping shouldn't cause the sprite to be skipped I think
[23:29:28] <wjp> where do you see that?
[23:30:13] <edheldil> sorry, I haven't noticed that it was cast to unsigned :/
[23:30:57] <Pepelka> [wiki] developers:edheldil http://www.gemrb.org/wiki/doku.php?id=developers:edheldil&rev=1388618969&do=diff
[23:31:31] <edheldil> well, I have checked my changes and they are pixel perfect for all games I have tested (bg2tob, how, iwd2, pst) on the GUILOAD screen
[23:34:41] <brada> cool
[23:37:37] <fuzzie> what did you fix? :)
[23:38:36] <edheldil> https://github.com/edheldil/gemrb/compare/pst_look_fixes
[23:38:37] <Pepelka> Comparing gemrb:master...edheldil:pst_look_fixes · edheldil/gemrb · GitHub
[23:38:38] <Pepelka> »gemrb - Engine Made with preRendered Background«
[23:38:48] <edheldil> comments welcome
[23:40:08] <-- brada has left IRC (Ping timeout: 245 seconds)
[23:42:02] --> brada has joined #gemrb
[23:49:40] <Lightkey> eh, the link to edheldil's first wiki edit shows the same changes as the second edit, even though the time stated at the bottom is for the first..
[23:50:56] <edheldil> I have noticed st. like that before
[23:54:54] <Lightkey> if you click through to the supposed page, the link looks a bit more complex: http://www.gemrb.org/wiki/doku.php?id=developers:edheldil&do=diff&rev2[0]=1321959579&rev2[1]=1388615412&difftype=sidebyside
[23:54:55] <Pepelka> developers:edheldil [GemRB wiki]
[23:59:24] <chiv> brada: the invalid stance stuff in pst, i believe that has to do with the unimplemented animations I was talking about with fuzzie
[23:59:42] <brada> no doubt