#gemrb@irc.freenode.net logs for 22 Oct 2013 (GMT)

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[15:34:43] <brada> im sure gemrb would still be slow as molasses, but SDL 2.0.1 claims "Dramatically improved OpenGL ES 2.0 rendering performance"
[15:35:22] <brada> also a new SDL_UpdateYUVTexture that may be useful for the video playback
[15:36:58] <brada> bunch of android specific fixes as well
[15:37:01] <fuzzie> ooh
[15:44:27] <brada> I wonder what broke now :p
[15:45:48] <fuzzie> at some point it'll stabilise and be awesome though
[15:46:01] <fuzzie> *lots* of committed fixes for stuff recently
[15:46:39] <brada> i need to find time to build gemrb with it
[15:48:24] <brada> bah i can never remember how to discard changes in mecurial
[15:56:32] <brada> well it crashes horrifically right from the beginning lol
[15:56:57] <brada> looks like an ios 7 change tho
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[16:04:55] <brada> well suprisingly none of the touch input appears broken
[16:05:12] <brada> tho admittedly i didnt test very throughly
[16:07:11] <fuzzie> sounds positive :)
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[16:15:28] <brada> ill bet building for android wont be so easy
[16:15:51] <brada> they changed quite a bit and iirc we had a custom sdl.java
[16:18:01] <brada> do you thing the gle2 2 improvements include 16bpp texture support?
[16:19:48] <fuzzie> not as far as I can see
[16:20:09] <fuzzie> I can't tell which commit they're discussing but possibly the glGetError removal one since that has a huge stalling effect..
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[16:48:20] <brada> id be curious to find out how much improvement if any gemrb shows on android
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