#gemrb@irc.freenode.net logs for 25 Feb 2014 (GMT)

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[13:22:46] <Beholder> hi
[13:26:10] <edheldil> Hi, Beholder
[13:31:32] <Beholder> anyone tried my latest sources?
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[13:54:33] <lynxlynxlynx> trying now
[14:00:18] <Beh0lder> magic effects has a bug with ground lighting, i know about it
[14:01:38] <Beh0lder> i tested only bg1 magic missile
[14:02:01] <lynxlynxlynx> first i need to fix the build
[14:02:24] <Beh0lder> i think the other spells draws with same mechanism
[14:02:33] <Beh0lder> what is wrong?
[14:04:02] <lynxlynxlynx> will let you know once i'm through
[14:06:23] <wjp> I think those lighting effects sprites are created by a special function
[14:06:59] <wjp> Video::CreateLight(), if I remember correctly
[14:07:21] <wjp> (but I'm not sure that's the problem you're seeing)
[14:08:03] <lynxlynxlynx> ok, done
[14:08:27] <lynxlynxlynx> http://sprunge.us/DCRd?diff
[14:08:42] <lynxlynxlynx> download without ?diff to get the raw diff as a patch
[14:09:23] <wjp> r == 0 && g == 0 && b == 0 might be more natural :-)
[14:09:54] <lynxlynxlynx> true
[14:11:01] <lynxlynxlynx> it segfaults for me on start
[14:12:56] <lynxlynxlynx> http://paste.debian.net/83990/
[14:12:57] <Pepelka9> debian Pastezone
[14:13:22] <lynxlynxlynx> note to self: set up the prettyprinters
[14:13:26] <lynxlynxlynx> but lunch first
[14:13:34] <wjp> I think it looks for some shaders in the current directory
[14:13:57] <wjp> (or a shaders/ subdirectory or so; can't look right now)
[14:14:12] <wjp> so you may have to add a symlink to the right source dir in the build tree
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[14:16:55] <wjp> (the plugins/SDLVideo/Shaders directory)
[14:42:27] <lynxlynxlynx> yeah
[14:47:04] <lynxlynxlynx> easy to fix
[14:47:18] <lynxlynxlynx> let's see bg2 now
[14:48:15] <lynxlynxlynx> eh, sdl2 has a broken kbd
[14:48:23] <lynxlynxlynx> haste animates fine
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[14:52:54] <lynxlynx> <lynxlynxlynx> stoneskin too, but then the skin doesn't remain (i think it's another thing handled by actor::draw)
[14:52:54] <lynxlynx> <lynxlynxlynx> similar for armor, i think it's supposed to leave a glow
[14:52:54] <lynxlynx> <lynxlynxlynx> strength of one looks ok
[14:52:56] <lynxlynx> <lynxlynxlynx> summoning and stinking cloud are fine
[14:52:58] <lynxlynx> <lynxlynxlynx> chromatic orb: unsure
[14:53:00] <lynxlynx> <lynxlynxlynx> minor globe works now!
[14:53:12] <lynxlynxlynx> stoneskin too, but then the skin doesn't remain (i think it's another thing handled by actor::draw)
[14:53:12] <lynxlynxlynx> similar for armor, i think it's supposed to leave a glow
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[14:53:13] <lynxlynx> healing also doesn't leave a temporary glow
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[14:54:21] <lynxlynxlynx> though i'm less sure there was one
[14:54:25] <lynxlynxlynx> entangle is fine
[14:54:41] <lynxlynxlynx> it's still a bigger resource hog than sdl1 here though
[14:55:30] <fuzzie> this is with gl?
[14:56:25] <lynxlynxlynx> yes
[14:56:40] <lynxlynxlynx> i can tell without looking at numbers since the fans go up to max
[14:58:43] <fuzzie> well that doesn't mean too much
[14:58:58] <fuzzie> without more info about what you have lurking under the fans :)
[14:59:04] <wjp> I think the frame limiter is disabled in this branch?
[14:59:22] <fuzzie> oh, it wasn't when I last tried it, I thought
[14:59:58] <lynxlynxlynx> i think he's right, iirc it was accidentally committed
[14:59:59] <fuzzie> I was just thinking of the obvious "if you wake up an integrated GPU then probably you'll increase heat" issues
[15:00:00] <lynxlynxlynx> lemme check
[15:00:02] <fuzzie> ah well :)
[15:00:18] <fuzzie> I wouldn't be surprised if it is still more of a hog right now, mind, especially with text in there
[15:00:21] <wjp> https://github.com/BehoIder/gemrb/commit/8c7b12e3cd10dfe9a81a9485c5f7c5d8d3d130b0
[15:00:23] <Pepelka9> GLVideoDriver: new method drawPolygon for drawing various polygons and l... · 8c7b12e · BehoIder/gemrb · GitHub
[15:00:25] <Pepelka9> »gemrb - Engine Made with preRendered Background«
[15:00:45] <lynxlynxlynx> yeah
[15:01:06] <lynxlynxlynx> around 100fps when idle ingame (no apparent area animations or movement)
[15:01:23] <wjp> (see the diff to SDLVideo.cpp in that commit)
[16:00:36] <Beh0lder> right
[16:01:26] <Beh0lder> lynx, i'll see your diff later
[16:04:48] <lynxlynxlynx> ignore the cmake bits, i'll just commit it to main
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[16:13:20] <Pepelka9> [commit] lynxlynxlynx: .pydevproject: removed old remainder https://github.com/gemrb/gemrb/commit/ad36f72b4135695724b050460d4b09bbb649a429
[16:13:21] <Pepelka9> [commit] lynxlynxlynx: cmake: update for gl branch changes https://github.com/gemrb/gemrb/commit/6356307b326822ef6b498e6b1540cb2dad94a23c
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[16:32:22] <Beholder> lynx: strange that if with multiple '==' not works for you
[16:33:33] <lynxlynxlynx> gcc warns about ambiguity
[16:34:19] <wjp> multiple == probably doesn't do what you think it does
[16:34:22] <lynxlynxlynx> should probably file a bug upstream, but that would take to long to fix for us to ignore
[16:35:24] <lynxlynxlynx> yeah, only the fact that there were three variables made it work
[16:35:32] <wjp> it does _not_ test if all values are identical in C++
[16:36:11] <wjp> lynxlynxlynx: no, the three isn't important
[16:36:24] <lynxlynxlynx> ((r == b) == g) == 0 -> (1 == 0) == 0 -> true?
[16:36:30] <Beholder> I'm just used to c#
[16:36:54] <Beholder> i replaced with multiple conditions with &&
[16:37:14] <lynxlynxlynx> but you're right, another var wouldn't change it
[16:38:45] <Beholder> what about light
[16:39:06] <wjp> did you check Video::CreateLight()?
[16:42:42] <Beholder> it only creates a sprite
[16:43:24] <Beholder> i added breakpoint to line 707 in scriptedanimation
[16:43:41] <Beholder> never called if i cast magic missile
[16:47:22] <lynxlynxlynx> maybe look from Projectile::Draw downwards
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[16:52:50] <Beholder> Projectile::DrawTravel i see
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[16:56:30] <Beholder> if (a == 0) a = 0xFF; //no transparency
[16:56:49] <Beholder> line 146 GLTextureSprite.cpp
[16:56:56] <Beholder> not right i think
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[17:01:58] <Beholder> what can i do with this, sprite does not contain isAlpha flag as in palette
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[17:19:44] <Beholder> light sprite has true alpha
[17:20:57] <Beholder> but most sprites with no alpha has 0 in alpha channel == full transparent in GL. Such as menu background
[17:57:15] <Beholder> anybody?
[18:02:23] <fuzzie> is this BAM vs non-BAM thing?
[18:03:09] <Beholder> both is non-BAM i think
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[18:19:53] <Beh0lder> may be add a hack as with tint?
[18:20:42] <Beholder> BAM=false, RLE=false
[18:22:24] <Beh0lder> damn
[18:22:41] <Beh0lder> how to kill the second Beholder
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[18:34:36] <Beh0lder> ok, i'm waiting for...
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[18:38:36] <Beh0lder> r=255,b=255,g=255,a=0
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[19:03:13] <wjp> hmm
[19:03:55] <wjp> it looks like the SW renderer is always respecting the alpha channel of non-BAM sprites
[19:05:32] <wjp> I wonder if SDL is filling the alpha channel with 0xFF when we call CreateSprite with alpha_mask == 0
[19:06:30] <wjp> although that sounds a bit strange
[19:08:24] <Beh0lder> i do not want to add any hacks
[19:09:59] <wjp> I'm not sure why you mention that just now
[19:11:57] <Beh0lder> adding a strange if statements with hardcoded values is a not a good style of coding
[19:12:17] <wjp> I have no idea what you're talking about
[19:14:00] <Beh0lder> i can add if(alphaMask == 0){} to createGlTexture
[19:14:13] <Beh0lder> but i think it's a bad code
[19:14:36] <wjp> why? How else would you specify if a pixel format has alpha bits?
[19:17:49] <wjp> but I think what actually happens is that BlitSprite() always ignores alpha and BlitGameSprite() always respects it for non-BAM RGB sprites
[19:17:53] <wjp> maybe
[19:18:39] <Beh0lder> alphaMask is only mask it must be used only for calculating alpha value of pixel. Light sprite is right, it has 0 in alpha value, but most sprites is not. And sprite has no any flags that i can check it's a sprite with alpha or not.
[19:19:21] <Beh0lder> menu bg sprite has 0 in alpha for all pixels
[19:19:44] <wjp> and alphamask 0
[19:20:01] <Beh0lder> yes
[19:21:34] <wjp> bbl
[19:24:55] <Beh0lder> ok it works with this "if"
[19:25:52] <Beh0lder> but I do not like :(
[19:30:35] <Beh0lder> committed, please check
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