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

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[18:35:10] <Beholder> hi
[18:36:04] <Beholder> any news about textareas & fonts?
[18:56:37] --> brada has joined #gemrb
[18:56:45] <brada> Beholder: still working on it
[18:56:53] <brada> it will be awhile yet
[18:56:59] <Beholder> ok
[18:57:10] <brada> text areas are more complex then i originally thought :)
[18:57:18] <Beholder> )
[18:59:23] <brada> I basically rewrote the font and TextArea class from scratch
[19:00:08] <Beholder> I also encountered with the difficult task
[19:00:20] <Beholder> sectors
[19:00:39] <Beholder> i don't know how to implement it
[19:00:43] <brada> sectors?
[19:01:20] <Beholder> yeah, four sectors
[19:01:36] <fuzzie> the recticles
[19:01:39] <brada> oh
[19:01:53] <fuzzie> I don't know either, I'm tempted to suggest just sw rendering them into a texture
[19:01:56] <Beholder> right
[19:02:05] <Beholder> not a good
[19:02:27] <Beholder> i'll think about it
[19:02:55] <brada> couldnt we render them into an animation?
[19:03:16] <Beholder> maybe i'll find a better solution
[19:04:26] <Beholder> my mathematics knowledge not a perfect
[19:05:06] <Beholder> what is trapezoid?
[19:05:14] <brada> well the math is already there
[19:05:33] <brada> trapezoid is like a square with one side pinched in
[19:05:45] <brada> so one side is shorter
[19:06:14] <Beholder> i mean trapezoid class)
[19:06:28] <Beholder> four ints inside
[19:06:51] <Beholder> how it works?
[19:09:19] <brada> i assume y1 is the left slope and y2 is the right slope
[19:09:23] <brada> i dont know tho
[19:09:31] <brada> no time to dissect it either
[19:10:20] <wjp> y1 and y2 are top and bottom
[19:10:42] <wjp> left_edge and right_edge are indices into a Polygon's edges
[19:10:51] <wjp> but these things are SpriteCover internals
[19:11:21] <wjp> I ocnvert cover polygons into set of trapezoids to make rendering them faster
[19:12:05] <brada> clever
[19:13:24] <Beholder> DrawPolyline used for highlighting doors etc?
[19:14:10] <wjp> ah, right, DrawPolyline uses it too
[19:14:34] <wjp> the trapezoids are just an implementation detail for drawing filled polygons
[19:14:58] <Beholder> i need to implement this method
[19:15:00] <wjp> yes, for highlighting doors and containerss and such
[19:15:20] <wjp> there may be easier ways to draw filled polygons with GL
[19:15:22] <Beholder> how to convert trapezoids to lines?
[19:15:39] <wjp> don't; use the original Polygon
[19:15:49] <Beholder> ok
[19:15:56] <wjp> (Gem_Polygon)
[19:16:39] <Beholder> i need to use points, right?
[19:16:51] <wjp> yes
[19:16:58] <wjp> and 'count' is the number of points
[19:17:07] <Beholder> ok
[19:17:47] <wjp> at the bottom of DrawPolyline you see how it draws the outline
[19:17:58] <Beholder> i think, use GL_LINE_STRIP will be good for this
[19:18:06] <wjp> it takes 'points' and turns it into a series of DrawLine() calls
[19:19:47] <Beholder> now my draw line uses GL_DRAW_LINES, but will be faster if i draw all polygon per one gl call using GL_LINE_STRIP
[19:20:39] <Beholder> and i can draw rects with this method too
[19:20:54] <wjp> that's only for the outline, right?
[19:20:59] <Beholder> right
[19:21:00] <wjp> or can it fill too?
[19:21:07] <Beholder> only outline
[19:21:19] <wjp> ok
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[20:32:28] <Beholder> how to highlight the door?
[20:33:31] <Beholder> in bg i point mouse to door and door comes highlighted
[20:35:02] <Beholder> hm, i think so, but not works for me, need debug
[20:37:05] <Beholder> points in non-screen coordinates
[20:38:31] <Beholder> damn
[20:38:44] <Beholder> not so good
[20:39:31] <wjp> they're relative to Viewport.x/y
[20:42:10] <Beholder> will have to make a copy of points and adjust....
[20:42:58] <Beholder> or i can modify source?
[20:43:35] <Beholder> if Gem_Polygon* creates only for this method
[20:44:08] <wjp> no, can't modify the Gem_Polygon
[20:44:25] <Beholder> ok, i'll create a copy
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[20:53:31] <Beholder> i get fill=true for door
[20:53:50] <wjp> yes, it's highlighted in light blue
[20:54:07] <wjp> I think
[20:54:12] <Beholder> but in original BG it has only outline
[20:54:23] <Beholder> fill=false, i think
[20:55:27] <Beholder> line strips works perfect
[20:56:02] <wjp> ah, in original BG1 it's indeed outlined
[20:56:48] <wjp> in BGEE it's highlighted
[20:57:19] <fuzzie> which one looks better? :)
[20:57:38] <wjp> tough one
[20:57:57] <wjp> but I think I prefer highlighting
[20:57:57] <edheldil_> in pst it's diiiiiffereeeent!
[20:57:59] <edheldil_> :)
[20:58:21] <edheldil_> hi all
[20:58:23] <wjp> only cursor change in PST?
[20:59:13] <edheldil_> no, door ans dontainers are drawn with cyan-scale bitmap
[20:59:26] <edheldil_> and containers
[20:59:27] <wjp> right, and no outline at all
[20:59:34] <edheldil_> right
[20:59:57] <wjp> I guess that's one of the SW renderer TODOs?
[21:01:24] <edheldil_> not sure, but it looks much better than what gemrb/bg2 has, imo
[21:02:11] <Beholder> hi edheldil
[21:02:27] <edheldil_> Hi, Beholder
[21:03:17] <wjp> hm, and IWD2 is a mix of the two?
[21:03:54] <wjp> very dark blue version of the door with a blue outline
[21:05:21] <edheldil_> I can provide reference screenshots, if you want
[21:05:56] <wjp> would be useful, thanks
[21:06:10] <Beholder> i think will have to decompose polygon to triangles to fill, no other way
[21:07:08] <wjp> it should be possible to turn the Polygon->Trapezoids function into a Polygon->Triangles function
[21:07:26] <wjp> by just turning every trapezoid into a quad/two triangles
[21:07:47] <wjp> won't be optimal, but I don't know how sensitive that is
[21:10:06] <wjp> or you can use any other method to triangularize the polygon of course
[21:14:08] <edheldil_> iwd does not start, I will try to restart ...
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[21:29:16] <edheldil_> wjp: http://www.eowyn.cz/gemrb/iwd/screenshots/how_(door|pile|trap).png
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[21:38:31] <wjp> I'll try get to these renderer updates soonish
[21:38:38] <wjp> s/get/to get/
[21:39:53] <wjp> but it looks like for this we'll need to draw polygons that turn their background into a coloured brightness image?
[21:41:27] <wjp> kind of a different operation than the current ones
[21:41:43] <wjp> and for PST I suppose a blit flag that does that with a sprite
[21:42:14] <wjp> maybe we can just re-use Tint for that, but _after_ greyscaling
[21:59:08] <edheldil_> yep, we have to map luminance to cyan ramp
[22:00:27] <edheldil_> but does pst have it as a sprite? e.g. door ...
[22:02:30] <edheldil_> >> draw polygons that turn their background into a coloured brightness image << yeah
[22:44:36] <edheldil_> and added some more
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