#gemrb@irc.freenode.net logs for 27 Oct 2011 (GMT)

Archive Today Yesterday Tomorrow
GemRB homepage

[00:40:12] --> brad_a has joined #gemrb
[05:39:15] <-- brad_a has left IRC (Quit: brad_a)
[05:52:03] --> brad_a has joined #gemrb
[06:19:05] <-- brad_a has left IRC (Quit: brad_a)
[07:21:17] --> lynxlynxlynx has joined #gemrb
[07:21:17] <-- lynxlynxlynx has left IRC (Changing host)
[07:21:17] --> lynxlynxlynx has joined #gemrb
[07:21:17] --- ChanServ gives channel operator status to lynxlynxlynx
[08:35:10] --> SiENcE has joined #gemrb
[09:33:24] <-- SiENcE has left IRC (Quit: @all: cya)
[10:12:39] --> spike411 has joined #gemrb
[10:35:14] <-- spike411 has left IRC (Quit: spike411)
[10:37:06] --> spike411 has joined #gemrb
[12:00:22] <-- spike411 has left IRC (Quit: Manga & anime pokec na Jabberu: manga.cz@conf.netlab.cz)
[12:18:40] --> spike411 has joined #gemrb
[12:22:56] --> SiENcE has joined #gemrb
[13:09:31] <-- spike411 has left IRC (Quit: Manga & anime pokec na Jabberu: manga.cz@conf.netlab.cz)
[15:33:27] --> Maighstir has joined #gemrb
[15:35:00] --> brad_a has joined #gemrb
[15:38:29] <brad_a> so i feel mighty stupid, because this is painfully obvious in retrospect, but the assumption that the video driver was making that was causing messed up results is that it assumes the palette is always 256 colors, but sdl ttf uses a binary palette.
[15:41:21] <fuzzie> oh?
[15:42:00] <fuzzie> i thought it had a shaded mode which did nice palettes
[15:42:34] <fuzzie> but if it helps you fix stuff then hoorah :p
[15:42:38] <brad_a> shaded mode is truecolor
[15:42:45] <brad_a> no palettes
[15:42:53] <fuzzie> the 1.2 one has a nice 256 color shaded thing
[15:42:58] <fuzzie> but i haven't touched it in years
[15:42:58] <brad_a> really?
[15:43:13] <brad_a> the docs say that everything is truecolor except for solid mode
[15:44:08] <wjp> http://www.libsdl.org/projects/SDL_ttf/docs/SDL_ttf.html#SEC42
[15:44:40] <brad_a> i must have confused blende with shaded
[15:44:55] <fuzzie> i don't know if it helps at all here mind
[15:44:57] <fuzzie> i just used it once upon a time
[15:45:06] <brad_a> no actually that does help
[15:45:16] <brad_a> sounds like i should switch to shaded
[15:45:21] <brad_a> after all that headache
[15:45:34] <brad_a> kinda funny how that works
[15:45:48] <brad_a> the worst headaches always have the simplest solutions
[15:46:23] <brad_a> well it looks like i have much work to do with this still
[15:47:17] <brad_a> im gonna need somebody to run this though valgrind. i cant get it to run on mac os 10.7 and im certain i made an error in teh BAM plugin
[16:13:13] --> Yoshimo has joined #gemrb
[16:23:00] <-- SiENcE has left IRC (Read error: Connection reset by peer)
[18:45:22] <brad_a> well im certainly learning a lot about pixel data.
[18:45:38] <brad_a> had to add a pitch ivar to the sprite class
[18:46:37] <brad_a> now things work. at least work ish. there are some minor artifacts but i think that is because the shaded renderer paints on a background color and i am setting that to the color key for transparancy
[18:46:54] <brad_a> not quite sure how to fix that....
[18:54:50] <brad_a> nevermind. artifacts were my fault for not allocating enough memory due to pitch vs width. everything works super now :) very happy no more vptr hacking etc is required
[18:55:03] <brad_a> i like doing theing the "right way"
[18:55:16] <lynxlynxlynx> :)
[18:55:32] <wjp> hm, you can't get AAed edges right with just a colourkey, though
[18:56:36] <brad_a> it looks better and smoother than when i was using the solid render
[18:56:50] <brad_a> ill post a pic
[18:59:00] <brad_a> http://dl.dropbox.com/u/13866402/ttf-shaded.png
[19:01:36] <brad_a> if its not obvious only the button text is ttf in that shot
[19:02:41] <wjp> totally unrelated to AA, but is kerning disabled maybe?
[19:03:29] <brad_a> well kerning doesnt work because im doing the same thing we do with bams and just making a long sprite of each character
[19:03:38] <wjp> ah
[19:04:13] <brad_a> if we want kerning we need a font subclass that overrides the print methods and that was too much work for me to do for something i dont care about
[19:04:18] <wjp> but you're right it's not so obvious that it is AAed with a black(?) background
[19:04:50] <brad_a> yes it was black
[19:04:58] <brad_a> but i think it looks fine
[19:05:17] <brad_a> tho i havent tried at fullscreen
[19:06:19] <wjp> if you zoom it you do see it, but to get rid of it you'd have to go full alpha
[19:06:39] <brad_a> i could make it better by using a diffrent BG color. maybe take FG ccolor and shift it to get the bg
[19:15:46] <brad_a> i think i need to figure out a way to have characters like H and N etc have some padding
[19:25:22] <Yoshimo> i was happy about the fonts before all this^^
[19:32:25] <brad_a> ?
[19:40:49] <lynxlynxlynx> if it works, ship it
[19:43:17] <brad_a> well id like to have it run though valgrind before commiting it
[19:44:07] <brad_a> right now im busy removing my wet-work from the video driver etc
[19:57:53] <lynxlynxlynx> oh, it sounded like you're already at the icing part
[19:58:21] <brad_a> tomorrow i will have a patch ready for review
[20:12:50] --> SiENcE has joined #gemrb
[20:16:48] <-- Yoshimo has left IRC (Quit: Yoshimo)
[20:17:57] <brad_a> I believe i will go back to using solid render and manipulating the palette. its not as smooth but it has a transparant BG
[20:19:07] <brad_a> kinda hacky/wastefull to use just 2 buckets in a 256 bucket array but meh
[20:49:38] <-- Maighstir has left IRC (Quit: .)
[21:02:54] --> pugvader has joined #gemrb
[21:02:55] <-- brad_a has left IRC (Quit: brad_a)
[22:10:24] <-- lynxlynxlynx has left IRC (Remote host closed the connection)
[22:26:12] --> SiENcE_ has joined #gemrb
[22:27:36] <-- SiENcE has left IRC (Ping timeout: 240 seconds)
[23:31:07] <-- SiENcE_ has left IRC (Quit: cya)
[23:43:36] --> brad_a has joined #gemrb