#gemrb@irc.freenode.net logs for 2 Feb 2014 (GMT)

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[14:43:32] <wjp> edheldil_: http://usecode.org/gemrb/pst_fill.png
[14:47:13] <wjp> hmm
[14:47:30] <wjp> how do I make Scriptable::drawOutline choose an effect based on game type?
[14:50:09] <fuzzie> game flag!
[14:54:22] <wjp> I don't suppose we have tri-state flags?
[14:56:30] <wjp> so we'd need a halftrans vs "monotint" (suggestions for better term welcome) flag, and an outline yes/no flag
[14:59:40] <wjp> and one for the different colour in IWD?
[14:59:47] <wjp> (ugh?)
[15:06:55] <lynxlynxlynx> the closest thing would be faking it with resrefs
[15:07:10] <lynxlynxlynx> gemrb.ini supports both booleans and those
[15:07:39] <lynxlynxlynx> could be easily expanded to work with ints
[15:08:51] <wjp> ( https://github.com/wjp/gemrb/commits/polyfill , by the way )
[15:08:52] <Seniorita> Commits · wjp/gemrb · GitHub
[15:08:53] <Seniorita> »gemrb - Game Engine Made with preRendered Background«
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[15:56:55] <jackhunter> hello
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[17:14:07] <Beholder_> hi
[17:16:01] <brada> hello
[17:16:13] <brada> the text rendering is coming along nicely
[17:16:26] <brada> tho progress is slow due to work/school
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[17:29:44] <lynxlynxlynx> i'm drowning in work too :|
[17:30:22] <lynxlynxlynx> should get better in about two week's time though :)
[17:31:08] <brada> is release waiting for something particular?
[17:34:47] <lynxlynxlynx> one regression from me, one from you, a long list of rechecks and perhaps opengl inclusion
[17:36:21] <brada> which one from me?
[17:36:57] <lynxlynxlynx> numeric keyboard
[17:38:19] <brada> hmmm
[17:38:34] <brada> kinda wish i had one to test with :D
[17:39:17] <Beholder_> i need help with polygons, don't know how to win :)
[17:39:37] <Beholder_> problem polygons is a self-intersected
[17:43:30] <wjp> I can write a partial function for you that gives a set of coordinates for the trapezoids/quads
[17:46:00] <Beholder_> trapezoids is not intersected?
[17:46:12] <wjp> correct
[17:46:35] <Beholder_> ok, it will be good
[17:47:12] <Beholder_> i can draw trapezoids as triangle fans
[17:48:33] <Beholder_> or split it to triangles and add all triangles in one vertex array
[17:53:11] <wjp> I'm not able to test this, but hopefully this is right: http://www.usecode.org/gemrb/trapezoids.txt
[17:53:46] <wjp> there's a "TODO" in there after the 4 corner points have been computed
[18:04:33] <Beholder_> thank you i'll see
[18:05:32] <Beholder_> a, b, c, d?
[18:05:45] <wjp> topleft, topright, bottomleft, bottomright
[18:06:26] <wjp> (a,b,c,d are other points)
[18:20:01] <Beholder_> x is not corrected, i see. I need to substract viewport?
[18:20:14] <Beholder_> to get screen coords
[18:21:29] <wjp> oh, sorry. Yes, subtract viewport.x
[18:41:42] <Beholder_> http://pastebin.ca/2617557
[18:41:43] <Seniorita> pastebin - Untitled - post number 2617557
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[18:44:02] <Beholder_> http://i-fotki.info/16/79f4b4086bab7bb510adf24c949b9cc0bc8616174026685.png.html
[18:44:03] <Seniorita> Ifotki.info - бесплатный хостинг фотографий для форумов, дневников, гостевых книг
[18:44:04] <Seniorita> »Ресурс для публикации фотографий на форумах, дневника, личных страницах«
[18:44:18] <Beholder_> (
[18:44:58] <wjp> try replacing (y_bot - 1) by y_bot
[18:45:01] <wjp> (in two places)
[18:45:48] <Beholder_> misplaced by x coord too
[18:46:02] <Beholder_> look at screenshot
[18:49:12] <wjp> oh, right. That's xCorr/yCorr I suppose
[18:49:48] <wjp> so it may have to be: topleft.x = lt - Viewport.x + xCorr;
[18:50:03] <wjp> and also topleft.y = topright.y = y_top + yCorr;
[18:50:09] <wjp> (and similar for the other x/y lines)
[18:50:28] <wjp> and I hope the (y_bot - 1) -> y_bot will fix the gaps
[18:52:04] <Beholder_> yes
[18:53:22] <Beholder_> http://i-fotki.info/16/bf831268b0f315ff0e821cc3536519fcbc8616174027250.png.html
[18:53:23] <Seniorita> Ifotki.info - бесплатный хостинг фотографий для форумов, дневников, гостевых книг
[18:53:24] <Seniorita> »Ресурс для публикации фотографий на форумах, дневника, личных страницах«
[18:53:42] <lynxlynxlynx> :)
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[18:54:30] <wjp> are the slight discolorations jpeg artifacts?
[18:54:59] <Beholder_> yes
[18:55:13] <Beholder_> this method generates more triangles than a true triangulation
[18:55:17] <wjp> yes
[18:55:33] <Beholder_> i think i need to use it only for a problem polygons
[18:56:00] <wjp> (I wrote it for a SW rasterer which is fast at drawing horizontal lines)
[18:56:26] <Beholder_> or update a triangulation in further
[18:57:02] <Beholder_> the problem with triangulation is a divide complex polygon to simple ones
[18:58:23] <Beholder_> i googled for any realization, but not found
[19:05:08] <lynxlynxlynx> one other approach would be to modify the polygons on load to be non-intersecting (dissolved)
[19:11:41] * wjp gets his computational geometry book from the shelf
[19:13:27] <wjp> oh, that's disappointing; it only covers simple polygons
[19:14:59] <Beholder_> ear clipping?
[19:15:02] <Beholder_> right
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[20:38:52] <brada> https://www.dropbox.com/s/p4clbcrdi1i6gwm/Screenshot%202014-02-02%2013.38.46.png
[20:38:55] <Seniorita> Dropbox - Screenshot 2014-02-02 13.38.46.png
[20:39:09] <brada> the colored rects are just for debugging
[20:39:28] <brada> still have a long way to go
[20:39:36] <fuzzie> but there's text, right there
[20:39:53] <fuzzie> looks impressive to me
[20:41:46] <brada> the dialog stuff works pretty well too, and the code is actually shorter
[20:41:53] <brada> and simpler IMO
[20:42:43] <brada> history is completely fubar atm
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