#gemrb@irc.freenode.net logs for 3 Jun 2014 (GMT)

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[18:24:16] <kujeger> I notice gemrb renders fog in bg2 different depending on what settings are chosen in the actual BGConfig.exe -- what other options are inherited?
[18:42:05] <kujeger> ah, the fog (at least) only depends on BGConfig settings when gemrb is compiled with opengl
[18:52:13] <kujeger> video if anyone is interested: http://kumini.kujeger.net/dump/autobg2_configged.mkv http://kumini.kujeger.net/dump/autobg2_clean.mkv
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[19:25:46] <lezebulo> sup
[19:27:08] <lezebulo> guys sry I have another question about the engine
[19:27:29] <lezebulo> how is the pre-rendered background handled in memory ?
[19:27:59] <lezebulo> because I don't think it's possible to save the whole map (even divided in chunks) in the GPU memory
[19:37:21] <fuzzie> sure it is
[19:38:27] <fuzzie> especially since it's only 8bpp (paletted)
[19:41:28] <lezebulo> ah ok
[19:41:58] <lezebulo> would it be possible to have the same with 32bpp ?
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[19:51:06] <fuzzie> sure
[19:51:44] <fuzzie> a modern GPU has access to, what, 1gb/2gb of RAM typically?
[19:52:27] <fuzzie> and an uncompressed 32bpp background at 5k square is still only 100mb
[19:52:40] <fuzzie> and realistically you trivially can page chunks in/out while scrolling
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[22:44:17] <DrMcCoy> Maybe partially on-topic? https://www.kickstarter.com/projects/d20e/spinward-traveller-tv-pilot :P
[22:44:18] <Pepelka13> Spinward Traveller (T.V. Pilot) by d20 Entertainment — Kickstarter
[22:44:20] <Pepelka13> »Spinward Traveller is based on the award winning role-playing game. Launch your imagination into the Traveller universe at Jump 6.«
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