#gemrb@irc.freenode.net logs for 5 Jul 2013 (GMT)

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[11:30:05] <robotti> this gemrb is great software!
[11:33:05] <lynxlynxlynx> :)
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[20:09:18] <lynxlynxlynx> SDLSurfaceSprite2D::GetPixel
[20:09:30] <lynxlynxlynx> is that ck stuff ok?
[20:09:49] <lynxlynxlynx> odd design if so
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[20:59:24] <lynxlynxlynx> brada: no complaints from coverity
[20:59:34] <brada> what a relief
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[21:24:03] <wjp> are you sure you're allowed to set the SDL_RLEACCEL flag of a surface yourself?
[21:24:36] <wjp> (in SDLSurfaceSprite2D::SetSurfaceRLE)
[21:25:26] <wjp> it would kind of surprise me
[21:29:28] <wjp> I'm also a bit surprised you always enable RLEACCEL
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[21:44:22] <wjp> I'm also not convinced putting (or keeping) 'pixels' in the base class is necessarily a good idea, since accessing that is something that is sprite-type-specific
[21:44:52] <fuzzie> well, the code does discuss the possibility of it being NULL
[21:48:20] <wjp> I'm a bit confused by all of this
[21:49:10] <fuzzie> well, so I get the impression it's an attempt to factor out Sprite2D a bit, so that backends can override it, without running out of time in the design phase :)
[21:49:24] <wjp> I mean the RLE bit vs pixels specifically :-)
[21:49:53] <fuzzie> oh, I'm just sort of quietly ignoring the RLE bit
[21:50:22] <wjp> BlitTile for example accesses spr->pixels directly for non-BAM sprites, which if I understand correctly is automatically an SDLSurfaceSprite2D at this point
[21:50:31] <wjp> without a LockSurface on it
[21:50:45] <fuzzie> well, secretly that always works
[21:50:50] <wjp> but SDL_MUSTLOCK is true for SDL_RLEACCEL
[21:51:26] <fuzzie> oh, you mean BlitTile isn't obeying the RLE?
[21:51:39] <wjp> well
[21:51:49] <wjp> I'm still trying to figure out how SDL handles this internally
[21:51:59] <wjp> but I'm also confused why we would always want SDL_RLEACCEL
[21:52:06] <fuzzie> basically SDL sets SDL_RLEACCEL on a surface when it RLE-encodes the pixels.
[21:52:13] <wjp> yes, that's what I thought
[21:52:22] <wjp> which makes setting it ourselves dubious
[21:52:41] <wjp> I would expect that to have to go via SetAlpha or SetColorKey
[21:52:52] <fuzzie> well, if you can hand it RLE data, then it's 'nice'
[21:53:09] <wjp> but you can't, can you?
[21:54:17] <wjp> the SDLSurfaceSprite2D constructor does an unconditional surface->flags |= SDL_RLEACCEL unless I'm misreading this
[21:56:42] <fuzzie> hm
[21:56:57] <fuzzie> yes, ok, I figured it would only do that for pixel data it had snaffled from another SDL surface, but I guess that is indeed in the constructor
[21:59:37] <wjp> I'm assuming SDL is killing or ignoring the SDL_RLEACCEL flag internally somewhere when there's no alpha or colour key
[22:01:08] <wjp> but I strongly suspect it's just illegal to set that flag manually
[22:03:44] <wjp> in any case, regardless of if it works, it's a bad idea to enable for tile data, since that will make accessing the pixel data expensive
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