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[01:54:52] <brada> wjp: how is this: https://github.com/bradallred/gemrb/compare/gemrb:master...master
[01:54:54] <Pepelka> Comparing gemrb:master...bradallred:master · bradallred/gemrb · GitHub
[01:54:55] <Pepelka> »gemrb - Game Engine Made with preRendered Background«
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[15:50:23] <wjp> brada: I haven't tried your patches yet, but they look better
[15:50:38] <wjp> I do still wonder if it's a good idea to enable SDL_RLEACCEL
[15:56:17] <brada> should only be for CK and alpha
[15:56:27] <brada> same as before no?
[15:57:13] <wjp> ah, we had that before?
[15:57:38] <wjp> then hopefully all types of sprites that need direct pixel access avoid those
[15:59:32] <wjp> I guess that then only leaves the 'convert to display format'?
[15:59:38] <brada> you were worried about tiles right?
[15:59:52] <wjp> tiles and sprites going through BlitGameSprite
[16:04:44] <brada> wjp: was converting format only a problem for fog?
[16:06:04] <wjp> I don't know
[16:06:29] <wjp> but at least
[16:07:45] <wjp> and I'm worried about 16bpp output
[16:07:51] <wjp> but I haven't tried that
[16:08:15] <wjp> (BlitGameSprite can only handle 8 and 32 bpp input)
[16:11:17] <wjp> I suppose it is a bit annoying that the (old) code uses SDL_Surface sprites for two purposes: a raw pixmap (tiles, fog) for internal rendering, and surfaces for "normal" blitting
[16:11:55] <brada> a bit
[16:12:04] <brada> and indeed with 16bpp i trigger the "BlitGameSprite not supported for this sprite"
[16:12:24] <brada> tho i didnt notice anything visually...
[16:12:33] <brada> must not be that astute
[16:13:40] <wjp> maybe smoke effects or such
[16:16:52] <brada> all blitgameSprite seems to do for 32 bpp surfaces is call BlitSpriteRGB_dispatch which does seem to support 16bpp
[16:16:58] <brada> guess not for all operations?
[16:17:06] <wjp> that's output, not input
[16:18:59] <brada> ah target
[16:21:40] <wjp> it assumes the input sprites are always 32bpp to avoid unnecessary shifting there
[16:59:03] <brada> for now ill just comment it out with a note
[17:00:16] <brada> psch: probably a good time to do another android build
[17:00:28] <brada> we never put one up after the last round of touch fixes
[17:00:39] <brada> also SDL has done quite a few android tweaks
[17:03:00] <brada> if we have custom blitters for tiles and "gamesprites" why is everything created via CreateSprite?
[17:03:46] <wjp> it was more of a 'why not?' I think
[17:57:13] <fuzzie> can we necessarily tell whether we're going to use something as a gamesprite when we load it?
[17:58:55] <wjp> hm, what loads sprites?
[17:59:38] <fuzzie> well this would be the animation factory thing via bamimporter, right?
[17:59:56] <fuzzie> and I guess you only need gamesprites for CharAnims?
[18:00:45] <wjp> the BAM part is easy I suppose
[18:00:59] <fuzzie> and the tiles are trivial of course
[18:01:04] <wjp> indeed
[18:01:21] <fuzzie> I'd still like MOS to be handled properly if possible.
[18:01:26] <fuzzie> It's a real memory hog.
[18:01:38] <wjp> there are some secondary sprite creations too
[18:02:06] <wjp> such as alpha fog
[18:02:16] <fuzzie> are those gamesprites?
[18:03:21] <wjp> looks like they'r enot
[18:04:36] <wjp> Video::CreateLight
[18:05:07] <wjp> for projectiles, IIRC?
[18:05:29] <fuzzie> yes
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[22:52:52] <brada> werent we going to remove the automake stuff?
[22:53:02] <brada> probably a good time to do it since its broken again
[23:01:41] <lynxlynxlynx> no, people still care
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[23:20:46] <brada> really? who doesnt have cmake and relies on it?