--- Log opened Tue Feb 17 00:00:08 2009 |
00:00 | <@TheWatcher> | Attilla: putty has a "copy all to clipboard" menu option - right click on the title bar |
00:00 | <@Attilla> | Danke |
00:01 | | Reiver [~reaverta@Nightstar-11487.xdsl.xnet.co.nz] has quit [Quit: Changing servers] |
00:03 | <@Attilla> | Gah, getting PuTTY to actually copy this is complicated, it copies what's in the view and a bit more :( |
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00:04 | < Reiver> | I LIVE |
00:04 | <@TheWatcher> | Mwahahahahaha, etc |
00:04 | <@TheWatcher> | also, well done |
00:04 | | * Reiver knew it was a silly little error, but it'd been so long since he'd had to invoke the arcane commands... |
00:04 | <@Attilla> | http://paste.ubuntu.com/118970/ There, the last bit's not commented because that's a new addition but eh. |
00:05 | <@Derakon> | Now what's the problem again? |
00:06 | <@Attilla> | Heck, a large part of it is actually unnecessary, but anyway |
00:06 | <@Derakon> | What do you want %10.10f to output? |
00:06 | <@Derakon> | Ten points before the decimal and ten after? |
00:06 | <@Attilla> | Probably, I want *any* output |
00:06 | <@Derakon> | s/points/digits/ |
00:06 | <@Attilla> | I get out of the data with p equalling 0 |
00:06 | <@Attilla> | Even though fe had a value, and M has a value |
00:07 | <@Derakon> | Are fe and M floats or ints? |
00:07 | <@TheWatcher> | int |
00:07 | <@Derakon> | fe is an int. |
00:07 | <@Derakon> | If M is also an int, fe/M will do integer division, which truncates decimals. |
00:07 | <@Derakon> | 1/8 == 0. |
00:07 | <@Derakon> | 1/8.0 == .125. |
00:08 | | UndeadAnno [~farkoff@Nightstar-29553.neoplus.adsl.tpnet.pl] has quit [Quit: LotR books were written to justify a coup by the exiled royal house of Gondor, and a war against the so-called lesser races like orcs and Easterners. In reality, Mordor was trying to help Gondor defend itself from Rohan and Aragorn. Aragorn hired black hearted hobbits to sneak a nuclear bomb into Mordor, and the resulting explosion killed millions including the noble Sauron.] |
00:08 | <@Attilla> | Ah, I should make them floats again I guess. |
00:08 | <@Derakon> | If you don't need float precision until that line, then no, you shouldn't. |
00:08 | <@TheWatcher> | p = (float)fe/M; should work |
00:08 | <@Derakon> | Instead, you should cast one of them to a float in the division. |
00:08 | <@Derakon> | Like TW said. |
00:09 | <@Derakon> | (But note that you're dividing by M all over the place) |
00:09 | <@Derakon> | (So check the numerators in those lines and make certain they at least are floats) |
00:11 | <@Attilla> | Ah, cheers that worked. |
00:12 | <@Attilla> | Though weirdly enough it turns 29/1000 into 0.0289999992 :S |
00:12 | <@Derakon> | Floats and doubles have limited precision. |
00:12 | <@Derakon> | It may be that .029 is impossible to represent. |
00:12 | <@Attilla> | I'd switch to double precision but that'd do weird things |
00:12 | <@Attilla> | Doubles don't like me. |
00:12 | | * Derakon quirks an eyebrow. |
00:13 | <@Attilla> | Well it's more of if I use them I have to change everything to accomodate for the fact that they're now Doubles and somehow fundamentally different to just a more precise float |
00:13 | <@Attilla> | (And I thought they were) |
00:13 | | You're now known as TheWatcher[T-2] |
00:14 | <@Derakon> | Okay, I think that's the uploader script basically done. |
00:15 | <@TheWatcher[T-2]> | Yay |
00:15 | <@Derakon> | Can't test the email functionality (notifying me of the new mod) until I push it to production, though. |
00:15 | <@Derakon> | But I can manually approve the mods I submit for now. |
00:15 | <@Derakon> | Next is the mods list page. |
00:15 | <@Attilla> | Can't you use the email functionality on some kind of network lab? |
00:16 | <@Derakon> | I suppose I could monitor port traffic on port 25 of my computer. But I'm pretty confident it works. |
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00:32 | <@Attilla> | Idly, is there a name for taking the square root of the product of two (different) values? |
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00:38 | | * Derakon is forced to grant his PHP scripts read-only access to his database, grumps. |
00:49 | <@Derakon> | Extremely crude proof of concept! http://c-98-210-149-202.hsd1.ca.comcast.net/mods/modslist.php |
00:50 | <@Derakon> | Ack, I hate it when my browser decides to replace derakon.dyndns.org with that stupid IP address crud. |
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03:05 | <@Derakon> | Awright! Mods DB up and running. |
03:05 | <@Derakon> | http://www.aegis-soft.com/mods/modslist.php |
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04:15 | | * Derakon scores a whopping 29920 on Extra. |
04:15 | <@Derakon> | Undecider is hard. |
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04:26 | <@Derakon> | Hm. 9 items on the changelist so far. |
04:31 | <@Derakon> | Make that 11. Repositioning the player on death is done, and I had to change the draw order of explosions so that the player was, yannow, visible to demonstrate this. |
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05:03 | <@Derakon> | 12 *fixes a bug causing repeaters to not fully reset* |
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19:18 | <@MyCatVerbs> | Fuck nVidia Cg. |
19:19 | <@MyCatVerbs> | Fuck it right in its stupid exception-swallowing ear. |
19:19 | <@gnolam> | Oh? |
19:19 | | * gnolam has only done GLSL. |
19:19 | <@MyCatVerbs> | gnolam: Ogre uses it to compile shaders. |
19:20 | <@MyCatVerbs> | Seems wonderous idea, I'm like so in favour, yay, but we've had loads of problems trying to actually *get at* error messages in unrelated code because the damn library swallows exceptions. |
19:21 | <@MyCatVerbs> | Hence I don't actually get, for example, core dumps on segfault. Instead, I get a meaningless generic error message from Cg. |
19:22 | <@MyCatVerbs> | (Not that we actually AFAIK *have* any interesting segfault bugs, but kill -11 is a surprisingly convenient way to locate where the infinite loop you just got trapped in it.) |
19:23 | <@gnolam> | Yay. |
19:27 | <@MyCatVerbs> | gnolam: indeed. |
19:42 | <@gnolam> | On the topic of shaders, I have an FBO with texture and depth buffer targets. Does anyone happen to know if (and if so, how) I can get at said depth buffer in a fragment shader? |
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20:10 | <@MyCatVerbs> | I have no idea, sorry. I'm merely a passive consumer, in that regard. |
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22:34 | | * Derakon ponders seamless toroidal universes. |
22:34 | <@Derakon> | Asteroids games generally have a band of hidden content on all edges so they can mask the point at which you flip from one side to another. That's not so feasible with a scrolling toroidal universe. |
22:37 | <@Derakon> | So say your universe is 100x100. You're at <1, 1> and there's another object at <95, 95> |
22:37 | <@Derakon> | You should be able to see that object to your upper-left, across the seam. |
22:38 | <@Derakon> | That object appears to be at <-5, -5> by your worldview. |
22:39 | <@Derakon> | So what I'm thinking is that any time you need to check the position of an object, you actually get four positions: its actual position, its position repeated across the horizontal, repeated across the vertical, and repeated across both. |
22:39 | <@Derakon> | An object at <95, 95> is also at <-5, 95>, <95, -5>, and <-5, -5>. |
22:40 | <@Derakon> | Hmm...but if you're at <95, 5> and you want to see an object whose "real" location is <5, 5>, you'd need to add 100 to its position, not subtract. |
22:43 | <@Derakon> | I guess I have three fundamental problems here: a) what to draw? b) what objects are close to this object? c) what's the shortest path from this object to this other object? |
22:44 | <@Derakon> | For drawing, I have a rectangle, I plop it down, and if there are seams in the view, I know where they lie and which direction to "copy" objects in. So that shouldn't be a problem. |
22:45 | <@Derakon> | Likewise for collision detection, I can specify a bounding box, objects outside of which are not considered. In both cases, I'll want a "get objects inside box" function to get objects with normalized positions. |
22:45 | <@Derakon> | For shortest-path, I suppose there's only four paths to consider. I could always just calculate all four. |
22:46 | <@Derakon> | (No seams traversed; horizontal seam traversed; vertical seam traversed; both traversed) |
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--- Log closed Wed Feb 18 00:00:19 2009 |