--- Log opened Fri Jul 02 00:00:37 2010 |
00:03 | < Namegduf> | We wish. |
00:04 | < Namegduf> | A practical HTML parser still must deal with tag soup, unfortunately |
00:04 | < Namegduf> | But it's largely equivalent for annoyance factor, yeah. |
00:04 | <@ToxicFrog> | Note that at no point did I say or even imply that most sites use valid HTML. |
00:04 | <@ToxicFrog> | They don't. |
00:04 | < Namegduf> | And it /should/ be XML. |
00:05 | <@ToxicFrog> | But for well-formed HTML, the parser is just a specialization of an XML parser. |
00:05 | < Namegduf> | Even if they do, older versions of HTML are not XML. |
00:05 | < Namegduf> | And they're still pretty used nowadays. |
00:05 | <@ToxicFrog> | Well formed modern HTML, then. |
00:05 | <@ToxicFrog> | You know damn well what I mean. |
00:05 | <@ToxicFrog> | And since this is from the perspective of generating it, I don't need to worry about what other people are emitting. |
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03:59 | | * Derakon asks the PyOpenGL mailing list about rendering fonts, is basically told he should roll his own solution using PyGame to render to surfaces that then get used as textures. |
03:59 | < Derakon> | Man, if I do end up doing that, I am making it available for other people so they don't have to deal with this shit. >.< |
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06:24 | < Rhamphoryncus> | Derakon: I'm surprised there isn't an existing solution |
06:24 | < Derakon> | You would think there was! |
06:24 | < Rhamphoryncus> | Maybe it doesn't involve opengl at all though |
06:24 | < Derakon> | And there's PyFTGL, which is a wrapper around the FTGL libraries for that very purpose, but the damn thing won't build for me. |
06:25 | < Rhamphoryncus> | doh |
06:25 | < Derakon> | You can use PyGame to render text trivially, but generating a new texture each time your text updates is prohibitive, performance-wise. |
06:25 | < Rhamphoryncus> | hrm |
06:26 | < Rhamphoryncus> | I forget that opengl is excruciatingly slow for some seemingly trivial operations |
06:26 | < Derakon> | So it seems like basically the options are: use PyGame to render every character you want and then cherrypick them using texture coordinates to do rendered quads, or use PyGame to render every character to a separate texture and blit a whole bunch of textures. |
06:29 | <@Vornicus> | gnerp. Okay. Gotta use copy-on-modify for game state. |
06:29 | < Rhamphoryncus> | Either way it's individual characters, only difference is one big texture vs a bunch of tiny ones? |
06:30 | < Derakon> | Pretty much. |
06:34 | < Derakon> | The main thing that worries me is dealing with kerning and spacing. I can't help but think this is only really plausible for fixed-width fonts. |
06:35 | <@Vornicus> | Der: how is youre text updating? |
06:36 | <@Vornicus> | Also if you can access your font's advancing data you can do it yourself, but it's not pretty. |
06:37 | < Derakon> | Vorn: well, specifically I'm thinking about the in-game console, which is pretty arbitrary. |
06:39 | <@Vornicus> | in-game console is generally fixedwidth anyway, so I suspect your best bet is: do your bottom line as a series of textures, and then do some number of whole history lines as another texture. |
06:40 | <@Vornicus> | Then you have multiple history textures racked up, kill them as they drop off the top of the screen, and update (probably keep one in RAM if you have to nativise them) your bottommost history texture as you go instead of regenerating. |
06:42 | < Derakon> | Mm, yeah. |
06:42 | < Derakon> | That would require basically rewriting the console's render code, though...and I didn't write it in the first place. ¬.¬ |
06:42 | < Derakon> | But you're probably right. |
06:42 | <@Vornicus> | oh how nice |
06:43 | < Derakon> | (The console worked great when I was just using PyGame, mind. It just can't blit to OpenGL surfaces) |
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21:11 | | * Derakon finishes installing a new display in the scope room. |
21:11 | <@Derakon> | The main computer is now running 1 1200x1920 display and two 1080x1920 displays, for about 6.5 million pixels. |
21:13 | < Alek> | :O |
21:17 | <@Vornicus> | TOp-bottom, or left-right? |
21:17 | <@Derakon> | Left-right. |
21:17 | <@Derakon> | Three widescreen monitors, in portrait mode, side-to-side. |
21:18 | <@Derakon> | So a total resolution of 3360x1920. |
21:18 | <@Vornicus> | Woo portrait mode |
21:20 | <@Derakon> | Honestly I don't know what we're going to do with this new one. We had an older 1280x1024 monitor in its place, but my boss was complaining that it looked lopsided. |
21:20 | | * Derakon shrugs. |
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21:26 | <@Derakon> | Heh...we originally had 3x 1280x1024 displays, but this meant that the UI for the main microscope interface was a bit clunky. |
21:27 | <@Derakon> | In particular, we have four 512x512 cameras, and you couldn't fit all four of them onto one display. |
21:27 | <@Derakon> | So after a bit of thinking I suggested getting a widescreen monitor and putting it into portrait mode, which worked beautifully. |
21:27 | <@Vornicus> | Now you can fit 18 without overlap. |
21:27 | <@Derakon> | Things snowballed from there. |
21:27 | <@Derakon> | Well, the right-hand display is used for a high-level view of what's on the slide, so it can basically use an arbitrary number of pixels. So it was the next to get upgraded. |
21:27 | <@Derakon> | The third, as I mentioned, primarily got upgraded for purposes of not being lopsided. |
21:28 | <@Vornicus> | Pfff |
21:28 | <@Derakon> | I do admit it's nice being able to mouse onto the third display without hitting an invisible barrier caused by it being a bit over half the height of the adjacent display~ |
21:29 | <@Vornicus> | hee |
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23:00 | <@ToxicFrog> | Mmmmmmm |
23:00 | <@ToxicFrog> | I can feel the way I think about the program changing as I learn more Scala |
23:00 | <@ToxicFrog> | Delicious |
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--- Log closed Sat Jul 03 00:00:38 2010 |