--- Log opened Sun Jul 04 00:00:28 2010 |
--- Day changed Sun Jul 04 2010 |
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00:03 | <@Derakon> | Aww, you can't construct dicts in Python using list-comprehension-like syntax. |
00:03 | <@Derakon> | {i: sqrt(i) for i in range(10)} |
00:11 | <@Vornicus-Latens> | dict((i, sqrt(i)) for i in range(10)) |
00:12 | <@Derakon> | Ah, thanks. |
00:26 | <@Derakon> | Actual goal: |
00:26 | <@Derakon> | dict(((char, i) for i, char in enumerate(string.printable))) |
00:31 | <@Derakon> | Okay, so stuffing all the characters for a given font size into one big texture and then pulling bits of it out for rendering onto a textured quad is actually just as fast as having each character be its own entire texture. |
00:42 | <@Derakon> | Is this the one-stop shop for apocalypse fetishists? |
00:42 | <@Derakon> | Mischan. |
01:01 | <@Vornicus-Latens> | Evidently it is not! |
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05:00 | | * Derakon switches to display lists, gets acceptable frame rates. |
05:00 | <@Derakon> | This does mean I'll need to maintain a cache of prerendered strings, but that's a comparatively minor hardship. |
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06:34 | <@Derakon> | Ooookay, so my text is now rendering as a solid white rectangle during startup. |
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07:10 | | * Derakon mutters at his code. |
07:11 | <@Derakon> | I'm not doing anything different that I can tell here vs. in my standalone text-rendering script, but that works and this is just giving me a white rectangle. |
07:12 | <@Derakon> | Oh, wait, I may need to build mipmaps. |
07:14 | <@Derakon> | Yeah, that did it. Okay. |
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10:02 | <@AnnoDomini> | Hmm. If I want something that lets me make a form-like GUI for an application under Linux, I'll have to see about GTK+, yes? |
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10:26 | <@TheWatcher> | There's GTK+, wxWidges, Qt, and other less-known ones. |
10:27 | <@TheWatcher> | Or you can be completely masochistic and code it in stright X11 calls |
10:29 | <@AnnoDomini> | No, I want something relatively simple to use. |
10:29 | <@TheWatcher> | Have a look at libglade, then |
10:30 | <@TheWatcher> | you can use the Glade UI builder to make the UI, and libglade to load the generated xml and create the UI in your program |
10:31 | <@AnnoDomini> | I see. |
10:31 | <@AnnoDomini> | What libraries do I need installed to use GTK+? |
10:34 | <@TheWatcher> | cairo, pango, atk are required. libtiff and libjpeg are recommended. installing gtk+ will also install glib and gdk |
10:35 | <@TheWatcher> | (hopefully your package manager should let you just install gtk+-2, and it'll pull in the dependencies) |
10:43 | <@AnnoDomini> | I understand that I'll need something like libraries ending with -dev, yes? Ncurses didn't quite want to work until I installed that specific library, despite the normal one already being installed. |
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20:03 | <@Derakon> | Okay, now my font rendering code runs, but it's not rendering the text onscreen at the right place. |
20:03 | <@Derakon> | I assume it's being rendering off in la-la land. |
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20:13 | <@Derakon> | Blergh...one thing I don't like about working with OpenGL is how hard to debug drawing issues is. |
20:13 | <@Derakon> | Your code runs just fine...but it doesn't draw anything. Could it be because of a missing negative sign? Maybe you calculated the position wrong. Or maybe you're not calling the right transformation functions. Who knows? |
20:26 | < gnolam> | Well, that's common for all graphics coding. |
20:26 | < gnolam> | The state machine system that OpenGL picked can cause some problems though. |
20:26 | < gnolam> | Documenting your state assumptions is /vital/. |
20:37 | <@Derakon> | I'd be happier if I could just address pixels. ¬.¬ |
20:39 | <@Derakon> | So how would I go about drawing HUD items? That is, things that have a fixed position onscreen as opposed to moving with the camera? |
20:40 | <@Derakon> | I handle the camera by, at the beginning of the draw code, doing glLoadIdentity() followed by glTranslatef(camera.x, camera.y, zoom level) |
20:40 | <@Derakon> | I'd like to then later in the draw code say "Draw this HUD item at <40, 40>" |
20:42 | <@Derakon> | (I'd also like to be able to draw text that is relative to the camera position, which doesn't seem to be working even though I'm using the same logic as my working "draw sprites" code) |
20:45 | < gnolam> | Drawing the HUD with its own fixed projection is the easiest way. |
20:45 | <@Vornicus> | reset the z buffer, change the projection to one for your HUD, and then draw your HUD. |
20:46 | <@Derakon> | That sounds like it would require drawing HUD elements after drawing everything else. |
20:46 | <@Derakon> | Which isn't a gamebreaker, but it would require some refactoring. |
20:46 | < gnolam> | You could set the projection back afterwards. But do you really want to draw over the HUD? |
20:47 | < gnolam> | And it's easier to just turn depth testing off than resetting the z buffer. |
20:47 | <@Derakon> | No, but I'd want to be able to draw the HUD piecemeal. |
20:47 | <@Derakon> | So e.g. the player contributes an item to the HUD, but so does a boss. So each of their draw code bits draws some part of the HUD. |
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23:41 | <@Derakon> | ...damn, Gnolam left. |
23:41 | | You're now known as TheWatcher[T-2] |
23:44 | | You're now known as TheWatcher[zZzZ] |
23:45 | <@Derakon> | Well, here's my text-drawing code. It's not drawing anything. Any ideas why? http://pastebin.starforge.co.uk/321 |
23:45 | <@Derakon> | (I'm using DisplayLists because I plan to cache commonly-rendered strings) |
23:45 | <@Derakon> | (But first I need them to display properly) |
23:47 | < Stalker> | Did you remember to bribe your compiler? |
23:47 | <@Derakon> | This is Python. |
23:48 | < Stalker> | So it's a parser not a compiler? |
23:48 | < Stalker> | I don't know. |
23:48 | <@Derakon> | It's interpreted, yes. |
23:48 | < Stalker> | Just bring it lots of booze, then it might work better. |
23:48 | <@Derakon> | I apologize for being dull, but if you don't have serious answers, please don't bother me. |
23:49 | < Stalker> | It's okay, I am sorry. |
23:49 | < Stalker> | I have no clue. |
--- Log closed Mon Jul 05 00:00:41 2010 |