code logs -> 2010 -> Tue, 16 Nov 2010< code.20101115.log - code.20101117.log >
--- Log opened Tue Nov 16 00:00:44 2010
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--- Log closed Tue Nov 16 04:15:40 2010
--- Log opened Tue Nov 16 04:15:53 2010
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08:49
< simon_>
don't *s add expressive power to regular expressions?
08:50
< simon_>
I mean, with just alternation, you can only describe a fixed number of repetitions.
09:04 You're now known as TheWatcher
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10:30 * TheWatcher refactors the crap out of this function, reduces the argument list from 11 to 5 arguments without sacrificing coupling
11:05
< simon_>
a function with 11 arguments?
11:06
<@TheWatcher>
yeah
11:06
<@TheWatcher>
Happens sometimes.
11:09
< simon_>
doesn't it happen whenever those 11 properties aren't stuffed in some container and a reference to the container is passed instead?
11:11
<@Namegduf>
My least favourite time that happens is when people try to avoid coupling to a global configuration object or similar, so they pass in *every relevant configuration value* when constructing it.
11:12
< simon_>
hehe
11:12
<@Namegduf>
Do that for a few levels down and suddenly adding a new feature which requires knowledge of something else requires significant code churl, yay OO "future proofing" and "reuse".
11:13
<@TheWatcher>
Yeah, indeed.
11:14 * Namegduf had to refactor that out of one project.
11:14
<@Namegduf>
It made the fork basically incompatible with the original project, but was easily worth it.
11:20 Stalker [Z@3A600C.A966FF.5BF32D.8E7ABA] has joined #code
11:29 * TheWatcher eyes this
11:30
<@TheWatcher>
So, I just moved a chunk of regexp-heavy functions to a different place in my code to make things more readable. Git commit message? "[master e17106d] Moved tag conversion code around the file\n 1 files changed, 666 insertions(+), 666 deletions(-)"
11:31
<@TheWatcher>
Yep, that's obviously lots of regexps~
11:33
< simon_>
regexes are the work of the devil!
11:44
< gnolam>
I am reminded of http://stackoverflow.com/questions/1732348/regex-match-open-tags-except-xhtml-se lf-contained-tags/1732454#1732454
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11:50
<@Namegduf>
That is awesome.
11:50
<@TheWatcher>
Y'know, xhtml really should have a <cthulhu> element...
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14:28
< Tarinaky>
Yay I finally got an academic reference from my former pt.
14:29
< Tarinaky>
Boo it's a terrible reference that lambasts me at every corner.
14:29 * Tarinaky sighs -.-
14:29
<@Namegduf>
Really?
14:29
<@Namegduf>
That sucks.
14:30
< Tarinaky>
Anyone have a CS department they can squeeze me in no questions asked? >.<
14:30
<@ToxicFrog>
"pt"?
14:31
< Tarinaky>
My tutor.
14:33
< Anno[Laptop]>
You could try immigrating to Poland. Dunno about no-questions-asked, but public Unis are free of charge in Poland.
14:37
<@Namegduf>
My PT is my only reference, which means its probably a bad thing that last time I talked to them was about 14 months ago, and we only talked once. C'est la vie.
14:38
<@Namegduf>
PTs are a dumb concept anyway, for any possible issue there's a better person to talk to.
14:38
<@Namegduf>
Here, anyway.
14:44
< Tarinaky>
Well, he basically accused me of being either lazy or stupid.
14:44
< Tarinaky>
:/
14:45
< Tarinaky>
Which was something I could have done without.
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18:14 * Derakon starts performance testing on his prerendered mosaic system.
18:15
<@Derakon>
Initial results are promising; with prerendering is vastly more responsive than without.
18:15
<@Derakon>
However, the prerendering system bogs down after adding a few hundred more textures.
18:17
<@Derakon>
Hmm...maybe my laptop just doesn't like having to allocate 900x 512x512 textures?
18:18
< gnolam>
Well, that is 700 MB worth of textures. Assuming RGB, 8 bits per channel.
18:19
<@Derakon>
The data happens to be greyscale, though I don't know that I told my graphics card that.
18:20
< gnolam>
Upload it as GL_LUMINANCE values then.
18:20 * Derakon eyes Google, wonders why searching for "opengl delete texture" doesn't return the documentation for glDeleteTextures right off.
18:20
< gnolam>
However, IIRC that doesn't guarantee that the graphics card will actually store it in that format.
18:20
< gnolam>
It might well convert it to RGB or RGBA anyway.
18:21
<@Derakon>
Oh yeah, I'm using Luminance.
18:21
<@Derakon>
Forgot about that.
18:21
<@Derakon>
(It's been a couple weeks since I worked on this program)
18:22
<@Derakon>
Hmm...even deleting textures after I prerender them, it still bogs down, though it does take longer.
18:24
<@Derakon>
Ahh, I think that's just due to the tiles I couldn't prerender since they didn't fit neatly onto one of the prerendered tiles. Guess I should add some overlap there.
18:40
<@ToxicFrog>
FUCK
18:40
<@ToxicFrog>
JAVA
18:41
<@Derakon>
Had to write System.out.println one too many times~?
18:42
< gnolam>
Perhaps he just really hates Indonesians?
18:42
<@ToxicFrog>
Derakon: I'm modifying an existing Java program.
18:43
<@ToxicFrog>
Just for fun, I've been supplementing the existing code with Scala equivalents in comments.
18:43
<@Derakon>
Heh.
18:43
<@ToxicFrog>
If the pattern so far holds, a Scala rewrite would be 1/5th the size, more readable, and much faster.
18:44
<@ToxicFrog>
Although that last has more to do with the braindead design of candidate sets in the original program that it does with Java proper.
18:47
<@ToxicFrog>
It's just a fucking miserable language to work in and I hate every second that I spend in it.
18:48
<@Namegduf>
Agree.
18:50
<@TheWatcher>
So very true.
18:51 * Derakon mutters at bc
18:51
<@Derakon>
You catch ^C just to print out "(interrupt) use quit to exit."
18:51
<@Derakon>
Why not actually quit if you aren't in the middle of a calculation?
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20:25 * Derakon mutters at his program, tries to figure out why drawing a perfectly transparent texture is creating a black background.
20:25
<@Derakon>
(That is, my clear color is white; if I draw a texture that was created with GL_ALPHA and nothing but zeros, then it shows as black on the white)
20:26
<@Derakon>
("Nothing but zeros" meaning that the data passed to glTexImage2D was all zeros)
20:31
<@TheWatcher>
What's your blending function set to?
20:32
<@Derakon>
I'm not calling glBlendFunc anywhere...
20:32
<@Derakon>
Maybe that's my problem~
20:33
<@TheWatcher>
(Remember that you need to turn it on with a glEnable(GL_BLEND) too.)
20:34
<@Derakon>
...now the non-opaque parts of my textures aren't showing...
20:34 * Vornicus goestowork.
20:34
<@Derakon>
Argh, this whole system is so undiscoverable.
20:35
<@Derakon>
Why does drawing have to be so complicated? :(
20:50
<@ToxicFrog>
Derakon: presumably so that if you're working over a slow link and end up hammering ^C several times you don't quite by accident.
20:51
<@ToxicFrog>
In general I have more complaints about interactive programs accepting ^C as quit rather than just interrupting the current action.
20:52
<@Derakon>
Ehh, if you hammer ^C multiple times you deserve what you get for not understanding input buffers~
21:24
<@Derakon>
Blargh, every time I work with OpenGL I seem to get roadblocked very easily.
21:24
<@Derakon>
Witness it being 50 minutes later and I still haven't figured out how to get these partially-transparent textures to draw properly.
21:31
<@Derakon>
Hm, actually, maybe this *is* working and it's my test case that's flawed.
21:40
<@Derakon>
Hm, or perhaps it would be better to not have the prerendered tiles overlap (since it makes the math ugly) and instead simply render overlapping tiles to all affected prerendered tiles.
21:51
< gnolam>
> now the non-opaque parts of my textures aren't showing
21:51
< gnolam>
Isn't that sort of the point? :)
21:52
<@Derakon>
What I meant at the time was that I had a white screen. So, s/non-//
21:52
<@Derakon>
But I got that sorted out and determined that my entire approach was flawed.
22:00
<@Derakon>
Okay, that distributes the overlap across prerendered tiles, but now there's a small border of unrendered area visible in-between.
22:01
<@Derakon>
...no wait, that's not what's going wrong. WTF...
22:04
< gnolam>
Run into clamping issues yet BTW? Those are going to be fun. :)
22:04
<@Derakon>
Alpha's off the table now; I'm not dealing with it.
22:05
<@Derakon>
Now I have this: http://derakon.dyndns.org/~chriswei/temp2/mosaic.png
22:05
<@Derakon>
This entire image is split up into a 3x3 grid of macro tiles, each of which has a selection of the smaller tiles (grey rectangles) prerendered to them.
22:05
<@Derakon>
You can see lines on the smaller tiles where the 3x3 grid is.
22:05
<@Derakon>
Why are there lines?
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22:06
<@Derakon>
Particularly, why are there lines where there's no smaller tiles anywhere in the area?
22:06
<@Derakon>
It looks like pixels are getting mapped across the macro tiles somehow...?
22:30
<@Derakon>
Ah ha, fixed.
22:30
<@Derakon>
Had to set GL_TEXTURE_WRAP_[S|T] to GL_CLAMP
22:35
<@Derakon>
So at this point, the only limitation on how many tiles I can have is that I do still need to keep the tiles in memory in case the user zooms in. :)
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22:58
< gnolam>
Apparently I'm psychic then. ;)
22:58
< gnolam>
<gnolam> Run into clamping issues yet BTW? Those are going to be fun. :)
22:58
<@Derakon>
I assumed you were talking about alpha blending running out of room to work in.
22:59
< gnolam>
Also, you're still probably going to be able to discern edges between tiles, due to how the clamping and linear filtering works.
22:59
<@Derakon>
As long as they're subtle I'm not too bothered.
22:59
< gnolam>
Good. Because fixing that is fun. The Dwarf Fortress kind of fun.
22:59
<@Derakon>
Especially since in reality, there shouldn't be noticeable borders between overlapping tiles *anyway* since they're imaging the same things.
22:59
<@Derakon>
Heh, righto.
23:00
< gnolam>
Ah, but you still get seams, where the min/mag filter should really be sampling from a neighboring tile instead of the clamped edge.
23:01
<@Derakon>
Eh. I'm not gonna fuss about it for now. We'll see how bad it is in practice, but I suspect it won't be a huge issue.
23:01
< gnolam>
But I think you can live with those. :)
23:04
< gnolam>
(Fixing that basically only has one solution, and that is to modify each tile with a one-pixel border matching that of its neighbors edges. And then drawing from 1 to Width-1,1 to Height-1 instead of 0 to Width,0 to Height.)
23:04
< gnolam>
(It's a pain in the arse.)
23:04
<@Derakon>
Of course, that requires you to determine which tiles are nearby. No thanks.
23:05
<@Derakon>
Especially since, despite my calling these "tiles", there's no requirement that they occur only at fixed intervals.
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--- Log closed Wed Nov 17 00:00:45 2010
code logs -> 2010 -> Tue, 16 Nov 2010< code.20101115.log - code.20101117.log >