code logs -> 2012 -> Mon, 18 Jun 2012< code.20120617.log - code.20120619.log >
--- Log opened Mon Jun 18 00:00:10 2012
00:02
< celticminstrel>
Oh... I see the issue here. I'm essentially accessing a pointer while initializing it.
00:06
< celticminstrel>
Huh. Well. Stuff is drawn on the screen. It's not the right stuff, but it's mostly in the right places.
00:08
< celticminstrel>
...oh. I shouldn't be using 0 for texture coordinates, probably...
00:09
< celticminstrel>
Well, this is much better! It's the right stuff, just kinda... skewed...
00:11
< celticminstrel>
I'm guessing deleting a texture immediately after using it is not a good idea.
00:14
< celticminstrel>
Skewedness resulted from incorrect texture coordinates (first was x1,y2 where it should've been x1,y1).
00:15
< celticminstrel>
Whoa. Some stuff is perfect.
00:15
< celticminstrel>
Only some, unfortunately.
00:19
< celticminstrel>
Why do I need floats for glClearColor... :/
00:23 * Noah read glClearCoat
00:24
< celticminstrel>
Drawing text is working, and drawing the menu is (mostly) working. Drawing the editor toolbar is working, but looks really dark. Drawing from the main tilesheet... nothing.
00:24
< gnolam>
Because floats akbar.
00:25
< celticminstrel>
Except the main tilesheet does work in the help screen.
00:25
< celticminstrel>
Only it's darkened.
00:26
< celticminstrel>
Also the background isn't showing through behind the text.
00:26
< celticminstrel>
(Or anything else, but that's beside the point.)
00:27
< celticminstrel>
Can I make a surface have transparent parts?
00:28
< gnolam>
A texture with an alpha channel. Or how do you mean?=
00:29
< celticminstrel>
Pretty sure the texture does have an alpha channel, but it's putting it on a black background instead. Unless I'm accidentally destroying the alpha channel when I create the texture from the surface...?
00:30
< celticminstrel>
Brightness of the main menu is less when returning to it than it is when the program starts...
00:31
< gnolam>
Have you enabled blending and set an appropriate blend function?
00:31
< celticminstrel>
Ah. It appears that I have not.
00:33
< celticminstrel>
Agh, glBlendFunc has too many options.
00:36
< celticminstrel>
Um. Now nothing shows. Yay.
00:56
< celticminstrel>
What's the accumulation buffer for?
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00:58
< gnolam>
Hysterical raisins.
00:58
< celticminstrel>
Ha ha. 9_9
00:58
< gnolam>
Before you had easy ways of rendering to texture, you could use it for various effects.
00:58
< gnolam>
(Motion blur being the most obvious)
00:58
< celticminstrel>
It won't be used by default?
00:59
< gnolam>
(Well, you can still use it for various effects, it's just that there are easier and better ways of doing them now)
00:59
< gnolam>
No.
00:59
< celticminstrel>
Okay... so it can't explain why my menu is darker the after looking at some other view...
00:59
< celticminstrel>
^-the
01:00
< celticminstrel>
(I'd also like to know why enabling blending results in nothing at all displaying.)
01:03
< celticminstrel>
Oh hey. In the editor I can see the top row of tiles.
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01:05
< Mook>
Hey all, minor design problem I'd like some help with if anyone's interested.
01:07
< Mook>
I'm trying to cheaply detect overlaps between a list of ranges of numbers I know not to overlap, and a candidate range of numbers that may or may not.
01:09
< Mook>
Like, for example, I could have the ranges 2 through 4 and 8 through 12 in the list, and I'm trying to code a cheap test if the range, say, 4-6 overlaps with either of those.
01:09
< celticminstrel>
Compare the possibly overlapping endpoints?
01:10
< Mook>
Yeah, that was my idea. I'm wondering if I need to write my own accessors into a red-black tree, or if there's something especially applicable to the task that I don't know about.
01:11 * celticminstrel blinks; has no idea where the red-black tree came from.
01:12
< Mook>
A fast way of finding the endpoints in the known-good list that are greater than and lesser than one of the candidate range's endpoints, was my thought.
01:14
< Mook>
Or is this premature optimization and I should just iterate through the complete list, just to get something at all functional, and make it faster later?
01:17
< celticminstrel>
...bah, Xcode crashed.
01:20
< Mook>
Suck. What're you working on?
01:21
< gnolam>
Mook: I'd just go with two vectors of sorted endpoints, but I'm a sucker for simplicity.
01:22
< Mook>
Nothing wrong with it. Simplify as much as you can but no further, as the saying goes.
01:22
< celticminstrel>
Trying to switch SDL drawing to OpenGL drawing. It's... not working very well.
01:22
< Mook>
Ech.
01:23
< celticminstrel>
glTranslate shouldn't affect textures, should it?
01:24
< Mook>
I...wouldn't expect so?
01:24
< Mook>
Been forever since I played with that, though.
01:24
< gnolam>
Not unles your matrix mode is GL_TEXTURE.
01:24
< gnolam>
*unless
01:25
< celticminstrel>
Does OpenGL ever change the matrix mode without me asking it to? Because the last request was GL_MODELVIEW.
01:25
<@ToxicFrog>
Mook: personally I'd just iterate it and then see if it's an actual problem once you have it working
01:26
< Mook>
Yeah, fair enough.
01:26
< Mook>
Okay, thanks guys.
01:27
< gnolam>
OpenGL does not.
01:27
< celticminstrel>
Nor SDL?
01:28
< celticminstrel>
It draws the top row correctly; then everything else is just black.
01:29
< gnolam>
What SDL calls are you using, exactly?
01:30
< gnolam>
I could conceivably see e.g.... whatever SDL's blit is called... doing stuff like that behind the scenes.
01:30
< gnolam>
But if you mean "without you actually calling anything", then the answer is no for SDL as well.
01:31
< gnolam>
The top row of what? Are your coordinates correct?
01:31
< celticminstrel>
I'm only using SDL's blit when creating the textures, to copy from the surface returned from IMG_Load to a new temporary surface with power-of-two dimensions.
01:31
< celticminstrel>
The top row of tiles.
01:31
< celticminstrel>
My coordinates look correct.
01:32
< gnolam>
By which you mean..?
01:33
< celticminstrel>
I'm stepping through the program and the coordinates look like they're correct.
01:33
< celticminstrel>
I wonder if the glScale might be doing something... I nearly forgot it was in effect...
01:34
< celticminstrel>
Should be glScale(1,1,1) at the moment.
01:34
< celticminstrel>
Nothing wrong with using multiple glTranslates, right?
01:35
< celticminstrel>
When the scale isn't in effect I don't think I'm even getting the top row.
01:38
< celticminstrel>
(Confirmed).
01:51
< celticminstrel>
I suppose I could try that SFML thing instead... but would it be any faster than SDL?
02:14
< gnolam>
When you say "the coordinates look like they're correct", what are the coordinates and what is your actual projection?
02:15
< celticminstrel>
The coordinates are multiples of 32, for example (0,32), (0,64), (32,32), etc; the projection is um...
02:16
< celticminstrel>
Is glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1, 1) what you mean by that?
02:16
< celticminstrel>
SCREEN_WIDTH is 800, SCREEN_HEIGHT is 600.
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08:06
<&McMartin>
Woo, it's done
08:06
<&McMartin>
http://michaelcmartin.github.com/Ophis/
08:06
<&McMartin>
I might want to tweak download order since some stuff is organized weirdly
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12:25
< Tarinaky>
Note to self: Next time, make sodding mouse event dispatcher pass through modified x,y coordinates so I don't have stupid bugs like this.
12:36
< Tarinaky>
Aaaand. Turns out the bug was my stupidity.
12:36
< Tarinaky>
Yaaaaaay~
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16:55
< iospace>
ordearlord
16:55
< iospace>
2400baud
16:56
< iospace>
is
16:56
< iospace>
SLOW
16:57
<~Vornicus>
you can connect to the modern internet at that speed?
16:57
<~Vornicus>
like, at all?
16:57
< iospace>
Vornicus: i'm doing console redirect testing
16:58
<@Tamber>
Vorn: Depends on how you define "modern internet", I suppose.
16:59
< iospace>
... 1200 baud
17:00
< iospace>
dear lord the setup utility does not want to load
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17:47
< Tarinaky>
Hmm... I think I'm having a derp moment.
17:47
< Tarinaky>
If I have a texture I've generated in memory, and I've got another bitmap alpha mask.
17:47
< Tarinaky>
How can I apply the alpha mask to the generated texture?
17:47
< Tarinaky>
(They're the same size)
17:49
<@TheWatcher>
Does you generated texture have an alpha channel? If so, just copy the alpha into it. Otherwise, allocate space for another texture of the same size, copy image data in the RGB and the alpha into the A?
17:50
< Tarinaky>
I can't see anything in pygame to let me do that.
17:50
< Tarinaky>
I'm looking at the page for Surface and it only seems to permit per-surface alpha >.<
17:50
<@TheWatcher>
Not a clue then, my pygame experience is virtually null.
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19:28
< gnolam>
Tarinaky: http://www.pygame.org/docs/ref/surface.html#Surface.convert_alpha
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19:37
< Tarinaky>
That's for optimising the image afterwards.
19:37
< Tarinaky>
I found a solution anyway: stop being derpy.
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20:09
< Tarinaky>
The marks back for my individual project show what everyone already knows.
20:09
< Tarinaky>
Testing: 9/20
20:14
< iospace>
nope
20:16
< Tarinaky>
Nope?
20:17
< iospace>
just chuck testa
20:18 * Tarinaky shoots iospace through the knee with an arrow.
20:21
< Tarinaky>
I don't need testing. I write my code right first time - and if anyone says otherwise it's a feature :p
20:30
< iospace>
:P
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23:09
<@Alek>
"Genius admin. Turned on spellchecker, can't post messages as long as they contain spelling errors. And it doesn't highlight them."
23:15
<~Vornicus>
Doesn't work very well.
23:17
<@Alek>
no, see, that's ideal for dealing with lusers.
23:17
<@Alek>
if they can't spell, they can't post. XD
23:17
<~Vornicus>
WHen the posts contain, for instance, names of fictional characters (find me an /etc/words that contains "Grignr", for instance) or semiobscure technical terms, a spellchecker won't help.
23:18
<@Alek>
but true. >_>
23:18
<~Vornicus>
I mean, heck, you wouldn't be able to address me by name.
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23:36
< Tarinaky>
Silently down-rate content that is perceived by automatic filter to be 'stupid'.
23:37
< Tarinaky>
A stupid-per-word statistic can be calculated from things like spelling errors and the existence of certain phrases.
23:37
< Tarinaky>
A word out of dictionary isn't enough to be deemed "stupid"
23:37
< Tarinaky>
but taken together with other metrics, like a global stupid-per-word for the user, and whether there are already less stupid comments, you can bury that user silently.
23:38
< Tarinaky>
Like any automated filter it requires a lot of maintenance and tweaking because the desired behavior isn't formally defined.
23:39
< Tarinaky>
But it should be fairly trivial in the extreme case.
23:39
< Tarinaky>
"wut ur prblem lol yolo"
23:43
<@Alek>
quite
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23:49
< Tarinaky>
Could make it work quite well. Punctuation is antitupidity, as is a high average word-length. Presence of slurs is a black mark...
23:50
< Tarinaky>
Obviously having a longer post in general means you have less stupidity-per-word, so a long, well thought out, comment that happens to contain a slur will hardly be stupid at all.
23:50
< Tarinaky>
And if it's in context to the discussion everyone will be just as stupid anyway.
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--- Log closed Tue Jun 19 00:00:36 2012
code logs -> 2012 -> Mon, 18 Jun 2012< code.20120617.log - code.20120619.log >

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