--- Log opened Fri Oct 05 00:00:42 2012 |
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00:29 | | * McMartin prods Derakon to his outline at noon, wonders if it looks reasonable |
00:29 | <&McMartin> | I know you did some OpenGL 3.x work |
00:29 | <&Derakon> | A very small amount. I'll take a look though. |
00:30 | < gnolam> | McMartin: sounds reasonable. |
00:30 | <&Derakon> | ...okay, yeah, you lost me after step 4. |
00:30 | < gnolam> | But: there's no need to take it all the way to OpenGL 3.0. |
00:31 | < gnolam> | Seriously. OpenGL 2.1 - even with the cruft it carries - gives you a reasonable API with support for basically everything you'll ever want to implement. |
00:31 | <&McMartin> | Well yes |
00:31 | < gnolam> | And with better support than any of the later GLs have. |
00:31 | <&McMartin> | But one of my subgoals is "get my operating knowledge up to 3.x even if I don't sue it" |
00:31 | <&McMartin> | *use |
00:32 | <&McMartin> | Derakon: They don't use the words anymore, because some got repurposed, but step 4 there is "make the SVAF reference renderer use Phong shading instead of Gouraud shading" |
00:33 | <&Derakon> | Heh. |
00:35 | <&McMartin> | I don't actually have any differences in drawn result until that point~ |
00:35 | < gnolam> | Well. Phong X can refer to both the Phong specular model and per-pixel shading, so. |
00:35 | <&McMartin> | Yeah |
00:35 | <&McMartin> | And here it just means 'per-pixel lighting equation' |
00:35 | <&McMartin> | Though IIRC this also includes the Phong specular model, and did even when it was per-vertex shading |
00:39 | <&McMartin> | But yeah, I'm hoping going to pixel lighting, even with the old lighting equations and nothing else, will solve some of the weirder modeling artifacts in Sable. |
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03:37 | < Reiv> | McMartin: You're working on Sable again? |
04:41 | <&McMartin> | Only sort of |
04:41 | <&McMartin> | I'm actually working on SVAF, because it's already there and something to evolve. |
04:41 | <&McMartin> | But SVAF was Sable's rendering library, in the end. |
04:43 | | * McMartin also shifts Iodine's desktop environment from GNOME3 to LXDE. |
04:43 | <&McMartin> | Wow, that is so much better it's not even remotely funny |
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05:14 | <~Vornicus> | what does svaf stand for again? |
05:19 | <&McMartin> | Simple Vector Array Format |
05:20 | <&McMartin> | It's actually more of a general mesh format |
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09:02 | <&McMartin> | ... huh, OK |
09:02 | <&McMartin> | OpenGL 2.1/GLSL 1.20 is roughly equivalent to DX9.0c |
09:02 | <&McMartin> | With OpenGL 3.0 being DX10, more or less |
09:02 | <&McMartin> | This makes the Khronos Group's attempt to erase all evidence of OGL 3.2 and earlier from history even weirder |
09:03 | <&McMartin> | Pretty much by definition every video game I have ever played on the Mac used 2.1, since that's all it could do. |
09:05 | | * Vornicus should learn opengl some year |
09:05 | <~Vornicus> | but finding an excuse project is hard when I've written 0 games and have 0 3d art talent. |
09:05 | <~Vornicus> | oh, I'm sorry. |
09:06 | <~Vornicus> | I have written a game. |
09:06 | <~Vornicus> | an IF, with six rooms and one puzzle. |
09:06 | <~Vornicus> | But it covered its bases. |
09:09 | <&McMartin> | Clearly you should write Blingtainum Get in GM:S |
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09:10 | <~Vornicus> | Actually looking at it, gm 8.1 is more my speed |
09:10 | <~Vornicus> | Fewer features, better scale |
09:10 | <&McMartin> | Fair enough |
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12:41 | < AnnoDomini> | ARGH. |
12:41 | < AnnoDomini> | Would it kill YouTube to implement a progress bar that isn't full of fail? |
12:42 | < AnnoDomini> | As it is, I largely am unable to click the moment in the video I want, because it keeps jumping up and down like a SWATter. |
12:53 | < froztbyte> | isn' |
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12:53 | < froztbyte> | isn't* that a flash issue? |
12:58 | < AnnoDomini> | AFAIK, no. This is recent. |
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13:41 | < rms> | system("echo +$ip >> /proc/net/xt_recent/scandrop"); // Here's a nice WTF for everyone |
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14:48 | < simon_> | any suggestions for an exam subject using Parsec and State monads? examples: A small imperative language and its virtual machine, A line-drawing language and its interpreter that spits out SVG |
14:49 | < simon_> | my supervisor suggests a small reversible language and its virtual machine, but people might never have heard about reversible languages, so since it's just a theme it may be unreasonably difficult. |
14:55 | < simon_> | maybe a simulation of jQuery on some DOM-like structure |
14:57 | < simon_> | or a DSL for building drawable things. |
15:08 | < froztbyte> | rms: the fact that I even know what those components are all for.... :/ |
15:09 | <&jerith> | They're Haskells. |
15:09 | < froztbyte> | jerith: rms, not simon_ |
15:09 | | * froztbyte recognized the Haskell components too |
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15:09 | <&jerith> | Ah. Oops. |
15:12 | < simon_> | Parsec is a library for generating parsers using combinators in a functional language. |
15:12 | < simon_> | a State monad is a neat abstraction to represent state in an otherwise immutable environment. |
15:12 | < simon_> | oh, sorry. |
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--- Log closed Sat Oct 06 00:00:00 2012 |