code logs -> 2012 -> Fri, 05 Oct 2012< code.20121004.log - code.20121006.log >
--- Log opened Fri Oct 05 00:00:42 2012
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00:28 Derakon[AFK] is now known as Derakon
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
code logs -> 2012 -> Fri, 05 Oct 2012< code.20121004.log - code.20121006.log >

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