code logs -> 2014 -> Sun, 06 Apr 2014< code.20140405.log - code.20140407.log >
--- Log opened Sun Apr 06 00:00:03 2014
00:04
<@Alek>
well, as a moon is actually a satellite... I don't know yet if any natural satellites have their own natural satellites (the balance may be VERY finicky), but our moon at least has had artificial satellites temporarily.
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01:53
<@Azash>
http://linux.slashdot.org/story/14/04/04/2220259/tesla-model-s-has-hidden-ethern et-port-user-runs-firefox-on-the-17-screen
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05:39
<@celticminstrel>
A do-while without braces... o.O
05:44
<@macdjord>
...
05:44
<&McMartin>
I guess Perl's ability to tack while on the ends of individual statements counts
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05:50
<@celticminstrel>
This is C++.
05:51
<@celticminstrel>
Whee, finally it compiled.
05:51
<@celticminstrel>
And there's only 44 linker errors!
05:52
<@celticminstrel>
I think some of these might be functions whose signature I changed, but not in the header.
05:53
<@celticminstrel>
And some I just forgot to define.
05:56 macdjord is now known as macdjord|slep
05:57
<@celticminstrel>
I suppose I need to figure out how to use a stencil buffer...
05:59
<@celticminstrel>
Actually, maybe first I should figure out how to define an ellipse.
06:02
<@celticminstrel>
What's a good number of points?
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06:04
<@celticminstrel>
Can't quite remember exactly, but I think the major axis will not exceed 400 pixels.
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06:32
<@celticminstrel>
The stencil buffer doesn't seem to make sense.
06:40
<@celticminstrel>
Okay, so if I understand this right, to draw to the stencil buffer you do something like glStencilOp(GL_REPLACE).
06:49
<@celticminstrel>
I guess I'll see if this works later.
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18:38
<@celticminstrel>
I don't understand why there's no implicit conversion from T* to std::shared_ptr<T>.
19:19 Kindamoody|afk is now known as Kindamoody
19:23
< [R]>
In what context?
19:24
<@celticminstrel>
Assignment.
19:32
<@celticminstrel>
Yay, linking succeeded.
19:32
<@celticminstrel>
Should I risk trying to run it...
19:46
<@celticminstrel>
I'm pretty sure I should be registering menu callbacks somewhere.
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20:06
<@celticminstrel>
Oh wow, something actually worked... sort of.
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20:49
<~Vornicus>
holy cats it worked
20:49
<@froztbyte>
egyptian ones, or other?
20:50
<@celticminstrel>
?
21:02
<~Vornicus>
celticminstrel: your thing
21:12
<@celticminstrel>
Well, the intro screen drew, then I had to sort through a number of resources not getting loaded, and then it got stuck in a dialog event loop because I forgot to create the window.
21:14
<@celticminstrel>
The only problems are that the delay before the intro screen didn't happen, and the intro picture appears on the botton left instead of centred.
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21:41
<@celticminstrel>
Okay... the texture seems to have been stretched to fit instead of repeating. That's definitely not what I want.
21:45
<@celticminstrel>
And now it's not stretched but still not repeated.
21:47
<@celticminstrel>
I wonder if the issue could be related to the fact that I'm only using a subrectangle of the full texture...
21:49
<@celticminstrel>
Or I'm just using the wrong destination rectangle. That'd do it. But now it's stretched again...
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22:40
<@celticminstrel>
I can't figure out why the texture is scaling instead of repeating. :/
22:41
<&McMartin>
What are the UV coordinates?
22:41
<&McMartin>
Your options should be *clamped* vs. repeating IIRC
22:44
<&McMartin>
(I've missed what it is you're actually doing here, other than something involving OpenGL)
22:44
<@celticminstrel>
I'm not sure what the UV coordinates are since the library I'm using abstracts this away, but I've set the texture rectangle to a 64x64 area, and the area being drawn to is quite a bit larger than that.
22:44
<@celticminstrel>
And it's quite clear that only that 64x64 area is being drawn.
22:44
<~Vornicus>
(there's also, uh, what's it called -- where you fall to a solid color or transparent, though I don't know how often that shows up)
22:45
<~Vornicus>
celticminstrel: The library is Wrong.
22:45
<@celticminstrel>
Could be.
22:45
<@celticminstrel>
I think it's supposed to be normalizing the texture coordinates internally.
22:47
<&McMartin>
I'm not sure it's wrong; if you tell me "I have a 64x64 pixel texture and I want you to put it on this giant polygon" that says "stretch" to me unless something special is happening
22:47
<@celticminstrel>
Hm.
22:48
<&McMartin>
If it's "I have this 512x512 texture and I want you to put this 64x64 subset on this polygon" that's the only thing I know how to do without writing a custom shader
22:48
<&McMartin>
Because yeah, a cornerstone of OpenGL spritework is "I don't have to worry about rotozoom; I just put the vertices in different places and that entirely solves my problem"
22:50
<~Vornicus>
hooray for no futzing with rotozoom
22:51
<@celticminstrel>
It's also possible I'm using the library wrong.
22:55
<@celticminstrel>
I've posted a question on their forum.
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23:22
<@celticminstrel>
Huh, it actually sort of almost looks right now!
23:22
<@celticminstrel>
Barring the texture being stretched instead of tiled.
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--- Log closed Mon Apr 07 00:00:19 2014
code logs -> 2014 -> Sun, 06 Apr 2014< code.20140405.log - code.20140407.log >

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