code logs -> 2016 -> Sat, 24 Sep 2016< code.20160923.log - code.20160925.log >
--- Log opened Sat Sep 24 00:01:00 2016
00:22
<&McMartin>
woot
00:22
<&McMartin>
I have just gotten official permission to rant about technical stuff in a semi-official capacity
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00:54
<&[R]>
Blog?
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01:08
<&McMartin>
R: p. much
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03:46
<@gnolam>
https://www.idontplaydarts.com/2016/04/detecting-curl-pipe-bash-server-side/
03:52
<@celticminstrel>
MSVC is giving an "invalid operator<" assert. The operator is implemented as "return a.x < b.x || a.y < b.y". I don't get it. :|
03:52
<@celticminstrel>
Google suggests this is because the compare is inconsistent or unstable.
03:53
<&ToxicFrog>
It is.
03:54
<&ToxicFrog>
Consider the points (1,0) and (0,1)
03:54
<&ToxicFrog>
Both (1,0) < (0,1) and (0,1) < (1,) are true
03:55
<&ToxicFrog>
You probably wanted something more like: return a.x < b.x || (a.x == b.x && a.y < b.y)
04:05
<@celticminstrel>
Ooh, okay.
04:05
<@celticminstrel>
Thanks.
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15:50
<@Azash>
https://lists.gnu.org/archive/html/bug-bash/2016-09/msg00097.html
15:58
<@celticminstrel>
I wonder if there's any issues with using huge vertex arrays.
15:59
<@celticminstrel>
There are space optimizations I could apply if really necessary.
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16:51
< Vorntastic>
Oh, celmin: both long and short still work as four quads and end up having only two faces, removing the ottd restrictions, in at least the case where the extrema are in opposite corners.
16:52
< Vorntastic>
If not then you get eight faces with different normals. So, adjustment. To get long diagonals take the midpoint of the diagonal with the largest z distance. Obviously.
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18:43
<&McMartin>
https://twitter.com/DesignUXUI/status/576432203560685568
19:23
<@celticminstrel>
Vorntastic: Hmm? OTTD?
19:24
<&McMartin>
Open Transport Tycoon Deluxe
19:24
<@celticminstrel>
!?!?
19:24
<&McMartin>
An example of excellence in the problem you face, IIRC.
19:24
<@celticminstrel>
Oh.
19:25
<@celticminstrel>
It almost sounded like he was saying "oh, you can do it as quads instead of triangles after all".
19:26
<~Vornicus>
when you were looking at the ziggurat thing
19:27
<~Vornicus>
I was discussing how OTTD has certain restrictions to its heightfield; this is mostly because it wishes to limit the total number of contours available, because it's *really* a 2d game
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19:28
<~Vornicus>
But they also provide some guarantees
19:28
<~Vornicus>
Namely, that you always end up with two triangles.
19:29
<~Vornicus>
THis isn't necessarily true when your four corners aren't as restricted as they are in ottd, but it turns out that this is simple to overcome.
19:30
<@celticminstrel>
Okay?
19:31
<~Vornicus>
Or rather, two flat surfaces.
19:32
<@celticminstrel>
I'm not quite sure what this means or if it's relevant to me. At least, what I ended up with was satisfactory.
19:32
<~Vornicus>
But just going "median" or "midrange point" as the corner shared by all four of your pseudoquads doesn't work, because if the two extreme values are on non-opposite corners, you get several surfaces
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19:33
<~Vornicus>
so instead, you take the longer (or shorter) of the two diagonals and find the midpoint of that
19:34
<@celticminstrel>
Hmm... can that occur...
19:34
<~Vornicus>
sure it can, you have corners 1 2 3 4, for instance.
19:35
<@celticminstrel>
You mean like a spiral staircase setup? I'm assuming those numbers are heights.
19:35
<~Vornicus>
yeah. a switchback, or something like that
19:35
<~Vornicus>
or realy 1 2 2 3, too.
19:35
<@celticminstrel>
Hmm, I suppose it's possible that I might want that.
19:43
<@celticminstrel>
For some reason I can't seem to connect to Freenode.
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20:11
<@celticminstrel>
Hmm, glDrawArrays is crashing with EXC_BAD_ACCESS...
20:12
<@celticminstrel>
But only on the second draw cycle.
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--- Log closed Sun Sep 25 00:00:15 2016
code logs -> 2016 -> Sat, 24 Sep 2016< code.20160923.log - code.20160925.log >

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