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| macsforme | can anyone with a mac that has a recent version of macOS (thinking High Sierra or Mojave) tell me if turning on vsync in the game works for you? | 08:20 | 
|---|---|---|
| macsforme | I am seeing two different issues... obvious screen tearing one one machine with an Intel chipset, and my other machine with an NVIDIA card my framerate is only 80-90% of the actual monitor refresh rate (even though with vsync off it can go much higher) | 08:22 | 
| macsforme | trying to figure out if it's an issue with Apple's OpenGL drivers, an issue with SDL, or something else | 08:23 | 
| tupone | with bzflag or in general ? | 08:23 | 
| macsforme | with bzflag, but also with another SDL2 game I was testing | 08:23 | 
| tupone | asking because bzflag has an option with vsync and one with a sleep IIRC | 08:24 | 
| macsforme | yes, the one with a sleep works fine | 08:25 | 
| macsforme | also, in Sierra, all of this worked fine | 08:27 | 
| macsforme | except I noticed then that vsync wouldn't work with higher refresh rates (144Hz) | 08:27 | 
| macsforme | tupone: shader looks good so far | 08:32 | 
| macsforme | what kind of shadows are you anticipating? I remember reading up on the different styles a while ago, but I can't remember which style I thought was the best | 08:35 | 
| macsforme | I have variance shadow maps and percentage-closer soft shadows in my mind, but I forget all the trade-offs | 08:36 | 
| BZNotify | master @ bzflag: macsforme pushed 1 commit (https://git.io/fj6eL): | 09:04 | 
| BZNotify | master @ bzflag: macsforme 8e8439: Quell warning. (https://git.io/fj6et) | 09:04 | 
| tupone | macsforme: an easy one for now https://learnopengl.com/Advanced-Lighting/Shadows/Shadow-Mapping | 09:37 | 
| tupone | but if anyone want to contribute to it ... | 09:38 | 
| tupone | only for the sun I can do it that way | 09:41 | 
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| BZNotify | bzflag: macsforme commented on issue #176 "XCode Build Warnings" by jwmelto (2.4.20 - https://git.io/fj6tu): These two compiler flags clear out all our compiler warnings in Xco... | 16:07 | 
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| BZNotify | bzflag: atupone synchronized pull request #194 "Use glm instead of our implementation (vectors.h)" (https://git.io/fjYFq) | 19:55 | 
| BZNotify | bzflag: atupone synchronized pull request #199 "Missile guidance math rewritten" (https://git.io/fj0lw) | 19:55 | 
| blast007 | does going with GL 2.0 let us gradually migrate away from fixed function GL and then allow an easier switch to a newer GL version (3.2) after that's all done? | 20:07 | 
| macsforme | it should for the most part | 20:18 | 
| macsforme | there would still be some steps to transition to 3.2, but the vast majority of the work would be the conversion to use the shader pipeline | 20:19 | 
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| BZNotify | bzflag: jose1711 opened issue #201 "bzflag is not working properly with multiple monitors" (https://git.io/fj63L) | 20:42 | 
| tupone | blast007: that is the path I have in mind | 20:44 | 
| spldart | lol | 20:46 | 
| BZNotify | bzflag: allejo labeled issue #201 "bzflag is not working properly with multiple monitors" by jose1711 as bug (https://git.io/fj63L) | 20:53 | 
| blast007 | neat | 20:55 | 
| BZNotify | bzflag: blast007 commented on issue #201 "bzflag is not working properly with multiple monitors" by jose1711 (https://git.io/fj63R): What Linux distribution and distribution version are you running? ... | 21:01 | 
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