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tupone | blast007: did you have stencil enabled ? (Just to focus on the code) | 12:57 |
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blast007 | I can't recall. I'll check when I get home. | 15:01 |
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Samson1 | Hello, I'm trying to use a custom shock.wav file but it's not sounding. I've checked it's the same length but still nothing. Can anyone help? | 18:05 |
blast007 | needs to be the same .wav encoding | 18:06 |
Samson1 | Ah, okay. | 18:07 |
Samson1 | Thanks. | 18:07 |
blast007 | I was thinking there's somewhere that we describe what it needs to be.. let me see if I can find that info | 18:08 |
Samson1 | Thanks. | 18:08 |
blast007 | can't see to locate it, but try PCM audio, 16-bit, 22050 Hz sample rate | 18:10 |
Samson1 | Okay, thanks! | 18:10 |
tupone | shock.wav: RIFF (little-endian) data, WAVE audio, Microsoft PCM, 16 bit, stereo 22050 Hz | 18:28 |
The_Noah | If that isn't documented anywhere (although I think it is) it should be. | 18:30 |
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tupone | blast007: macsforme: Fixed the lighting. I needed to clamp color between 0 and 1 :) | 18:55 |
The_Noah | tupone: if you need anyone else testing the new OpenGL stuff I would be happy to help, just let me know. | 19:00 |
tupone | great. I need testing. | 19:12 |
tupone | Visual and performance | 19:13 |
The_Noah | Is this the correct repo? https://github.com/atupone/bzflag/tree/GL2.0 | 19:14 |
tupone | yep | 19:14 |
The_Noah | Okay. | 19:14 |
The_Noah | Should I do Debug or Release build for testing? | 19:18 |
tupone | release should be ok | 19:19 |
The_Noah | Okay. | 19:21 |
The_Noah | Where do I get glm? | 19:22 |
tupone | what OS ? | 19:25 |
The_Noah | Windows 10 | 19:25 |
tupone | I don't know how to build there :/ | 19:25 |
tupone | https://glm.g-truc.net/0.9.9/index.html | 19:25 |
tupone | that is glm. | 19:25 |
tupone | But windows build I don't know how it work | 19:25 |
The_Noah | Okay. | 19:26 |
The_Noah | Did you remove the medium and low tank models? | 19:39 |
blast007 | The_Noah: you could just dump the 'glm' directory into our include/ directory and it should find it | 19:41 |
The_Noah | Ya I did that and it works. | 19:41 |
blast007 | yay :) | 19:41 |
The_Noah | The medium and low tank models are still in the VS project. | 19:42 |
tupone | The_Noah: I removed it | 19:42 |
blast007 | The_Noah: yeah, you'll need to fix some stuff like that as tupone is gonna be on linux | 19:42 |
The_Noah | Okay. | 19:43 |
blast007 | I suppose this is where macsforme should come in and say "premake would solve that" ;) | 19:43 |
The_Noah | Yup :) | 19:43 |
The_Noah | So... I get this and I have clue what it means other then my build is completely broken. https://pastebin.com/wMSpFtNS | 19:44 |
blast007 | there's probably new files you need to add to the windows project | 19:44 |
The_Noah | Oh ya... | 19:44 |
blast007 | a good way to check for additions/removals would be looking at the Makefile.am files here: https://github.com/BZFlag-Dev/bzflag/compare/2.4...atupone:GL2.0 | 19:46 |
The_Noah | Thank you. | 19:47 |
tupone | The_Noah: if you happen to fix the build on windows you can change my tree so when I eventually merge with the mai ntree is all ok | 19:48 |
The_Noah | Okay. | 19:48 |
tupone | when you are ready just ask | 19:49 |
tupone | VBO_Handler.h and VBO_Handler.cxx you need | 19:49 |
tupone | these should fix the majority of the warning | 19:50 |
tupone | blast007: you read that I fixed it for glm-0.9.8 ? And maybe now is faster as I use an almost empty shader for shadow | 19:54 |
blast007 | yeah, I will try it again with the Debian Stretch packaged glm | 19:55 |
The_Noah | Where does the VS projects include stuff from 'include'? is it just directly in each project? | 19:56 |
blast007 | I have a variety of system at home that I could try on. nVidia 1660 and 980 Ti, AMD Radeon 2400 XT and some HD 3000 or 4000 card, older Intel 4500MHD in my X200 | 19:56 |
blast007 | The_Noah: you mean where in the project settings does it define where includes should be found? | 19:57 |
The_Noah | I think so? | 19:58 |
blast007 | I guess I'll flip the question around. What are you trying to do that would be helped with that info? | 19:59 |
tupone | well, I add VBO_Handler.h in the Makefile.am but it is only for packaging | 20:00 |
The_Noah | So there are some new files in the include folder, however I can't figure out how to add them like the other files in the include folder are. | 20:00 |
tupone | don't need | 20:00 |
The_Noah | Oh, okay. | 20:00 |
The_Noah | Ah I see. I'm still new to how compiling C/C++ programs work. | 20:01 |
The_Noah | src\geometry\vbo_handler.cxx(17): fatal error C1083: Cannot open include file: 'execinfo.h': No such file or directory - is 'execinfo.h' another file you added or something else? | 20:02 |
tupone | no | 20:02 |
tupone | Don't know where it come from | 20:02 |
blast007 | The_Noah: try just commenting out that #include and see if it builds | 20:04 |
The_Noah | "This header is Linux specific" - https://stackoverflow.com/questions/28680323/the-execinfo-h-header-file-does-not-exist | 20:05 |
tupone | glibc :) | 20:05 |
The_Noah | Is that another thing I need to download? | 20:05 |
The_Noah | If I comment it out I get "'backtrace': identifier not found" and "'backtrace_symbols': identifier not found" | 20:06 |
tupone | diagnostic | 20:06 |
tupone | remove it | 20:06 |
The_Noah | Okay. | 20:06 |
tupone | trace_and_abort | 20:06 |
The_Noah | ? | 20:06 |
The_Noah | Oh ya. | 20:06 |
tupone | leave only the abort | 20:06 |
The_Noah | Yay that is fixed. | 20:07 |
The_Noah | Does ogl/Shader.cxx need SDL? Because when I try to compile it it gives me an error but if I comment only it out is is completely fine. | 20:09 |
tupone | you don't have libSDL ? | 20:09 |
The_Noah | I believe I do. | 20:09 |
The_Noah | But commenting it out doesn't break anything. | 20:09 |
tupone | ok. Maybe there is a better include of libsdl in some headers | 20:10 |
The_Noah | And I get this warning, but it still compiles. glew32s.lib(glew.obj) : warning LNK4099: PDB 'glew_static.pdb' was not found with 'glew32s.lib(glew.obj)' or at 'bzflag-GL2.0\MSVC\build\bzflag_Win32_Release\glew_static.pdb'; linking object as if no debug info | 20:10 |
The_Noah | Not sure if that means anything. | 20:10 |
The_Noah | Do I need to download glew too because the DLL is missing in the final build. | 20:11 |
tupone | If you already build bzflag 2.4 you should have glew too | 20:12 |
tupone | it does not work without | 20:12 |
blast007 | the latest bzflag-dependencies (2.4 branch) should have glew | 20:12 |
The_Noah | Hmm I do have it but there is no DLL output of it. | 20:13 |
The_Noah | Well this is strange. When I open the EXE I get a popup saying that it couldn't find glew32.dll, but in other builds there is no glew32.dll and it works just fine. | 20:15 |
The_Noah | Well I copied a prebuild glew32.dll and now it doesn't give me that popup, but when I run it nothing happens. If I run it from VS I get a popup with "No fonts found (the -directory option may help). Exiting" | 20:21 |
tupone | don't know how to help :/ | 20:22 |
blast007 | rebuild the dependencies because it should generate the glew dll | 20:22 |
The_Noah | That's fine, I will figure it out. | 20:23 |
The_Noah | Okay. | 20:23 |
blast007 | or wait about an hour and I can just build and zip the dependencies | 20:23 |
blast007 | oh, you could try this: https://github.com/BZFlag-Dev/bzflag-dependencies/releases/download/v2.4.16/bzflag-dependencies-2.4.16-VC15-x86.7z | 20:24 |
BZNotify | bzflag: atupone synchronized pull request #148 "Use of Vertex Buffer Objects instead of Client Arrays" (https://git.io/vhCKr) | 20:29 |
tupone | Ok. I fixed in the tree VBO_Handler and Shader, for Windows build. And go to bed | 20:31 |
The_Noah | I rebuilt the deps, and still no glew32.dll and even if I add a prebuilt one I still get no window or anything. | 20:36 |
The_Noah | Even that link with the built stuff doesn't have glew32.dll. | 20:37 |
The_Noah | Not even my official install of BZFlag has glew32.dll, so I don't know why it thinks it needs it. | 20:38 |
blast007 | maybe it doesn't build a .dll since it's only used by the client.. might just staticly link it there | 20:47 |
blast007 | yeah, looks like a static build | 20:48 |
The_Noah | So why does it think it needs a DLL? | 20:50 |
The_Noah | Wait, glew is built into a DLL in MSVC\build\bzflag_Win32_Release | 20:52 |
blast007 | build a fresh set of dependencies and make sure the environment variable is pointed to where they are located | 20:56 |
blast007 | BZ_DEPS or whatever it's called | 20:56 |
The_Noah | I have. | 20:59 |
The_Noah | Everything builds fine, but when I go to run it it's just a invisible window for a second then closes. | 21:00 |
blast007 | does it work when you build the normal bzflag client? maybe it's just some GL 2.0 setup stuff on Windows that isn't working | 21:06 |
The_Noah | It did last time I tried (sometime this year) | 21:12 |
blast007 | let me try it here | 21:13 |
The_Noah | Okay. | 21:14 |
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blast007 | The_Noah: were you getting any error box? | 21:46 |
The_Noah | For glew missing? | 21:47 |
blast007 | other than that, which you shouldn't be getting anyway | 21:47 |
blast007 | (since we don't use a DLL version of glew) | 21:47 |
The_Noah | The only other error box was from the data folder not being found since it isn't copied on build. | 21:48 |
blast007 | getting a 'glsl file for shader playing not found' here | 21:48 |
The_Noah | Did you add all of the new files to the projects? | 21:50 |
blast007 | it builds fine. that's a runtime error. | 21:51 |
The_Noah | Oh. | 21:51 |
The_Noah | I just did a build of 2.4 (some time from May) and it starts fine. | 21:53 |
blast007 | seems it's finding the file, but failing to compile the shader | 21:54 |
The_Noah | Does BZFlag then crash? | 21:54 |
blast007 | no, just exists | 21:54 |
The_Noah | Do you ever get the window? | 21:54 |
blast007 | it flashes up for a second then goes to the error box | 21:54 |
The_Noah | Strange, I don't get an error box. | 21:55 |
blast007 | are you able to press F12 to close the client even though it's a black screen? | 21:55 |
The_Noah | Did you do fullbuild or bzflag? | 21:55 |
The_Noah | It's not black, it's transparent/void/idk. | 21:55 |
The_Noah | And it closes itself after a second. | 21:55 |
blast007 | I just did bzflag | 21:56 |
The_Noah | Same here. | 21:56 |
blast007 | I am doing a debug build, but I had to tweak a lot of double/float/int conversions to get it to build without warnings | 21:57 |
blast007 | are you doing a release build? | 21:57 |
The_Noah | Ya, release. | 21:57 |
blast007 | I'll try that | 21:57 |
blast007 | with a release build it just fails on the HUD shader :) | 22:02 |
blast007 | https://gist.github.com/blast007/937412bb981e1eae67d2b61f097da35d | 22:12 |
blast007 | The_Noah: if you have git bash, run bzflag from bash and you should get stdout/stderr output then | 22:13 |
The_Noah | Okay. | 22:13 |
The_Noah | Okay something on my PC is broken. | 22:15 |
The_Noah | If I double-click the EXE, same issue. If I run it from Git Bash, it works, but is an older version with my custom textures which are not with the GL2.0 version. | 22:16 |
The_Noah | Oh, I bet it is getting it from PATH. | 22:16 |
The_Noah | Ya, when I run ./bzflag.exe I get "Segmentation fault" | 22:17 |
The_Noah | Same if I do a Debug build. | 22:18 |
The_Noah | I have to go for probably the rest of the day, but I will be around tomorrow. | 22:19 |
blast007 | not getting a segfault here. tomorrow you might want to try with a clean clone and apply the patch from my gist. | 22:19 |
blast007 | is the output "Segmentation fault" even a Windows thing? | 22:21 |
The_Noah | I have no clue. | 22:30 |
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