IRC logs of Freenode #BZFlag for Wednesday, 2019-07-17

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tuponeblast007: glsl files are in data/ or in bzflag installed data folder. Maybe you run in in another location and the installed bzflag data folder contains data only for 2.4 ?06:12
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blast007tupone: it's finding them, but it's just failing to compile them for some reason11:21
blast007or at least *saying* it's failing to compile them11:21
blast007when I removed the 'abort()', the client lauched, but a storm was rolling through so I shut everything down here and didn't test it beyond seeing the menu11:22
tuponeblast007: it should say what line raise an error. I also use glslvalidate to check error on glsl file12:20
blast007did you see the output in my gist?  https://gist.github.com/blast007/937412bb981e1eae67d2b61f097da35d13:25
The_Noahblast007: how do I apply your diff?13:48
blast007from a git bash, you might have the 'patch' command, so it might be something like 'patch -P0 < ../thepatch.diff'14:39
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blast007(from the clone directory)14:39
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blast007or may have to use -P1 or -P215:03
The_NoahI get `15:31
The_Noaherror: No such file or directory` for all of the files.15:31
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tuponeThe_Noah: I'm trying to fix the tree with blast007 patch. So wait19:54
The_NoahOkay, thanks.19:56
tuponeI still don't know how to fix glsl compilation on windows19:57
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blast007I'll poke around that a bit more20:41
BZNotifybzflag: atupone synchronized pull request #148 "Use of Vertex Buffer Objects instead of Client Arrays" (https://git.io/vhCKr)20:43
tuponeI think I have added all of your patches in the right commits.20:46
tuponeI think the problem is in the reading of the shader source in Shader.cxx. Some problem with the string ? But now I'm going to bed20:53
tuponeor LF/CR20:55
The_NoahOh could be that, I've had that problem before when compiling shaders.20:56
blast007yeah, I was wondering about line endings21:07
The_NoahThey should probably be checked and converted if needed at runtime, just in case.21:09
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