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blast007 | tupone: okay, figured out why shader compilation was failing. it was sorta a line ending issue. Shader::file_read calls FILEMGR.createDataInStream in text mode and then seeks to the end to figure out how large the file is. But it was returning a larger size than what ended up being read by the read method, so there was garbage data at the end. | 02:28 |
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blast007 | for the 61 line radar.vert, there was 61 bytes of garbage at the end, so must be counting the CRLF endings when seeking, but when reading perhaps only reads it as a LF | 02:30 |
blast007 | switching createDataInStream to binary mode makes it work: std::istream *rw = FILEMGR.createDataInStream(filename, true); | 02:30 |
BZNotify | 2.4 @ bzflag: blast007 pushed 1 commit (https://git.io/fjMMa): | 02:58 |
BZNotify | 2.4 @ bzflag: blast007 0ca152: Fix variable name in comparison so that the center attribute of a texture matrix gets printed when saving a world file. (https://git.io/fjMMV) | 02:58 |
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tupone | blast007: ty, applied. Now I would be interested if there are glitches or performance problem :) | 06:51 |
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eddy_ | admin help? | 16:54 |
eddy_ | bzflag.org board admin help? | 16:56 |
eddy_ | t | 16:57 |
eddy_ | hi | 17:09 |
allejo | hi there | 17:18 |
eddy_ | hi | 17:18 |
eddy_ | allejo, I'm looking for bzflag.org board admin help? | 17:22 |
allejo | what do you need | 17:22 |
eddy_ | account I changed my contact email the other day from an account I no longer have, since then my BZFlag login is inactive. | 17:23 |
eddy_ | OOPS I changed my contact email the other day from an account I no longer have, since then my BZFlag login is inactive. | 17:23 |
eddy_ | server is probably trying to verify the change but I cannot get to that old email | 17:25 |
allejo | the account you no longer have being the old email? did you get an activation email to your new email? | 17:26 |
eddy_ | no maybe spam filter caught it, will look again | 17:26 |
eddy_ | yep was in junk mail | 17:28 |
eddy_ | nm | 17:29 |
allejo | :) | 17:30 |
eddy_ | By the way is L4m3r still around? Seems to have disappeared, well a lot of players have seemed to have disappeared. I play a lot less myself, thanks | 17:31 |
allejo | he's still around on IRC (e.g. he's in this channel), however, no longer really active with the game or its development | 17:32 |
eddy_ | thanks, just curious last I spoke he said he was ill a few years ago. I'll send him a PM | 17:34 |
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tupone | A question: we use glGenFramebuffers that is defined only for >= openGL 3.0. There is any check for that? | 19:19 |
blast007 | unlikely | 19:24 |
blast007 | seems that was introduced in 2.4.12 | 19:24 |
blast007 | what should happen on pre-GL3.0 environments? should it fail to run the game? | 19:27 |
blast007 | I've got a GL 2.1 card at home I could try it on. | 19:28 |
blast007 | and a GL 1.5 card (though sounds like it can do 2.1 via some software rendering with the 'latest' drivers) | 19:29 |
blast007 | I probably have an nVidia TNT2 somewhere as well which would be GL 1.2 | 19:29 |
blast007 | assuming I can find a system that can run that and Windows Vista+ | 19:30 |
tupone | blast007: I only see the glGenFramebuffers on the web and says GL3.0 | 19:37 |
tupone | https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glGenFramebuffers.xhtml | 19:37 |
tupone | it is for the MSAA so maybe there is a check for it | 19:38 |
blast007 | I'll test it on some older gear | 19:38 |
tupone | but I don't know how it links. Possibly they are discovered runtime | 19:38 |
tupone | I'm doing a GL3.0 on top of GL2.0 to use framebuffers. My code should be deprecated but should work | 19:40 |
blast007 | if (GLEW_ARB_framebuffer_object) <-- that? | 19:40 |
tupone | yep | 19:40 |
tupone | that is | 19:40 |
tupone | have you tested GL2.0 ? how is the speed ? | 19:42 |
blast007 | I have not yet | 19:43 |
blast007 | I'll get the build on several of my systems and compare with a normal client | 19:44 |
blast007 | looks like we'll only call the glGenFramebuffer if we can do multisampling, which we only can do if GLEW_ARB_framebuffer_object is true | 19:45 |
blast007 | so we should be okay there | 19:45 |
tupone | to compare the speed possibly remove last commit (The lighting done via fragment is heavy) | 19:45 |
tupone | yes | 19:46 |
blast007 | okay | 19:46 |
blast007 | I did have the "Lighting computed in frag shader" change when I was testing on my i3-3220 intel GPU, so I'll retest there without that | 19:48 |
tupone | yeah that is heavy. to compare with the same functionality is not nice :) | 19:50 |
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