IRC logs of Freenode #BZFlag for Monday, 2019-07-29

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tuponemacsforme: yes, or GL3.0 when it will be ready. Need a time window for release to decide what will be ready04:48
BZNotifybzflag: atupone edited pull request #148 "Use of Vertex Buffer Objects" (https://git.io/vhCKr)06:56
macsformeI am starting to think that OpenGL 2.0 may be the best middle ground for us07:43
macsformealthough OpenGL 3.2 would help us (well, force us) to write more structured graphics code, there is otherwise not a whole lot to be gained as far as features we would need, and we would lose compatibility with some older graphics cards (although this may become less relevant as our requirements increase on the software side)07:45
macsformeOpenGL 2.0 also has similar shader syntax to OpenGL ES 2, which would allow us to more easily support mobile/embedded devices in the future... and there are still A LOT of embedded/mobile devices that don't support anything higher than OpenGL ES 2 (including some devices still to be released)07:48
macsformeI have written shaders that will work with both OpenGL 3.2 and GL ES 2 with some manipulation prior to compiling, but it's hardly straightforward... with GL 2.0 and GL ES 2 it would be a lot easier07:50
macsformeGL ES 2 does have framebuffer object support... so a good minimum requirement could be OpenGL 2.0 with the GL_ARB_framebuffer_object extension, which would give us rough parity with GL ES 207:54
tuponei told 3.0 as it is compatible with 2.0 and has support to framebuffer that i would like to use for shadowing.08:50
tuponebut maybe we loose some card08:50
macsformelooks like the new shader syntax (where they got rid of variables like "attribute" and "varying" in favor of variables like "in" and "out", and deprecated "gl_FragCoord") was introduced in GLSL 130, which is OpenGL 3.0... so we would not easily have compatible shader syntax with GL ES 209:02
macsformeis there any reason you need the native framebuffer support rather than what you get in GL_ARB_framebuffer_object? and does it have to be a required feature?09:03
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tuponei think native and arb are mostly the same10:55
blast007that, or we getting up to GL 2.0 and then we look at something like bgfx which uses GLSL-like shaders to target Direct3D, Metal, OpenGL, and OpenGL ES11:05
blast007we finish getting*11:05
blast007then we can target multiple versions of Direct3D, Metal, OpenGL, or OpenGL ES11:05
moriah~macsforme++12:39
tuponemacsforme: in opengl 3.0 the old syntax is deprecated but still usable13:00
blast007"OpenGL 3.1 fully removed all of the features which were deprecated in version 3.0, with the exception of wide lines."13:10
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tuponeblast007: that I meant. After openGL3.0 have to rewrite most of the opengl code. With opengl 3.0 it is compatible. In fact I am playing with opengl 3.017:29
tuponeThe problem to me is only how many player we will lost going to > openGL2.017:29
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blast007what if we added an opt-in hardware survey system that would send information like the OpenGL renderer, platform, resolution, and the support for certain OpenGL versions and features?18:01
The_NoahThat sounds like a good idea.18:03
blast007SuperTuxKart does that already (though I can't recall if it's opt-in or opt-out).  "This information includes hardware specs of your machine (e.g. available RAM, graphics card, os / distro), and graphics related driver information (driver, driver version, supported opengl features). This information is stored on our server, and available for anyone to browse at ...18:10
blast007... http://addons.supertuxkart.net:8080. It is used by us (and potentially by other developers) to evaluate which opengl features can be used without making a game unable to run for a majority of users."18:10
blast007their website could use a bit of love.. their privacy policy is linked wrong, and that addons link there says that views are disabled so you can't see anything there.18:11
tuponeuntil the survey we stop at 2.0. blast007: you still go half the speed with GL2.0! It is a machine you use or just some archeological repert ?18:35
blast007the one I was getting about half the speed with GL2.0 is my primary computer19:40
blast007it's an Intel i3-322019:41
blast007The i3-3220 has an Intel HD 2500 (OpenGL 4.0 capable). I can test from my NAS as well which is a Skylake based Xeon, which has an Intel HD P530 (OpenGL 4.5 capable) and should be several times faster.19:48
tuponeI know that the VBO should speed the onboard memory, but not so slowing the shared memory access :(19:52
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tuponeI remember that you told with shot is unplayable with my branch19:54
blast007I've also got a Thinkpad X200 with a Intel GMA 4500MHD that is a GL 2.0 GPU19:56
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tuponeI also loose 50 % but from 400 to 200 FPS20:14
tuponeHD 460020:16
blast007what resolution?20:16
tupone136620:17
blast0074600 is also a generation newer than my 2500, and supports GL 4.320:17
blast007ah, I'm running at 1920x120020:17
tuponeI will be away from my PC for about a month, so for a merge or wait or do by yourself20:19
tupones/or/either/20:19
tuponeI will be on irc (hope)20:20
blast007okay20:20
tuponeglm and missile can be merged easily, the other I think I should pack most of the commits together20:21
macsformeall of your PRs need to be moved over to the master branch before they are merged as well20:43
blast007between now and then I'll look at getting 2.4 changes merged back up to master21:10
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