IRC logs of Freenode #BZFlag for Wednesday, 2020-10-28

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ZehraDoes anyone have trouble connecting to Easy Tank's super server?01:47
blast007works here02:02
blast007still having trouble on your end?02:02
ZehraWas able to successfully authenticate and connect, but not "join".02:04
ZehraOn other servers, it seemed to have a bit of a delay in connecting, but still successfully joined.02:04
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BZNotifybzflag: atupone synchronized pull request #259 "Buffer udp" (https://git.io/JJPKk)08:21
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macsformeas far as #267 (wrong resolution getting saved when quitting via the taskbar/dock), it looks like BzfDisplay is designed to be agnostic to the idea of a "current" resolution setting other than the literal current display mode, which leads to our problem20:32
macsformeI'm not sure what approach to take on that, so if anyone has ideas, please voice them20:34
JeffM[m]Is there any advantage to ever changing the resolution these days?20:36
macsformewe could blur the lines a bit between BzfDisplay and BzfWindow, then try to take the window resolution instead, but I'm afraid to mess too much with this fragile design20:36
macsformethat question does come up from time to time... it seems most games these days still offer the option to change the resolution, sometimes in addition to the option of a reduced render scale20:37
JeffM[m]Changing the display resolution on a lcd is a little silly20:38
JeffM[m]And with BZ’s low graphics needs it seems rare that a system will need a lower render size20:39
macsformenonetheless, the performance difference is definitely there... especially on a high-DPI display20:39
macsformeanother approach might be to write the BZDB "resolution" value, instead of the value dumped by BzfDisplay, and then just make sure the BZDB value is being updated at every resolution change20:41
JeffM[m]Since you are using SDL for all platforms now you can probably combine display and window into a single class. The separation was more important in the CRT era. High DPI displays with low end graphics cards would be best served by a smaller back buffer. But even in the high DPI case, you don't need arbitrary resolutions, you'd just need a flag for "cut my res in half" since you'd only want to use specific power of 220:44
JeffM[m]resolutions of the used display. You don't want the flat panel to do any odd interpolation.20:44
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blast007JeffM[m]: I do have the start of a platform code rewrite that does merge most of display/window together.21:01
blast007it still has a lot of the issues we've recently worked around with PR 251, though21:01
JeffM[m]I think that would be best for you in the long run.21:02
blast007I had initially designed it around GLFW's API, then added SDL2 support21:02
blast007also mostly supports multiple window/monitors21:03
blast007Wayland, at least with how we're interfacing with SDL2, also doesn't offer any resolution adjustments, so the only option is the desktop resolution21:04
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JeffM[m]I think more things are going to go to that method, change the render buffer and scale on swap. CRTs are long gone :)21:04
blast007yeah, I think that's eventually what we'll move to - render at some resolution and scale up21:05
blast007if we start requiring GL 3.2, though, that'll eliminate many of our low performance machines ;)21:06
JeffM[m]indeed21:07
JeffM[m]I still wonder if the ARM macs are going to support GL. Part of me thinks the "GL is deprecated, use metal" thing last year was to get ready for the fact that they are doing metal only on new arm based machines.21:08
blast007might be that the support it for x86 apps, but not native arm apps21:10
JeffM[m]maybe21:10
* JeffM[m] bets someone on his team has one21:12
JeffM[m]It's weird to see help requests for "can someone reboot my PS4 Dev kit?"21:13
blast007heh21:13
blast007iOS supports OpenGL ES, which current macOS has not21:13
blast007so I wonder if they'll support that for running some iOS apps21:13
JeffM[m]maybe for a bit21:14
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JeffM[m]it's obvious they want everything to go full metal21:14
macsformesomeone makes GL and GLES libraries that work on top of Metal (better performance than Apple's own GL, too)... I wish Apple would just buy them and incorporate them into their SDK21:26
blast007oh god no, I don't want Apple to buy them21:27
blast007they'd just kill them off21:27
JeffM[m]Yeah apple wants ONE API for each thing21:28
JeffM[m]They have no incentive to be inclusive, they expect everyone to just do what they say, and be happy to pay 30%21:28
blast007macsforme: are you talking about MoltenGL?21:28
macsformeI think so21:29
blast007MoltenVK (Vulkan to Metal) is open-source  https://github.com/KhronosGroup/MoltenVK21:29
macsformeif only that helped us :-)21:29
JeffM[m]write a metal backend for urho3d :)21:30
blast007there's also a half dozen (at least) different graphics libraries that let you target multiple graphics APIs21:31
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BulletCatcherI run BZFlag with a 4:3 resolution on my 16:9 monitor to increase the vertical field of view.  That's more important than any blurring due to interpolation.23:10
JeffM[m]could you not just change the FOV?23:11
BulletCatcherThe FOV width is already maxed out.23:12
BulletCatcherThe horizontal FOV is fixed to the edges of the window and the vertical FOV is adjusted to fit the current aspect ratio.23:14
JeffM[m]does your monitor black box the sides or stretch it?23:20
BulletCatcherIt has black boxes on the sides to preserve the aspect ratio.23:50

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