IRC logs of Libera.Chat #BZFlag for Monday, 2022-01-03

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macsformeI'm somewhat more comfortable with the state of our master branch after reviewing blast007's categorization of commits22:03
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macsformeI believe my existing concerns about unfinished projects related primarily to JeffM's shot manager/tracking project as well as his server-side player project22:04
macsformeit's not clear to me whether the new normal and specular map features actually do anything as far as rendering... I don't see any actual rendering calls, and I thought previously that you need per-pixel lighting (shaders) to do that, unless there's a GL extension22:07
macsformethe wavefront/.obj rendering support does appear to have at least some rendering support... it's not clear to me to what extent that is implemented (e.g., wavefront materials, etc.), and I'm not sure what we would use that for unless we expand our map file format (or we use it internally to draw non-map objects like trees, rocks, etc.)22:11
macsformeor perhaps it was intended to be used for drawing tanks down the road (at least the non-animated portions)22:19
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macsformeas far as the Apple M1 issue (low framerate while driving inside a meshbox with OO), I just noticed these lines on the console as soon as the issue occurs: https://pastebin.com/EnYxKBxT22:57
macsformethe "SW" in "SW fragment processing" appears to refer to software rendering, which would explain the very low framerate22:58
blast007ah23:00
blast007that's a very useful output23:00
blast007try commenting out the two glPolygonMode calls in EighthDimShellNode::ShellRenderNode::render()23:08
blast007"In OpenGL 3.0 or above, core profile, only the combined front and back face enumerant is valid, offering a single mode enumerant GL_FRONT or GL_BACK results in an INVALID_OPERATION. Therefore the only valid call is glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);"   http://www.krugerheavyindustries.com/pebble/2018/06/09/1528516320000.html23:09
macsformeafter commenting out those two lines, it renders at full speed, although it draws textured/translucent faces instead of the lines like before23:11
macsformeif I change the first argument of the first call to GL_FRONT_AND_BACK, it also renders at full speed, no error message, and I don't see any visual difference23:25
blast007oh, I hadn't noticed that one was GL_LINE and one was GL_FILL23:27
macsformethinking through the logic, I don't see any harm in front faces being excluded... there shouldn't even be a difference unless it's a concave object where you could see an outside from the inside (meshes, maybe?)... I think the important thing is to enable the back faces23:37
macsformefront faces being s/excluded/included/23:37

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