IRC logs of Libera.Chat #BZFlag for Tuesday, 2022-10-18

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macsformeglobal illumination with the fixed-function OpenGL pipeline is rather impractical (impossible?)01:59
SpringTankyou might be able to make a "lightobject" using some code from the bullet lighting, but too many lights would probably begin to slow things down.02:15
SpringTankoff topic question: does windows handle intergers and floats different from linux? I'm doing a multi-arch program and I get more bugs on windows than I do linux it seems. Weird little things02:16
SpringTankdoing subtraction between pixels on an image and linux the result is clean, but on windows it leaves little bits here an there.02:18
AgathaDoes bz even use shaders? I think it doesn't. (I've been told this before but I forgot.)02:27
Agatha@SpringTank any differences would most likely be due to using different compilers, but reasonably written programs should work the same: if they aren't perhaps you have uninitialized variables somewhere. Run it through valgrind.02:27
SpringTankI should provably do that. And no bzflag does not use shaders02:28
SpringTankthat helped. fixed some problems and found an array I wasn't initializing02:58
SpringTankso it was starting with garbage and that's probaby where my strays were coming from because now they are gone02:59
SpringTankthanks!02:59
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tuponeSpringTank: There is a branch on my repository that uses shaders.06:13
tuponewell was for Agatha 06:14
SpringTankwait, really? does it work?06:15
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AgathaWhat's funny is that now that I'm reminded, I remember that that exists; looking at it was unfortunately but honestly one of those things that got popped from my stack in the constant page-thrashing that is pandemic life.17:11
AgathaUsing shaders requires moving support from GL 1 -> GL 2 at least AFAIK. Since computers have been GL 4+ for well over a decade (and GL 2 support for nearly two decades), I will again state my opinion that this is a safe change.17:11
blast007the eventual goal was to target 3.2 or 3.317:15
blast007I don't know enough about OpenGL and graphics to know if it's easier for us to gradually transition to GL 2.0 and then to 3.2/3.3, or just go straight to 3.2/3.317:16
AgathaTransitioning GL 1 -> GL 2 is mostly a question of removing some ancient (and almost certainly nonfunctional anyway) GL 1 functionality, which has to be done regardless.17:45
AgathaI thought jumping to GL 3 was a non-starter portability-wise, but if that's on the table then I'll say it's a significant undertaking. Doing it 'properly' would basically amount to rewriting most of the rendering system. With the current resources of bz development, that therefore seems inadvisable.17:45
blast007https://gist.github.com/blast007/917f72b59fac372fb2f09cd2f555b94f17:58
blast007if by "portability-wise" you mean hardware support, that's really a non-issue17:58
blast007most stuff since ~2007 has supported OpenGL 3.217:59
blast007the nVidia and AMD stuff went straight from GL 2.1 to 3.3.  Only Intel had some chips that did 3.1.  And after those, Intel went to GL 4.18:06
blast007so.. the limit is really what we have the time/knowledge to implement18:10
blast007I've never really progressed beyond the spinning cube tutorials :)18:12
Agatha@blast007 I thought the reluctance about moving to newer GL versions was that there are allegedly current bz players who don't have / can't afford hardware-newer-than-two-decades-old. (I fully believe this is unlikely, and that there's no portability issue in practice, but that was the objection, I thought.)18:22
AgathaNote that GL 2.0 support usually implies GL 2.1 support too, GL 3.0 almost always implies 3.3 (with Intel being the notable exception, but their contexts are broken anyway, as @SpringTank found out), and to a lesser extent, GL 4 implies GL 4.6 (at the very least GL 4.0-only support is very rare). That's sortof the idea behind breaking up the major versions; within a major version you keep compatibility.18:22
AgathaFrom a quick skim of the code it basically `SDL_GL_CreateContext(...)`s a GL context and then `glewInit()`s the rest of the context. On my system, that seems to give me a OpenGL 4.6.0 (compatibility) context. Bzflag runs fine for me; thus one can say that the port from GL 1 to GL 4.6 is already complete :)18:22
AgathaMore seriously, the path to GL 3 is probably to request a GL 2.1 *core* context, then fix stuff so everything works, then request a GL 3.3 *core* context, then fix stuff so everything works.18:22
SpringTank"I've never really progressed beyond the spinning cube tutorials :)" Further than I made it, but again I'm using Intel graphics so that's probably a big part of my problem.18:29
SpringTankits an old laptop that I need to upgrade anyways so no skin off my nose18:30
blast007Agatha: when I force HTTPS to the server list, that'll already take care of some of those people  :P18:34
blast007(people on Windows XP won't be able to play anymore)18:34
AgathaIt's worth noting that { GL 2 with shaders } is a totally viable way to improve the graphics. Moving to GL 3.* (or GL 4.*) would mainly enable cleaner graphics code and faster rendering if certain features were used, but otherwise it's not necessary for anything AFAICT18:36
blast007well, unless they recompile their cURL to use OpenSSL instead of Window's stuff18:36
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AgathaJokes aside, as before, I don't think those people literally even exist, and I strongly doubt GL 1-only support even still works. Bumping minimum version to 2.1 (or higher) just formalizes the current state of affairs without actually affecting anybody.18:42
blast007I know one person still running XP18:43
blast007cuz I messaged them about upgrading their client after checking server list logs for non-HTTPS accesses18:43
AgathaI mean, unironically as their main computer? Even so, AFAICT XP supports https and GL 2+, with the right hardware.18:45
AgathaMaybe statistics could be collected on this by the list server or something?18:45
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blast007the issue with HTTPS was that we are using WinSSL/schannel, which uses Window's built-in support for SSL/TLS, and the support in XP is a bit lacking18:47
blast007I didn't want to use OpenSSL because it required Perl to configure the build process for it :P18:48
AgathaI appreciate that. Additional build complication suuuux   (especially on windows)18:52
* Agatha supposes someone could send them a $40 computer off ebay to make the discussion moot . . .19:03
blast007or they can just play Microsoft Hearts19:04
AgathaScratches the same itch, since bzflag on an xp-era machine is slow enough to qualify as turn-based /s19:16
tuponeI have ported the code to GL1.5 using only buffer objects and after that I added suport to shader, about 20/30 separate commits19:29
tuponeso now is 2.119:29
tuponeI used to play bzflag with that changes. I also added per pixel lighting but it is adding load to my poor hardware19:31
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