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blast007 | tupone: doesn't build on linux (undeclared variables, missing a ; on one line, plus some warnings about signed vs unsigned comparisons). Got that building, but it segfaults at Vertex_Chunkes.cxx:24 when exiting. On Windows, it crashes when I join Planet Mofo or Rat's Nest. | 00:47 |
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Juest | lol | 00:56 |
Juest | wow | 00:56 |
Juest | blast007: finally his edits caused enough problems with the game? | 00:56 |
Juest | optimization recommendations* | 00:57 |
Juest | oh its a different branch | 00:57 |
Juest | sorry tupone, i get easily distracted with other things | 00:58 |
* blast007 jingles some keys | 01:06 | |
Juest | ohhh????? | 01:08 |
blast007 | tupone: on Windows, it's dying in VBO_Vertex::enableArrays, saying that 'this' is uninitialized. That method is called from RadarRenderer::renderBoxPyrMesh() -> Vertex_Chunkes::draw | 01:08 |
Juest | blast007: all good? :) | 01:10 |
blast007 | that VBO_Vertex crash can be resolved by initializing Vertex_Chunks::myVBO to nullptr in the constructor | 01:14 |
blast007 | (also also changed the check in Vertex_Chunkes::draw to "myVBO != nullptr", but that may be unnecessary) | 01:14 |
blast007 | s/also also/also/ | 01:15 |
Juest | hmmmmmm | 01:15 |
Juest | wait, w | 01:15 |
Juest | can i help somewhere? | 01:15 |
blast007 | dunno | 01:15 |
blast007 | lighting is broken in certain spots facing certain directions | 01:17 |
blast007 | (saw the issue on Rats Nest when sitting on the edge of the base) | 01:18 |
Juest | hmm, this is like a opengl reimpl branch? | 01:18 |
Juest | or something? | 01:18 |
blast007 | flag rendering on the radar renders them larger until you drop the first flag, then they all switch to normal size | 01:18 |
Juest | very strange :clueless: | 01:18 |
blast007 | Juest: shaders instead of fixed function (so, OpenGL 2.0 or newer instead of 1.5) | 01:19 |
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Juest | ohhh | 02:13 |
Juest | gn blast007 | 02:13 |
Juest | that's a good step actually | 02:13 |
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BZNotify | bzflag: TheGiraffe3 commented on pull request #362 "Fix a lot of typos" (https://github.com/BZFlag-Dev/bzflag/pull/362#issuecomment-2418488873): @blast007 could I get a review please? | 04:46 |
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Agatha | There are many good typo fixes, but there are a few strange ones I think are wrong (e.g. "computing" has been changed to "computting"). The biggest issue seems to be the "AUTHORS" file, which appears to have changed from UTF-8 into some other encoding (likely a bad text editor assuming a prehistoric ANSI regional encoding). | 05:22 |
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BZNotify | bzflag: allejo opened issue #363 "Virustotal.com false positives" (https://github.com/BZFlag-Dev/bzflag/issues/363) | 05:55 |
Juest | :( | 06:22 |
tupone | blast007: can you point me where the undeclared variable is? Here all build fine. Are you sure you checked out the Radar branch from my repo ? | 07:56 |
tupone | what gcc are you using? or is clang | 07:57 |
blast007 | it only seemed to complain about the variable when building in debug mode, for some reason | 08:04 |
blast007 | it was the 'segments' variable in BoltSceneNode.cxx, in the 'addTriangleCount(segments);' calls | 08:05 |
blast007 | debug mode also complained that 'sceneRenderer->render(true, true, true);' in playing.cxx only take two values | 08:05 |
blast007 | src/geometry/FlagSceneNode.cxx is missing a semicolon after pole3D.draw(GL_TRIANGLE_STRIP) | 08:06 |
blast007 | MeshPolySceneNode.cxx complains about unsigned vs signed comparisons inside the constructor, so I changed 'i' and 'count' to an unsigned int | 08:08 |
tupone | ok, I have not built in debug mode. I will do | 08:41 |
BZNotify | bzflag: blast007 commented on issue #363 "Virustotal.com false positives" by allejo (https://github.com/BZFlag-Dev/bzflag/issues/363#issuecomment-2418987860): The ZoneAlarm one already seemed to fix the false positive. The re... | 09:10 |
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tupone | build fixed for enable-debug Thanks for pointing to it. I will do the other things later. Maybe be I need a png with the wrong lighting issue | 10:32 |
blast007 | I can get a video of the issue later | 10:39 |
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tupone | Juest: you are not nice to me. I'll get over it | 11:31 |
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blast007 | is there a difference between (float)variable and float(variable) ? | 12:53 |
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tupone | float(variable) is a kind of inizialization while (float)variable is a cast. But they can do the same | 13:50 |
tupone | that is my interpretation | 13:50 |
blast007 | https://en.cppreference.com/w/cpp/language/explicit_cast for the second method, "If there is exactly one expression in parentheses, this cast expression is exactly equivalent to the corresponding C-style cast expression (referring to the first style above)." | 14:01 |
Juest | hah its not that bad tupone :( | 14:43 |
Juest | sorry about that | 14:43 |
blast007 | "not that bad" it's not bad. period. | 14:51 |
blast007 | it's active development that is being tested to look for problems like what I found, because everybody doesn't have ever software/hardware combination | 14:52 |
blast007 | nobody has every software/hardware combination* | 14:52 |
blast007 | I just have a larger collection of hw/sw configurations than most ;) | 14:53 |
tupone | blast007: where in the constructor? It seems already initialized. Missing something? Maybe in Vertex_Chunkes | 16:27 |
tupone | except the lighting issue, everything you noted should be fixed | 16:35 |
blast007 | I'll take a peek at it again when I get home | 16:48 |
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tupone | the problem with the flags is that I prepare all the static flag for a single opengl command. If some flag is added/removed/... I rebuild the "list". I forgot to check for size | 19:30 |
Juest | yeah true | 21:17 |
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