IRC logs of Libera.Chat #BZFlag for Thursday, 2024-10-17

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blast007tupone: 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
Juestlol00:56
Juestwow00:56
Juestblast007: finally his edits caused enough problems with the game?00:56
Juestoptimization recommendations*00:57
Juestoh its a different branch00:57
Juestsorry tupone, i get easily distracted with other things 00:58
* blast007 jingles some keys01:06
Juestohhh?????01:08
blast007tupone: on Windows, it's dying in VBO_Vertex::enableArrays, saying that 'this' is uninitialized.  That method is called from RadarRenderer::renderBoxPyrMesh() -> Vertex_Chunkes::draw01:08
Juestblast007: all good? :)01:10
blast007that VBO_Vertex crash can be resolved by initializing Vertex_Chunks::myVBO to nullptr in the constructor01:14
blast007(also also changed the check in Vertex_Chunkes::draw to "myVBO != nullptr", but that may be unnecessary)01:14
blast007s/also also/also/01:15
Juesthmmmmmm01:15
Juestwait, w01:15
Juestcan i help somewhere?01:15
blast007dunno01:15
blast007lighting is broken in certain spots facing certain directions01:17
blast007(saw the issue on Rats Nest when sitting on the edge of the base)01:18
Juesthmm, this is like a opengl reimpl branch?01:18
Juestor something?01:18
blast007flag rendering on the radar renders them larger until you drop the first flag, then they all switch to normal size01:18
Juestvery strange :clueless:01:18
blast007Juest: shaders instead of fixed function (so, OpenGL 2.0 or newer instead of 1.5)01:19
* blast007 sleeps01:21
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Juestohhh02:13
Juestgn blast007 02:13
Juestthat's a good step actually02:13
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BZNotifybzflag: 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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AgathaThere 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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BZNotifybzflag: allejo opened issue #363 "Virustotal.com false positives" (https://github.com/BZFlag-Dev/bzflag/issues/363)05:55
Juest:(06:22
tuponeblast007: 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
tuponewhat gcc are you using? or is clang07:57
blast007it only seemed to complain about the variable when building in debug mode, for some reason08:04
blast007it was the 'segments' variable in BoltSceneNode.cxx, in the 'addTriangleCount(segments);' calls08:05
blast007debug mode also complained that 'sceneRenderer->render(true, true, true);' in playing.cxx only take two values08:05
blast007src/geometry/FlagSceneNode.cxx is missing a semicolon after pole3D.draw(GL_TRIANGLE_STRIP)08:06
blast007MeshPolySceneNode.cxx complains about unsigned vs signed comparisons inside the constructor, so I changed 'i' and 'count' to an unsigned int08:08
tuponeok, I have not built in debug mode. I will do08:41
BZNotifybzflag: 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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tuponebuild 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 issue10:32
blast007I can get a video of the issue later10:39
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tuponeJuest: you are not nice to me. I'll get over it11:31
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blast007is there a difference between (float)variable and float(variable)  ?12:53
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tuponefloat(variable) is a kind of inizialization while (float)variable is a cast. But they can do the same13:50
tuponethat is my interpretation13:50
blast007https://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
Juesthah its not that bad tupone :(14:43
Juestsorry about that14:43
blast007"not that bad"   it's not bad. period.14:51
blast007it's active development that is being tested to look for problems like what I found, because everybody doesn't have ever software/hardware combination14:52
blast007nobody has every software/hardware combination*14:52
blast007I just have a larger collection of hw/sw configurations than most ;)14:53
tuponeblast007: where in the constructor? It seems already initialized. Missing something? Maybe in Vertex_Chunkes 16:27
tuponeexcept the lighting issue, everything you noted should be fixed16:35
blast007I'll take a peek at it again when I get home16:48
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tuponethe 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 size19:30
Juestyeah true21:17

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