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#openttd IRC Logs for 2008-07-01

---Logopened Tue Jul 01 00:00:54 2008
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00:23<ccfreak2k>Is make fails, are there any logs generated?
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02:19<planetmaker>good morning #openttd
02:27<ccfreak2k>I think the opengl blitter looks different from other blitters at 8x zoom...
02:28<@peter1138>entirely possible
02:28<@peter1138>does it do mipmapping yet?
02:28<@peter1138>if not then of course it does
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03:15<dih>is 'muting' anything of interest?
03:15<dih>actually - server and client side muting
03:15<ccfreak2k>Do you find being able to "mute" a player in chat interesting?
03:15<dih>so the admin can forbid the distribution of any single or combination of chat of client x
03:23<dih>and any client can decide to mute any single or combination of chat from client x
03:24<dih>i.e. 1 << DESTTYPE_BROADCAST | 1 << DESTTYPE_TEAM
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04:10<ccfreak2k>TiberiusTeng, Helgrind may have been useful to you earlier
04:12<TiberiusTeng>ahh, OK, I'll check it
04:12<ccfreak2k>Well, it's not useful anymore.
04:12<ccfreak2k>It's designed to detect race conditions in multithreaded code.
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04:15<ccfreak2k>Hey, did you look at my callgrind data?
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04:34<dih>hey Maedhros
04:34<TiberiusTeng>ccfreak2k, of course, I've digged into it with Kcachegrind :)
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04:35<Forked>Long time no annoying you, greetings :)
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04:41<ccfreak2k>Do you happen to have the exclusive time for 32bpp-optimized?
04:43<ccfreak2k>Also, the opengl blitter::draw function is slightly faster than the 8bpp-optimized ::draw function.
04:43<ccfreak2k>By about 3%.
04:46<ccfreak2k>In all blitters tested except 32bpp-anim, ViewportDoDraw was the most time-consuming individual function.
04:47<@peter1138>the draw function is totally different
04:48<TiberiusTeng>I found it's difficult to isolate hotspots in upper layers ...
04:49<TiberiusTeng>once I thought it was sorting, but the profiling result doesn't support this
04:50<TiberiusTeng>ViewportDoDraw seems heavy but the only loop in it looks innocent ...
04:51<TiberiusTeng>anyway I think it's already 'enough' under current situation, what's important is debugging, commenting and cleaning it up ...
04:51<TiberiusTeng>is this a newer pack of results ?
04:51<ccfreak2k>Profiled with the newest revision, so it has the optimized 32bpp-whatever code.
04:52<ccfreak2k>I didn't compile openttd with -g tho, so source view isn't available.
04:52<TiberiusTeng>does it have big improvement ?
04:52<ccfreak2k>Seems like it, looking at the numbers.
04:53<ccfreak2k>Well, maybe not big, but it's an improvement.
04:54<TiberiusTeng>indeed a big improvement ...
04:54<TiberiusTeng>GetTileSlope is slow, that's amazing
04:55<TiberiusTeng>and TrainController ... that'
04:55<TiberiusTeng>that's not so amazing actually
04:58<ccfreak2k>Also made pngs of the call graphs.
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05:05<TiberiusTeng>they should all looks the same except numbers :P
05:05<ccfreak2k>Eyeing the inclusive time is probably more useful when comparing the draw functions.
05:06<ccfreak2k>memcpy() seems to take about 12% of Draw()s time in 8bpp-optimized.
05:08<CrabMan>How do i use 23bbp?
05:09<CrabMan>i tried google/forums/etc
05:09<TiberiusTeng>openttd.exe -b 32bpp-anim etc
05:09<ccfreak2k>openttd -b 32bpp-anim
05:09<ccfreak2k>openttd --help lists the available blitters.
05:09<CrabMan>ok, but go i need .grf's?
05:10<TiberiusTeng>no, you don't 'need' additional GRFs
05:10<TiberiusTeng>it'll just look 'exactly the same' :p
05:10<Ammler>you need 32bpp replacment graphics :-)
05:10<TiberiusTeng>well, not exactly the same, in areas like transparent buildings.
05:10<CrabMan>Where is there the replacement grfs?
05:11<CrabMan>i suck at english, even thos its my native language
05:12<TiberiusTeng>check the wiki.
05:12<ccfreak2k>TiberiusTeng, also, these new profiles use openttd which was also patched with YAPP.
05:15<CrabMan>TiberiusTeng: i did, i couldnt find anything
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05:17<ccfreak2k>Anyway, I think these numbers confirm that the opengl blitter was a success.
05:17<ccfreak2k>32bpp support for 8bpp cost. :)
05:18<TiberiusTeng>perhaps the next step would be zooming ... revive the double-size filter! :D
05:18<TiberiusTeng>but not so easy actually, as I tried ...
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05:18<ccfreak2k>Speaking of which, it looked like 8x zoom with opengl looked different from 32bpp.
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05:19<TiberiusTeng>yes, since 8bpp do average those pixels when creating downsized sprites
05:19<TiberiusTeng>but opengl only does nearest-neighborhood sampling
05:19<TiberiusTeng>ahh :P
05:20<TiberiusTeng>the texture stores color index, converted to RGB values with fragment program
05:20<TiberiusTeng>but the conversion is done AFTER texture sampling ...
05:21<TiberiusTeng>and we can't interpolate between color indices
05:21<TiberiusTeng>I don't have any better ideas to handle this for now ...
05:22<TiberiusTeng>perhaps drawing to a larger (original size) texture then downscale it with bilinear interpolation
05:23<DJNekkid>hi all ... im trying to make an animated engine, but it looks like it only showes animation 1 and 3 or 2 and 4 or something
05:23<ccfreak2k>Or use more atlases, at the cost of increased memory usage. :)
05:25<TiberiusTeng>the current structure is not very friendly to this kind of implementation ...
05:25<TiberiusTeng>would need too much texture context changes, which is SLOW.
05:25<ccfreak2k>Which are slow.
05:26<TiberiusTeng>GfxMainBlitter want Blitter::Draw() to draw downscaled versions directly
05:27<TiberiusTeng>drawing to buffer -> change interpolation settings -> sample/draw it back ... hmm
05:29<@peter1138>TiberiusTeng: are you profiling an optimised build?
05:30<@peter1138>that can hide which functions are slow due to inlining
05:30<TiberiusTeng>good hint
05:30<@Rubidium>and have assertions been disabled?
05:30<@Rubidium>cause those can take quite a lot of time too
05:30<@peter1138>especially when not optimised :)
05:30<@Rubidium>especially on map accesses
05:30<TiberiusTeng>so I should profile with unoptimized version, with assertions disabled ?
05:30<@peter1138>which is all the time
05:31<@peter1138>if you want to compare overall performance, use an optimised build
05:32<@peter1138>maybe disabling inline but leave other optimisations in place...
05:32<TiberiusTeng>hmm ... I see.
05:32<ccfreak2k>I was just testing to make sure the opengl blitter was faster, and indeed it was.
05:33<@peter1138>it's doing less work ;)
05:34<TiberiusTeng>but with more complex state management, texture conversion, things like that ...
05:35<@Rubidium>ccfreak2k: but does the opengl blitter have loads of asserts in hot paths?
05:35<ccfreak2k>Hell if I know. It was faster on my box just by observation, and the numbers confirm it.
05:36<TiberiusTeng>Rubidium, no, it dont.
05:37<ccfreak2k>In Slackware, anyway. I think it was actually slower in win32.
05:37<TiberiusTeng>and I think ccfreak2k is profiling them with optimized builds ...
05:37<@Rubidium>but that doesn't disable asserts
05:37<ccfreak2k>I compiled with --with-sdl --with-sdlgl --build=i486-slackware-linux --host=i486-slackware-linux
05:38<ccfreak2k>Everything else is default.
05:38<@Rubidium>so the asserts are enabled
05:39<ccfreak2k>I figured there was no point in using any other crazy options, since they didn't represent a realistic scenario on my computer.
05:39<ccfreak2k>CrabMan, that's the default for Slackware.
05:39<@Rubidium>CrabMan: that's just the compiler
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05:42<TiberiusTeng>but ... using only i486 instruction sets ? :P
05:44<TiberiusTeng>just made me think of that "Gentoo is for Ricers" article
05:46<TiberiusTeng>-march=nocona -mfpmath=sse -ffast-math -ffinite-math-only -funsafe-math-optimizations -O3 -pipe
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05:50<TiberiusTeng>it means Pentium 4 Xeon/Core 2 Duo by Intel ...
05:51<TiberiusTeng>(well I wonder why C2D shares 'nocona' arch optimization ... but once an Intel guru said in a mailing list that C2D should use nocona)
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05:59*dih runs for his life
06:00*Yorick runs after dih
06:00<dih>Yorick: wisdom is chasing you...
06:00<dih>... yet you run faster!
06:00*Yorick slows down
06:01<Yorick>at least I got mingw+bottd working on vista :)
06:02<dih>the fact that you use vista already shows you run _very_ fast!
06:02*TiberiusTeng is try enabling 8xMSAA in code
06:02<Yorick>wheh, it wasn't my choice to have vista on this laptop
06:04<ccfreak2k>It WAS your choice about buying the laptop, however.
06:06<Yorick>why does the notebookmouse that came with it require a flat surface
06:06<Yorick>it's a NOTEBOOKMOUSE
06:07<TiberiusTeng>uh which mouse ?
06:07<Yorick>the acer ferrari mouse
06:08<Yorick>works nicely with the inbuilt bluetooth, except for the fact that vista doesn't want to have bluetooth if it's not connected to a power supply
06:12<KingJ>I (used to) have a Acer Ferrari laptop
06:12*dih smirks at the "used to"
06:13<KingJ>You expect me to work on 1GB RAM/1.6Ghz/x700 Graphics in 2008?
06:13<Yorick>it's 2GB RAM
06:13<ccfreak2k>No, Mister Bond.
06:13<KingJ>Mine came with 512, upgraded to 1GB
06:13<ccfreak2k>I expect you to die.
06:13<dih>well - obviously it was not when he had his!
06:13<KingJ>This was the Ferrari 4000
06:14<Yorick>KingJ: this IS a Ferrari 5002
06:14<dih>why on earth name a laptop ferrari
06:14<KingJ>I've still got the mouse though
06:14<dih>that is just wrong
06:14<KingJ>branding = extra £££
06:14<Yorick>but I don't care about that
06:14<Yorick>they can sell it cheaper for that, apperently
06:14<Yorick>and it has nice specs
06:14<KingJ>They did to me :)
06:15<Yorick>they sold this one for €1230
06:16<dih>i never liked acer
06:17<Yorick>vista: yes I want to enable speech recognition on a dutch language pack, I'll speak english to you, yes I know you can't understand dutch, ENABLE THAT ENGLISH SPEECH-TO-TEXT YOU **** VISTA
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06:19<Yorick>at least the aero works nicely with video playback and such
06:21<Yorick>hmm...I don't remember any virusses that display snowflakes on your screen
06:21<CrabMan>Yorick: i suspect pebkec
06:21<CrabMan>Yorick: i suspect pebkac*
06:22<Yorick>I'm not on a chair
06:22<ccfreak2k>It's a layer 0 problem.
06:23<Yorick>falling snowflakes on my screen?
06:25<Yorick>woah, they can load 12 million inhabitants into one truck
06:25<ccfreak2k>Depends on your definition of "inhabitants".
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06:39<Yorick>no, BEEEEzzZzzZzzz
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06:44<joachim>didn't there use to be speed record notices?
06:46<@peter1138>not as far as i know
06:48<Yorick>don't think so
06:49<Maedhros>that might be lomo
06:55<joachim>hm, ok
06:55<joachim>not even in tt/ttd?
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07:09<dih>he's doing it again
07:09<dih>just without the _
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08:08<mucht_work>stop trallallaling
08:13<Yorick>dih: why so happy?
08:14<dih>not anymore
08:15<Yorick>why were you happy?
08:20<dih>can you keep a seecret?
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08:21<dih>TiberiusTeng_ is doing a Gekz___
08:22<Gekz>explain even
08:22<Gekz>my internet was playing up
08:25<dih>you were just going some ugly number of _ yesterday :-P
08:30<Gekz>internet said NO YOU
08:30<TiberiusTeng_>seems I need to register another account for my computer at school :P
08:31<dih>why is that?
08:31<dih>just /msg nickserv regain
08:31<dih>or use a bouncer
08:31<dih>or irssi (via ssh?)
08:32<TiberiusTeng_>hmm ...
08:33<dih>znc is nice
08:35<Gekz>I used to use znc
08:35<Gekz>then my shell provider randomly ran of
08:35<Gekz>$2 a month, was heaps cheap
08:35<dih>i colocate my servers
08:36<dih>and just run it off of one of them
08:36<dih>and oftc bumped my ip to allow more connections
08:36<Gekz>I wish i could be as leet as you
08:36<Gekz>maybe you'll help me to be leet?
08:37<dih>yeah - start off with shutting up
08:37<Gekz>and then?
08:37<dih>you just failed! aint gonna help you
08:37<Gekz>and then?
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08:38<Yorick>he did it again
08:39-!-Gekz_ is now known as Gekz
08:39<Gekz>the internet hates at me
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08:39<Yorick>just use /ns regain
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08:39<Gekz>erm, it was a random reconnect
08:39<Gekz>I had nothing to do with it
08:40<Gekz>why what
08:40<Yorick>why disconnect?
08:40<Gekz>the internet is dodgy
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09:49<Sacro>dih: oi, I'm enjoying that post
09:52<dih>which one exactly :-P
09:53<dih>Sacro: we need an idiot highscore
09:54<Sacro>the tunnels thread
09:54<dih>i did pick up on that
09:54<dih>i pitty Draakon's mother
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09:57<Sacro>maquinista actaully edited his post to point out that basetunnels cannot be used with OTTD
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09:58<dih>read from there on
10:03<dih>"This isn't a game (not even a RPG)" <-- lol
10:04<Gekz>an RPG*
10:05<dih>well - that being the minor thing to laugh at, yes
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10:19<dih>quote by Draakon: "an American citizen(UK, Canada and Australia included)"
10:22<penguinmessiah>where do i install the planeset?
10:22<Touqen>in your grf directory
10:22<Touqen>where is $installdir/data
10:23<penguinmessiah>thankyou and soirry for stupid question :3
10:24<dih>the word missiah seems out of place :-D
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11:40<dih>these Draakon posts are making me laugh
11:41<fjb>Don't feed the trolls...
11:41<Yorick>what did he say today?
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11:45<dih>Yorick: he's just being himself :-D
11:45<Yorick>in what way?
11:46<Yorick>he seems to have multiple selfs sometimes
11:46<dih>any of them are simply idiotic
11:47<Yorick>search :O
11:48<Yorick>oh, the enhanced tunnels topic
11:49<hylje>enchanted tunnels
11:49<Yorick>damn spellcheckers*
11:51<dih>just 'tunnel'
11:51<dih>it's great :-P
11:51<dih>he is soooo stupid
11:56-!-Osai is now known as Osai`off
11:59<Yorick>dih seems to like stupid people
11:59<dih>i am merely humord by those stupid posts
12:00<Yorick>basically the same
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12:02<dih>looks like you are making silly remarks also now
12:02<Yorick>vista makes people silly
12:03<Yorick> nice, they want me to backup the pc
12:03<Yorick>estimated image size: 18 GB
12:04<Ammler>and to they ask for a floppy disk?
12:04<Yorick>no, they want a second HD
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12:10<Yorick>"this is only a grf file containing a tunnel"
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12:17<joachim>kind of hypocritical of people to deny changes in their work for ttdpatch/openttd though, when all their work do is change other people's work (ttd)..
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12:18*MorgyN windmills into the channel.
12:19<MorgyN>Hopefully a quick question, does anyone have a link to a 16 or more player patch? I've tried searching the forums and google in general with no luck
12:19<Yexo>try the wwotttgd wiki page
12:20<Yexo> <- that seems to be the diff they use
12:20<Yexo>you can only have more clients with that patch though, not more companies
12:20<MorgyN>aha, sorry. yes I should have been clearer.
12:21<MorgyN>I was after a 16 or more company patch
12:21<Yexo>I do not know of any recent 16 company patch
12:21<MorgyN>Dang, I'm guessing its not trivial as it would allready be implemented
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12:23<+glx>there's one on IIRC, but it's a very old one
12:24<MorgyN>ahh thats quite a big diff too
12:25<+glx>it's not a simple task to allow more companies
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12:30<MorgyN>looking through the comments on the bug, was this not brought into trunk due to a plan for an alternate method, or was there another reason. I'm wondering if its worth porting the code to the current trunk
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13:25<ln>hello, telecomitalia
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13:33<Wolf01>any new?
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13:49<fjb>No, we all are old.
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14:22<planetmaker>MorgyN> [18:30:47] (...) I'm wondering if its worth porting the code to the current trunk <-- depends upon how urgent it is for you :)
14:28<MorgyN>vaguely I know its on the todo list for the future of the project but obviously theres no timescales on it =)
14:33<planetmaker>hehe :)
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14:56<CIA-4>OpenTTD: frosch * r13671 /trunk/src/tgp.cpp: -Cleanup: Zeros for sell.
14:58<MorgyN>does CIA-4 list commits?
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15:00<Yexo>yes, as long as it's around
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15:13<@Belugas_Gone>otherwise, go to #openttd.notice, it's even better, you even have the bugs!
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15:14<@Belugas_Gone>[11:56] <Yorick> dih seems to like stupid people <-- not hard to find! they are EVERYWHERE!!!!
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15:14<Yorick>even here
15:14*Belugas_Gone knows a few in here indeed...
15:15<@peter1138>i see 98
15:15*peter1138 does not think Belugas_Gone is stupid :)
15:16*Belugas_Gone does not think that peter1138 is among those either :D
15:16<fjb>At least we don't have idiots in here.
15:17<@peter1138>good ol' topic
15:17<@peter1138>yeah the topic says so see
15:17<@Rubidium>99 - peter1138 - Belugas_Gone is less than 98
15:17<@Belugas_Gone>idiots in here? they must be on my /ignore list
15:18<fjb>Rubidium: I don't think that people who are not able to count are idiots.
15:19<@Rubidium>but not being able to count sounds stupid to me ;)
15:19<@peter1138>99 - Belugas_Gone is 98, however
15:20<@Rubidium>but if Belugas_Gone isn't stupid, then his statement about peter1138 shouldn't be stupid either
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15:20<@peter1138>Belugas_Gone is not stupid, merely wrong :)
15:21<@peter1138>also he's gone
15:22<@Rubidium>that happens when he has a state forced free day ;)
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15:28<@Belugas_Gone>yeah... and a woman watching my every move...
15:28<@Belugas_Gone>"yes, dear, i'm coming"
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16:25<TiberiusTeng>hmm ... fullscreen MSAA didn't improve graph quality :X
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16:46<Eddi|zuHause2>"TB" is a dangerous nick to use
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16:56<fjb>Don't add a "C".
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17:04<Digitalfox>What does TBC mean? honest question here...
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17:37<@peter1138>To Be Continued
17:37<Wolf01>yes... night :P
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17:40<ccfreak2k>sdlgl_v.cpp failes to compile in VisualStudio 8.
17:45<ben_goodger>is there the slightest possibility that this is the fault of anything but visual studio?
17:45-!-Osai`off is now known as Osai
17:45<ccfreak2k>Hard to tell.
17:46<ccfreak2k>"'SDL_GL_SwapBuffers' : is not a member of 'SDLProcs'
17:47<+glx>sdl is disabled in VS
17:48<+glx>but it seems you enabled it
17:48<ccfreak2k>I added WITH_SDL to the preprocessor.
17:48<+glx>you need to add the function in sdl.h
17:49<ccfreak2k>Yeah, apparently it's not including SDL's SDL..
17:49<+glx>and in sdl.cpp too
17:50<+glx>win32 uses sdl.dll
17:50<+glx>it's all dynamic
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18:07<ccfreak2k>It also helped to include SDL.lib in the project. :/
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18:08<+glx>not needed
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18:09<ccfreak2k>It eliminated a linker error.
18:10<+glx>you used SDL_CALL ?
18:10<ccfreak2k>void (SDLCALL *SDL_GL_SwapBuffers) (void);
18:12<+glx>I mean SDL_CALL SDL_GL_SwapBuffers() in the code
18:12<+glx>like all other SDL functions
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18:16<+glx>give me the diff (I'll try with mingw)
18:16<ccfreak2k>Should build with mingw. :)
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18:45<joachim>is there any interest in maintaining a common "testing"-branch with most available patches?
18:47<Sacro>See: MiniIN
18:48<joachim>yes, that was one of them
18:48<Yexo>joachim: and who will maintain such a branch?
18:48<Yexo>see the patchpacks all around the forums, they die within a few months usually
18:48<+glx>Sacro: miniin was not a testing branch
18:48<Sacro> yes it wass
18:48<Ammler>joachim: tt-forums :-)
18:48<+glx>Sacro: it never was
18:49<joachim>like I said, if there is interest to maintain one commen testing/unstable-branch, we could combine resources
18:49<+glx>it was just a patchpack
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18:49<Yexo>joachim: see the community patchpack, that died after version 1
18:49<Sacro>glx: it had a testing branch on svn too
18:49<Yexo>or even after the test version, I don't remember
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18:51<joachim>ok - i haven't followed the community for some years, but it seems like a lot of branches are born and quickly dies
18:51<Yexo>yes, because maintaining a patchpack is a lot of work
18:51<joachim>as they all share a common interest of joining new/testing patches a common project could work better
18:52<Yexo>and how would such a common project work?
18:52<Yexo>who will be responsible?
18:52<Yexo>if two patches collide, which of the two will go in?
18:52<joachim>how does any open project work?
18:52<joachim>how does wikipedia work?
18:53<Yexo>well, OpenTTD works because there is a group of developers who make sure the code remains readable and they enfore a coding standard
18:53<joachim>but ok, there's obviously no interest... :)
18:53<Ammler>wouldn't call it "die"
18:53<Yexo>there is interest, there are just many questions that need to be answered before it'll work
18:54<Ammler>you just call it the patchpack branch an from time to time someoen "updates" it
18:54<Ammler>the name changes but it is still the same idea behind.
18:54<Ammler>so patchpack is alive...
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18:54<joachim>i keep my local version, and it seems many people do the same as there are branches published from time to time
18:55<Yexo> there is one major problem wiht that: as soon as you publish multiple versions, people want savegame compatibility
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18:56<joachim>between versions or branches?
18:56<Yexo>what is the difference?
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18:56<Yexo>(as in, define branch)
18:57<Ammler>there are still people playing MiniIN because of that :-P
18:57<joachim>they shouldn't expect it between branches (more new code), also... finish your game.. keeping savegame compatibility within a branch though, should be expected
18:59<Yexo>joachim: so your interpretatino of a 'branch' is a patchpack, where you can have different versions (bugfixes). As soon as new patches are added or patches removed, it'll be a new branch. Is that what you mean?
19:00<joachim>yeah, i'm sorry. if openttd decides to not include patches i guess i mean a fork
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19:03<Ammler>as long as the fork is based on openttd :-)
19:03<Yexo>joachim: any idea how much work it is to keep that up to date with 10 or more patches?
19:04<+glx>ccfreak2k: mingw fails to compile too, so it's not an MSVC problem ;)
19:04<joachim>Yexo: yes, and that's why effort is better spent combined than releasing tens or hundreds of individual patchpacks
19:04<ccfreak2k>glx, that's a bug then (although, win32 users have the win32gl driver...).
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19:04<+glx>no the code is incomplete
19:05<joachim>is code ever complete? :)
19:05<ccfreak2k>Mine compiles, but, not suprisingly, it crashes at SDL_CALL SDL_GL_SwapBuffers();
19:06<Yexo>joachim: go read
19:07<joachim>thanks, I will :)
19:07<+glx>hmm failed to link
19:08-!-lobster [~michielbi@] has quit [Ping timeout: 480 seconds]
19:08<+glx>because config.lib is wrong
19:08<+glx>,...# HACK: Please fix me. D:
19:08<ccfreak2k>Hey, that's my code!
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19:09<+glx>-lGL doesn't work for mingw
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19:13<+glx> <-- this should be better
19:13*glx retries to compile
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19:16<joachim>openstreetmap has a lot of fixmes
19:16<+glx>ccfreak2k: you forgot SDL_CALL for SDL_GL_SetAttribute
19:16<joachim>everyone should do their best to fix them :)
19:16<ccfreak2k>joachim, so does Wine. :|
19:17<ccfreak2k>glx, heh, whoever wrote the original diff that Tiberius has did that, so...monkey see, monkey do.
19:17<ccfreak2k>Or maybe it's garbage in, garbage out. :)
19:17<joachim>are you running openttd through wine?
19:19<+glx>compiled and linked
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19:22<ccfreak2k>And you made sure to use -v sdlgl -b opengl right? :)
19:22<+glx>dbg: [sdlgl] Initialize opengl
19:22<+glx>dbg: [sdlgl] Set newscreen
19:22<+glx>dbg: [sdlgl] Check newscreen
19:22<+glx>dbg: [sdlgl] PostDriverInit()
19:22<+glx>dbg: [GL] Texture units: 4
19:22<+glx>dbg: [GL] Texture size limit: 4096
19:22<+glx>dbg: [GL] Non power-of-two sized textures: supported
19:22<+glx>dbg: [GL] palette animation: enabled
19:22<+glx>dbg: [sdlgl] Set first screen size
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19:25<ccfreak2k>Heh doesn't work for me.
19:25<ccfreak2k>Debugging is fun.
19:25<joachim>do you need to use wine for the new gl blitter?
19:26<joachim>or is there another reason that makes less sense? :)
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19:26<+glx>anyway it seems this patch contains a lot of unrelated changes
19:28<+glx>ccfreak2k: the important part in sdl.(h|cpp)
19:28<ccfreak2k>joachim, no.
19:28<ccfreak2k>I just wanted to see if I could make the sdlgl driver work in win32.
19:28<+glx>and sdlgl_v.cpp too
19:28<ccfreak2k>glx, what patch and what changes?
19:28<joachim>in a wine-win32 environment?
19:29<ccfreak2k>joachim, no. Just regular win32.
19:29<ccfreak2k>sdlgl works perfectly well in Slackware.
19:29<+glx>ccfreak2k: I applied the diff, fixed stuff to compile and rediff
19:29<joachim>oh - who mentioned wine? :)
19:30<ccfreak2k>Oh ok, so this diff includes Tiberius?
19:30<ccfreak2k>joachim, it was me because it's another example of a project with lots of FIXME and stubs. :)
19:30<joachim>ah :)
19:30<+glx>but the required changes are in src\sdl.*
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19:30<+glx>and src\video\sdlgl_v.cpp
19:31<joachim>ccfreak2k: as you see, wine will be stuck to you in my memory until i find something else to remember...
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19:32<joachim>is orudge or other forum admins (if there are any) ever online on irc?
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19:32<joachim>(i'd like my original username back)
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19:36<ccfreak2k>I don't see sdlgl_v.cpp anywhere.
19:36<+glx>I forgot to svn add some files
19:38<ccfreak2k>It makes sdlgl_v.cpp from a null file so I can't see what's changed. D:
19:39<joachim>Yexo: sorry for being unspecific, my old account, not username... have been inactive for years
19:39<ccfreak2k>Was it just adding SDL_CALL where appropriate?
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19:39<Yexo>ah, ok. In that case, Orudge is here regurarly
19:39<Yexo>@seen Orudge
19:39<@DorpsGek>Yexo: Orudge was last seen in #openttd 2 weeks, 2 days, 8 hours, 6 minutes, and 22 seconds ago: <orudge> let's see if those bots are gone now
19:39<+glx>ccfreak2k: yes
19:40<Yexo>hmm, not so regurarly it seems :p
19:40<+glx>in VideoDriver_SDLGL::Start for SDL_GL_SetAttribute
19:40<ccfreak2k>Ok, already did that then.
19:41<+glx>should compile with just WITH_SDL and sdl includes
19:41<Yexo>well, he was here a few hours ago, just didn't say a thing
19:42<ccfreak2k>Doesn't resize correctly.
19:43<ccfreak2k>Heh, looks like sdlgl is sort of useless in win32. Now I know. :)
19:44<+glx>btw configure source.list is 'incorrect', it shouldn't compile GLee when opengl is disabled
19:45<+glx>same for blitters/opengl
19:45<+glx>or video/*gl
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19:48<+glx>but that implies to modify configure, and projects\generate*
19:53<ccfreak2k>Well, at least sdlgl is an improvement in Linux.
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---Logclosed Wed Jul 02 00:00:31 2008