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#openttd IRC Logs for 2021-01-15

---Logopened Fri Jan 15 00:00:55 2021
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04:48<TrueBrain>orudge: and, figured out a way to make the CA happy? :D How are you looking time-wise for the OSX website changes? Anything I can help with or do for you?
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05:11<TrueBrain>haha, found a nice "bug" with the 75% screen detection :D It now spans for 75% over my 2 screens by default :P
05:11<TrueBrain>high chance this is due to the fact I am running X11 on Windows, and it isn't aware I have 2 screens :P
05:11<LordAro>oh yeah, i've seen that before with xforwarding stuff
05:12<TrueBrain>would be weird if it was not :)
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05:13<TrueBrain>so I guess it thinks I have a 32:9 screen :D
05:17<TrueBrain>was doing some random profiling of OpenTTD ... in fast-forward on an empty map, most time is still spend in drawing the screen :P
05:17<TrueBrain>despite it only drew like once every 3 in-game months :D
05:18<TrueBrain>I assume ReadSprite is cached, so this might mean I just need to run it longer :)
05:33<TrueBrain>yeah, indeed, it takes more CPU time than landscape generation :P
05:33<TrueBrain>nice :D
05:33<TrueBrain>funny how expensive PaletteAnimation is :D No shocker :P
05:34<LordAro>need that opengl driver :)
05:34<TrueBrain>it is why I was profiling :)
05:35<TrueBrain>DrawString is also not a small one
05:35<TrueBrain>drawing the status bar every time also has somewhat of an impact
05:36<TrueBrain>DrawViewport, after caching of everything, 3% CPU. DrawString, 6% CPU
05:36<TrueBrain>(PaletteAnimation: 45%)
05:36<TrueBrain>lol, over 50% of the time of DrawString is spend in DrawLayoutLine :)
05:37<TrueBrain>funny :D
05:37<TrueBrain>which draws strings btw .. did not expect that by reading the name :)
05:39<TrueBrain>anyway ... let's see if I can understand any of this OpenGL stuff ..
05:43<orudge>TrueBrain: bank account is set up at last. Not looked at website stuff yet but maybe today. Will try to phone CA.
05:44<orudge>Might need to set up a £1/month VoIP line if they're being awkward about it
05:44<TrueBrain>orudge: if there is anything we can do to help, just let us know :) Especially the website stuff, is a bit blocking for a beta release I would say. Not that we are in a real rush with that, but .. if we can help, that is not a problem :)
05:44<orudge>Shouldn't be hard
05:45<TrueBrain>oeh, and bank account you say .. so Steam access is also getting closer :D Nice :)
05:50<TrueBrain>boy, understanding what the OpenGL PR does while remembering how SDL OpenGL worked .. this will be fun :P
05:53<@DorpsGek>[OpenTTD/OpenTTD] LordAro updated pull request #8563: Prepare for 1.11.0-beta1 release
05:57<TrueBrain>dbg: [driver] OpenGL driver: NVIDIA Corporation (1.4 (4.6.0 NVIDIA 457.51))
05:57<TrueBrain>well, at least I have a valid OpenGL context :)
06:00<TrueBrain>sadly ... the version is a bit old :P
06:11<@DorpsGek>[OpenTTD/OpenTTD] ldpl commented on pull request #8574: Feature: Ships yield when passing through one another
06:13<TrueBrain>dbg: [driver] SDL2: Couldn't allocate OpenGL context: Single element texture formats not supported
06:24<orudge>TrueBrain: so, fun fact - both Safari and Firefox, ARM64 native builds, report "Intel" on the Mac
06:24<orudge>and the updated ua detection JS doesn't pick up the CPU on Mac at all
06:25<orudge>Apparently Apple do this to avoid 'breaking compatibility'
06:25<orudge>Apparently there's a way of detecting it by probing WebGL stuff, but that seems... a bit wrong to me
06:25<LordAro>user agent intensifies
06:26<orudge>Maybe at some point Apple will switch the user agent
06:26<orudge>but for the moment, we're out of luck there I think
06:26<orudge>So we can either leave it as it is, or push for a Universal build instead
06:33<LordAro>leave as is, i would say
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06:49<_dp_>should I use enum classes for new prs or just stick to plain enums?
06:50<LordAro>don't think we've used enum classes anywhere yet
06:50<_dp_>there are 2 xD
06:50<_dp_>ElementFloat and MidiSysexMessage
06:54<TrueBrain>orudge: that is just stupid :P But not surprising ..
06:55<orudge>TrueBrain: I can push my Universal branch, I know it will use more bandwidth but it might be less confusing for end users, or we can hope they are able to read and pick the right installer :)
06:56<orudge>Do we have any stats on what downloads are most popular, how many people download the Mac build just now anyway, etc?
07:00<TrueBrain>not sure it matters; if people download the wrong one hurts more ;) As I said earlier, it is not about not wanting universal, it is about it being the wrong solution to a problem :) So we tried to start from the proper angle. But if Apple is doing its hardest to make that impossible .. ugh
07:01<TrueBrain>one thing in all the years of doing IT stuff I noticed: you have the rest of the world, which is not always easy but doable .. and than you have Apple :P
07:01<TrueBrain>we used to say that about Microsoft :D
07:03<TrueBrain>owh, the WebGL solutions you mention, are comparing hardware of known Apples .. that is a horrible idea :D
07:04<TrueBrain>who ever wrote that stack overflow should be ashamed!
07:06<TrueBrain>(well, not really, but you get what I mean :D)
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07:30<TrueBrain>oef, I forgot it takes 5 minutes to build vcpkg :P Taking for ever if you are waiting for it :D
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07:35<_dp_>hm, a random idea that's impossible without GS industry production control: have industries issue quests to increase production
07:35<_dp_>e.g. distribute goods to 5 different cities
07:40*_dp_ misread 1.11 changelog and thought it has full production control somehow
07:41<TrueBrain>orudge: I myself was thinking about something like this:
07:41<TrueBrain>the diff looks a bit weird, but it basically just adds a job :)
07:41<TrueBrain>I am still testing it, but it is a bit slow to test :D
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07:49<orudge>OK, I was thinking about how it could run as 2 jobs, but hadn't got as far as writing code :)
07:49<orudge>Can test and see how it works
07:50<TrueBrain>yeah, I thought: I can annoy you with it and that it possibly doesn't work at all, or I can try it myself :P
07:50<TrueBrain>it is still running to see if it works at all
07:50<TrueBrain>but you will have to test if signing works :D
07:54<TrueBrain>meh, it seems to fail on a lazy-thing I tried, but it takes me 10+ minutes to get back to that same point :D
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08:13<@DorpsGek>[OpenTTD/OpenTTD] Eddi-z updated pull request #8444: Feature: Close adjacent level crossings as if they were one large crossing
08:13<@DorpsGek>[OpenTTD/OpenTTD] Eddi-z updated pull request #8444: Feature: Close adjacent level crossings as if they were one large crossing
08:17<TrueBrain>that moment a step is doing something, but you don't know what, and it is taking a lot lnoger than it should :P Lol
08:18<TrueBrain>I have no clue if this is because it fails to sign or something, or that it is actually broken
08:18<TrueBrain>CPack: - Run preinstall target for: openttd
08:18<TrueBrain>was hanging
08:19<TrueBrain>orudge: did you test without secrets available, if all steps worked?
08:19<TrueBrain>(just to avoid me going down the wrong rabbithole :D)
08:26<@DorpsGek>[OpenTTD/OpenTTD] Eddi-z updated pull request #8556: Feature: Allow diagonal tracks on level crossings
08:34<orudge>TrueBrain: yes, and it should do
08:34<orudge>You do get an error in the "importing certificate" stage but it's set up to not fail on error
08:34<TrueBrain>cpack just hangs for ever and ever :
08:34<TrueBrain>but I think I know what I can do about that :D
08:35<TrueBrain>just not as elegant as what I have now .. hmm
08:35<TrueBrain>always this balance between effort and result :D
08:36<TrueBrain>cpack just freeze up, by the looks of it
08:36<orudge>You're not actually running make after cmake
08:36<orudge>will cpack work in that state?
08:36<TrueBrain>it should, according to docs
08:36<orudge>I can try it out on my own machine
08:37<orudge>Try a cpack -v?
08:37<orudge>-V even
08:38<TrueBrain>okay, it is cpack doing a full recompile on a single core
08:38<TrueBrain>that is not what it is suppose to do
08:38<TrueBrain>it only does that for certain targets
08:38<orudge>You could copy over all the state of the "build" folder from one of the platforms
08:38<orudge>then just cpack on top of that
08:38<orudge>not really ideal
08:39<orudge>but might do the job
08:39<orudge>(well, lipo then cpack, of course)
08:40<TrueBrain>yeah, that was what I wanted to try, only ro realise artifacts have to be as few files as possible, so yet-another-zip :)
08:40<TrueBrain>it is just a bit odd :P
08:40<TrueBrain>should I be surprised? Guess not
08:41<orudge>I might at some point try to get the Windows Store (appx) generation going in Azure Pipelines too. That's just the binary files from the regular installer wrapped up and signed, though.
08:41<TrueBrain>can't it be done in GitHub Actions? :D
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08:48<orudge>TrueBrain: eh, that's what I meant, yes
08:49<TrueBrain>Steam, Windows Store, Windows signed, Mac signed .. can 2021 be the year OpenTTD gets modern? :P
08:50<Eddi|zuHause>what about OpenGL? :p
08:54<orudge>Vulkan surely these days
08:54<orudge>and Metal on the Mac, of course
08:54<orudge>because Apple has to be different
08:54<Xaroth>Isn't that a trend with Apple
08:57<TrueBrain>right, I finally got SDL2 working on Windows .. took long enough
08:57<TrueBrain>orudge: if you want to build us a PR for Vulkan, sure :P
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08:59<TrueBrain>okay, OpenGL context created and everything .. now for the drawing itself ...
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09:06<TrueBrain>funny, michi_cc added a NULL instead of a nullptr :P Not judging, just ... well .. judging :P
09:07<orudge>TrueBrain: :D
09:07<orudge>Phoned up about the code signing certificate, got somebody on a very noisy line that was quite hard to understand
09:07<orudge>I think hopefully they are going to take another look at the link I sent
09:07<orudge>but we will see
09:08<TrueBrain>pam pam pammmmm
09:08<TrueBrain>and Steam? :D :D
09:08<orudge>Not even started with that yet, was waiting for a bank account :P
09:08<orudge>but now that that's in place...
09:08<LordAro>TrueBrain: the branch definitely predates NULL -> nullptr, not surprising one got missed :p
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09:09<TrueBrain>found a way to crash everything, which is nice :)
09:12<Eddi|zuHause>sometimes you're just in the mood for that :p
09:13<TrueBrain>not sure these are bugs or intended behaviour :D
09:14<Eddi|zuHause>"undocumented behaviour" :p
09:14<TrueBrain>I am now just hacking around the code a bit in order to get something workable :P
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09:17<TrueBrain>okay, it renders in an GL context now
09:17<TrueBrain>that was easy
09:17<TrueBrain>just need to talk to michi_cc to understand why the 40bpp-anim crashes on me :D
09:22<TrueBrain>funny how much faster OpenGL is
09:22<TrueBrain>from ~0.2ms per video frame to 0.00
09:22<TrueBrain>it doesn't even show up in the performance thing
09:24<Eddi|zuHause>anywhere i can try that?
09:24<Eddi|zuHause>because display stuff is like 10ms over here
09:24<TrueBrain> for Windows only, atm
09:24<Eddi|zuHause>right, not helping then :)
09:26<TrueBrain>and I have a VERY ugly implementation on SDL2
09:26<TrueBrain>needs a bit more work before that becomes sane
09:27<TrueBrain>SDL2 seems to cap the max-speed on FF more than Win32, which is interesting
09:27<TrueBrain>but not for now
09:29<Eddi|zuHause>well, with 10ms per frame just on displaying i'm barely getting by on normal speed, not even thinking about FF
09:31<TrueBrain>I don't really get the win32 code :P It tracks a "dirty_rect" but never uses it, it seems to me
09:33<TrueBrain>owh, wait, there
09:36<Samu>i found a bug with vehicle profits in the list of vehicles
09:36<Samu>they're not being updated in real time, they look paused
09:36<orudge>No confirmation e-mail from Steam, do we already have an account I wonder?
09:36<TrueBrain>orudge: I know I do, as I tried that process, but I think I used truebrain@
09:37<TrueBrain>yeah, I did
09:40<Samu>profit this year is paused
09:43<TrueBrain>ah, the OpenGL backend needs a resize event to work, oops .. missed that part :D
09:52<@DorpsGek>[OpenTTD/OpenTTD] SamuXarick opened issue #8575: Profit for each vehicle in vehicle lists aren't being updated regularly
09:52<TrueBrain>okay, so it no longer crashes with animation, but it now just hangs
09:54<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on issue #8575: Profit for each vehicle in vehicle lists aren't being updated regularly
09:54<Samu>damn, getting the version of openttd is the boring part
09:55<LordAro>Samu: first line of `./openttd -v`
09:55<Eddi|zuHause>from crashing to hanging is definitely a step upwards :p
09:57<@DorpsGek>[OpenTTD/OpenTTD] ldpl opened pull request #8576: Feature: Allow GameScripts to add additional text to Industry view window
09:58<TrueBrain>I find some many odd things I don't understand .. but learning how the win32 driver works while doing this, is a bit lot to take in :D Getting there ...
09:58<@DorpsGek>[OpenTTD/OpenTTD] SamuXarick commented on issue #8575: Profit for each vehicle in vehicle lists aren't being updated regularly
10:00<TrueBrain>orudge: my approach is not going to work, at all, so we can forget about that :P
10:00<TrueBrain>orudge: the minor thing I don't like about the approach you took, is that there is a lot of duplication going on
10:00<TrueBrain>but for now I don't see an easy way around that :)
10:00<TrueBrain>but tl;dr, cpack needs all the dependencies available too, like all vcpkg stuff, build-host, .....
10:01<TrueBrain>I do have some minor comments on your branch, but if you PR it, I can fill those in :)
10:01<@DorpsGek>[OpenTTD/OpenTTD] James103 commented on pull request #8576: Feature: Allow GameScripts to add additional text to Industry view window
10:03<orudge>TrueBrain: yes, that is a bit unsatisfactory for me too
10:03<orudge>I'll do a PR though
10:03<TrueBrain>I assumed cpack would do a lot less than it does :)
10:04<@DorpsGek>[OpenTTD/OpenTTD] ldpl updated pull request #8576: Feature: Allow GameScripts to add additional text to Industry view window
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10:06<Samu>autoreplace/autorenew is incredibly huge
10:06<Samu>the code
10:06<TrueBrain>that's what she said
10:07<+glx>hey at least autoreplace/autorenew is easier to read than yapf :)
10:07<@DorpsGek>[OpenTTD/OpenTTD] orudge opened pull request #8577: Feature: Build macOS build as a universal binary
10:08<Samu>I think yapf was easier
10:08<@DorpsGek>[OpenTTD/OpenTTD] orudge updated pull request #8577: Feature: Build macOS build as a universal binary
10:09<@DorpsGek>[OpenTTD/OpenTTD] orudge updated pull request #8577: Feature: Build macOS build as a universal binary
10:09<TrueBrain>can I comment in peace ffs? :P
10:09<@DorpsGek>[OpenTTD/OpenTTD] orudge updated pull request #8577: Feature: Build macOS build as a universal binary
10:09<orudge>I realised I'd made the change regarding the trailing slash yesterday but hadn't commited it
10:10<orudge>then pushed without actually adding the change
10:10<Samu>so, i'm changing the order some stuff is executed in autoreplace, because of profit_last_year on a group / vehicle not being synced
10:10<orudge>Brain not working today :P
10:10<@DorpsGek>[OpenTTD/OpenTTD] 2TallTyler commented on pull request #8574: Feature: Ships yield when passing through one another
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10:10<Samu>but... given the huge amount of code involving autoreplace, I am not sure I'm breaking something else
10:11<Xaroth>Better test thoroughly then.
10:12<Samu>it involves cargoes, engines, refits, capacities, it's a whole new level of complexity for me
10:12<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #8577: Feature: Build macOS build as a universal binary
10:12<Samu>and groups too
10:12<Samu>which is the part im touching
10:14<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on issue #8575: Profit for each vehicle in vehicle lists aren't being updated regularly
10:16<TrueBrain>hmm ... not sure I was really using GL to draw surface :P Ghehe, ironic
10:26<@DorpsGek>[OpenTTD/OpenTTD] orudge updated pull request #8577: Feature: Build macOS build as a universal binary
10:27<TrueBrain>orudge: "make package" on line 462 should become "make" to I think?
10:28<TrueBrain>(in the x64 build job)
10:28<orudge>Oh yeah
10:28<TrueBrain>otherwise it looks good to me
10:28<TrueBrain>if you can test it before we merge, that would be nice :D
10:28<@DorpsGek>[OpenTTD/OpenTTD] orudge updated pull request #8577: Feature: Build macOS build as a universal binary
10:28<orudge>Just doing so now :)
10:29<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain approved pull request #8577: Feature: Build macOS build as a universal binary
10:38<TrueBrain>michi_cc: I have a GL context working, but blittering so far is a black screen :D Pretty sure I am doing something silly, so I will figure that out. Anyway, the SDL driver needs a similar refactor as you did with win32 for this, and the win32-opengl extension will look a lot like the sdl-opengl one :P
10:38<TrueBrain>not sure yet what we want to do with that ...
10:38<TrueBrain>either way, your PR needs a rebase first :D
10:40<milek7_>curious how is performance with that opengl blitter from forums
10:40<milek7_>but code-quality wise it needs lot of work
10:49<@DorpsGek>[OpenTTD/OpenTTD] orudge dismissed a review for pull request #8577: Feature: Build macOS build as a universal binary
10:49<@DorpsGek>[OpenTTD/OpenTTD] orudge updated pull request #8577: Feature: Build macOS build as a universal binary
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11:00<Eddi|zuHause>what exactly happened to GetSlopeZ?
11:01<LordAro>still exists?
11:01<Eddi|zuHause>my grep came up pretty empty
11:02<LordAro>oh, GetTileZ ?
11:02<LordAro>or is that different
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11:05<frosch123>z positions distinguish height levels and world/pixel coordinates, since more-height-levels
11:05<@DorpsGek>[OpenTTD/OpenTTD] orudge updated pull request #8577: Feature: Build macOS build as a universal binary
11:05<frosch123>so, whenever you have a 10 year old patch, check for PixelZ instead of Z
11:06<Eddi|zuHause>right, needs some investigation what exactly was meant
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11:22<@DorpsGek>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7918: Fix 3c047b1: AIGroup.GetProfitLastYear could get values different than those displayed in gui
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11:25<@DorpsGek>[OpenTTD/OpenTTD] orudge updated pull request #8577: Feature: Build macOS build as a universal binary
11:25<orudge>Third time lucky, I hope
11:27<Samu>who has the patience to 8577
11:27<Samu>oops 7918, my bad
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12:06<Eddi|zuHause>well... almost? :p
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12:12<supermop_Home>looks good eddi
12:14<Eddi|zuHause>i think i missed something in the sprite loading code
12:15<Timberwolf>The question mark and the Chaney Jubilee, the two favourite sights of anyone who does anything related to sprites. :)
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12:18<Eddi|zuHause>gnarf... now i need to patch nforenum to accept the new action5 type...
12:20<Timberwolf>nml branch when? ;)
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12:20<Timberwolf>I'm interested to see what horror adapting my abuse of what the crossing sprites allows turns up for diagonal tracks.
12:21<Eddi|zuHause>there won't be support for railtypes for now
12:22<Eddi|zuHause>hmz... i must have messed with nforenum data files before, but i don't remember how
12:28<frosch123>there is 5 years of stuff left to add to nforenum
12:28<frosch123>noone deleted it by accident :)
12:28<Eddi|zuHause>my checkout is from 2017
12:28<Eddi|zuHause>i'm assuming the repo moved? :p
12:29<supermop_Home>where did we land on crossing sprites coming from roads vs railtypes?
12:30<supermop_Home>all my roads have a crossing sprite but it doesn't get used
12:30<Eddi|zuHause>there's a road sprite and a rail overlay
12:30<supermop_Home>I might need to look into that
12:30<supermop_Home>yo andythenorth
12:30*andythenorth so broken
12:31<Eddi|zuHause>i'm not entirely understanding it either, but currently i'm trying to fit this old code into the case where the railtype has no overlay defined
12:31<supermop_Home>oof I just told my friend in LA i'd mail them my extra copy of this Peggy gou record... but now I see its going for over $40 on discogs
12:32<supermop_Home>maybe I can back out of it
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12:36<supermop_Home>would I draw new diag crossings in unspooled?
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12:40<Eddi|zuHause>> make
12:40<Eddi|zuHause>Makefile:55: *** Ungültige Syntax in der Bedingung. Schluss.
12:41<Eddi|zuHause>(grfcodec, clean checkout)
12:44<LordAro>Eddi|zuHause: works for me. something weird in your path somewhere?
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12:44<LordAro>oh, line55 is that line
12:44<LordAro>wouldn't have thought there could be anything invalid in there...
12:46<@DorpsGek>[OpenTTD/grfcodec] Eddi-z opened issue #11: Compilation fails on clean checkout
12:49<@DorpsGek>[OpenTTD/OpenTTD] 2TallTyler opened pull request #8578: Fix: Stopped ships shouldn't block depots
12:49<Eddi|zuHause>the cmake PR seems to build
12:49<Eddi|zuHause>with a huge pile of warnings
12:52<andythenorth>did we merge anything exciting?
12:52*andythenorth has been inattentive
12:52<@DorpsGek>[OpenTTD/grfcodec] LordAro commented on issue #11: Compilation fails on clean checkout
13:01<@DorpsGek>[OpenTTD/grfcodec] Eddi-z commented on issue #11: Compilation fails on clean checkout
13:11<@DorpsGek>[OpenTTD/OpenTTD] orudge commented on pull request #8577: Feature: Build macOS build as a universal binary
13:21<@DorpsGek>[OpenTTD/grfcodec] Eddi-z commented on pull request #10: Switch to CMake
13:24<Samu>who's free?
13:24<andythenorth>odd question
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13:29<Samu>I have a somewhat time consuming request: #7918
13:30<Samu>glx, are you free?
13:38<Eddi|zuHause>getting closer?
13:38<Eddi|zuHause>i think the png file is for windows palette :p
13:38<Eddi|zuHause>anyone got a conversion script?
13:43<orudge>TrueBrain: macosx-universal.dmg is already "taken" in the web site description by various ancient versions. Are there actually pages on the site that use them? Maybe the new build could just be renamed "macosx.dmg" (or morr accurately these days "macos"?)
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13:44<LordAro>macos-universal.dmg ?
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13:49<orudge>That's possible too of course
13:52<@DorpsGek>[OpenTTD/OpenTTD] glx22 commented on pull request #8578: Fix: Stopped ships shouldn't block depots
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13:58<@DorpsGek>[OpenTTD/OpenTTD] 2TallTyler updated pull request #8578: Fix: Stopped ships shouldn't block depots
13:59<@DorpsGek>[OpenTTD/OpenTTD] 2TallTyler commented on pull request #8578: Fix: Stopped ships shouldn't block depots
14:05<andythenorth>I did a livery spec, did I mention it yet? :P
14:10<frosch123>did people like it?
14:10<frosch123>was there a result from the discussion? or did you press the reset button?
14:11<_2TallTyler>I liked it, but don't know enough about what happens behind the veil of NML to fully understand
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14:24<andythenorth>frosch123 too early to tell :)
14:24<andythenorth>was very...crickets
14:24<Eddi|zuHause>hm... weird... i'm fairly sure i converted the palette of the png file, but it still displays pink ingame
14:32<andythenorth>has the grf recompiled correctly?
14:33<Eddi|zuHause>i tried with -B, and the timestamp seems right
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14:36<andythenorth>where is the png?
14:40<@DorpsGek>[OpenTTD/OpenTTD] Eddi-z updated pull request #8556: Feature: Allow diagonal tracks on level crossings
14:42<andythenorth> ?
14:42<+michi_cc>orudge: For your macOS Universal builds, how are the libs handled? Are the libs static or is vcpkg building universal libs? If not, where are those stitched together?
14:42<Eddi|zuHause>andythenorth: yes
14:43<+michi_cc>TrueBrain: I think the pushed OpenGL patch version is missing a performance counter somewhere. I've fixed that locally already, but I was tinkering with some other stuff first.
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14:44<@DorpsGek>[OpenTTD/OpenTTD] Eddi-z commented on pull request #8556: Feature: Allow diagonal tracks on level crossings
14:44<andythenorth>Eddi|zuHause the colour table in the png misses one entry
14:45<andythenorth>hmm no
14:45<Eddi|zuHause>hm... i picked the palette from another .png from media/baseset, and clicked the button for "don't remove unused entries"
14:45<andythenorth>my DOS palette in photoshop is broken
14:45<andythenorth>that's going to be 'interesting'
14:47<@DorpsGek>[OpenTTD/OpenTTD] Eddi-z commented on pull request #8556: Feature: Allow diagonal tracks on level crossings
14:49<+michi_cc>TrueBrain: Catching up on backlog: What do you think most of the recent "cleanup OSX" PRs come from? And that one is soo much worse so I will have a few more PRs to go on that :)
14:53<andythenorth>Eddi|zuHause afaict the palette in that image is correct
14:54<Eddi|zuHause>then maybe something is wrong in the drawing code?
14:54<Eddi|zuHause>it's all ancient
14:58<orudge>michi_cc: vcpkg produces static libs, which makes life easier
14:58<Eddi|zuHause>drawing code starts here:
15:12<+michi_cc>orudge: Indeed. Interestingly, vcpkg on windows is defaulting to shared libs, so whoever did the macos stuff for vcpkg had different experiences :D
15:13<+michi_cc>Oh, and if your review that macos font patch, the universal binary is reduced by 2xfreetype :)
15:18<TrueBrain>orudge: macosx might be taken, but indeed, we name the binaries macos already, so there should be no conflict :) Do you also make a PR for website? :D
15:20<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain approved pull request #8577: Feature: Build macOS build as a universal binary
15:22<orudge>TrueBrain: will do!
15:22<TrueBrain>macos-universal is fine by me btw; I like the postfixes, as that makes it easier for the us in 5 years :P
15:22<orudge>michi_cc: I gave it a test earlier and it seems to work for me. Will give it a proper review when I can
15:23<TrueBrain>michi_cc: why do you disable threading for draw with OpenGL?
15:24<+michi_cc>TrueBrain: You can't use a single OpenGL context on multiple threads. You'd have to create extra context, and the user space time saving is just not worth it.
15:24<TrueBrain>fair :)
15:24<TrueBrain>hmm .. I now have most things working, it just keeps showing a black screen :P Pretty sure I am forgetting something here :D
15:25<+michi_cc>Did you do the equivalent to SwapBuffers?
15:25<TrueBrain> SDL_GL_SwapWindow(_sdl_window);
15:25<+michi_cc>Which blitter are you trying?
15:26<TrueBrain>they all work, as in, they no longer crash
15:26<TrueBrain>took me a while to figure out how you did 40bpp :D
15:26<TrueBrain>animator buffer was tricky :D
15:26<TrueBrain>(more than one place that can allocate it, depending on detected settings)
15:27<@DorpsGek>[OpenTTD/OpenTTD] orudge merged pull request #8577: Feature: Build macOS build as a universal binary
15:27<+michi_cc>Is it possible that SDL needs some kind of dirty marking?
15:29<TrueBrain>possibly, so I left it enabled for now
15:31<milek7_>what enabled? are you sure that old code is not interrfering with gl?
15:32<+michi_cc>Well, if you push it somewhere, I can have a look for anything obvious.
15:33<TrueBrain>btw, michi_cc , I really like what you did with the video driver
15:33<TrueBrain>a lot of things make a lot more sense
15:33<TrueBrain>like putting simple stuff as locks in a function
15:33<TrueBrain>that alone makes it less: WTF?! :D
15:34<+michi_cc>I'm ever so slowly untangling the macos subdriver mess as well.
15:36<TrueBrain>honestly, my current approach has just been: hack the stuff in there; I should just start separating the SDL driver too in a frontend and backend driver, so I know it is less likely I missed something :D
15:36<TrueBrain>took me like 30 minutes to find out I wasn't calling Resize() for example :P
15:36<TrueBrain>(which did more than just resizing .. it has to be called at least once :D)
15:37<Eddi|zuHause>i can has preview label on #8556?
15:39<+michi_cc>cheese applied
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15:44<TrueBrain>weird, the win32-opengl can open maximized, but with a buffer allocated I indicated with "-r"
15:44<TrueBrain>well, a bug to trace for another day .. writes it down in his mind
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15:47<Samu>I have 8 PR's open
15:47<Samu>must reduce to 5
15:51<Samu>dang, there's nobody else with more open PR's than me
15:51<Samu>michicc is at 6
15:54<Eddi|zuHause>so, it looks right in the preview
15:55<Eddi|zuHause>no clue what's happening locally
15:56<TrueBrain>michi_cc: funny, because you open the GL context in Windows as 3.2, you get that assigned .. if you don't, you get a higher version :P Not sure if that matters :D
15:56<TrueBrain>later on you detect what parts we need I noticed
15:57<+michi_cc>Yes and no. My baseline is OpenGL 3.2 because that is mostly what you get on macOS. There are a few selective things I use if available, like the persistent buffer mapping.
15:58<TrueBrain>you also have checks for 2.0 etc?
15:58<TrueBrain>or can those be cleaned up?
15:58<+michi_cc>We don't technically need all of 3.2.
15:59<TrueBrain>it felt so double: both request a minimum version, but fallback to any if none found, and check for the features we need :)
15:59<TrueBrain>but okay, that is not important now; just something that caught my eye :)
15:59<+michi_cc>I think I said that somewhere already, but some of that is written the way it is for me to learn more about OpenGL. Canonical way would be to just stick GLEW in.
16:00<TrueBrain>honestly, I am more than fine with this. Just trying to understand what I see, learning from your learnings :D
16:00<+michi_cc>When I started with it, we were lower on the OSX front and some version/gpus there are only 2.1 + extensions.
16:00<Samu>Eddi|zuHause, the graphics don't seem to match opengfx
16:00<TrueBrain>I wouldn't mind if we just get what-ever OpenGL is available and check for features we want/need :)
16:00<+michi_cc>Also, old Intel GPUs driver are bad at new OpenGL versions. Current drivers are a lot better in that regards.
16:01<TrueBrain>the persistent buffers feature toggle makes for a bit weird code, but .. after you understand it, it is fine :)
16:01<+michi_cc>Getting a 3.2 _core_ context by default is also mostly about me getting notified if I try to use legacy stuff from the compatibility profile.
16:01<TrueBrain>ghehe, makes sense :)
16:02<+michi_cc>If you don't specify anything, you'll often get a compatiblity context. And I wasn't in the mood to test all the versions down from 4.6 to whatever.
16:04<LordAro>Samu: ..did you expect them to?
16:04<milek7_>this fallback doesn't make much sense really
16:05<milek7_>if ogl 3 core context is not provided it is better to just stop and don't use opengl at all
16:07<milek7_>better to use software render than to get gl2 context and crash
16:10<milek7_>ah it does feature checks later
16:10<milek7_>then maybe it's fine
16:13<TrueBrain>michi_cc: meh; traced it up to: dst_ptr is filled, dirty_rect is set correctly, I can draw manually on the GL context ... some glue is missing :D Tomorrow or so I will just rewrite the SDL driver in the same format as the Win32 driver, that should rule out any stupidity on my side :D
16:13<TrueBrain>just something is not sending the buffer to the screen, it seems :P
16:13<+michi_cc>milek7_: I selected what to use (including appropriate feature tests), along as that is the most limiting target we have.
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16:15<+michi_cc>TrueBrain: Hmm, what else could be missing... Doing calls to OpenGLBackend::Get()->UpdatePalette?
16:15<TrueBrain>I copied Paint(), so I assume that works as expected, but did not validate :D
16:16<TrueBrain>0 times count_dirty is > 0 :D
16:16<+michi_cc>It should, unless SDL is doing something stupid.
16:18<+michi_cc>I suspect SDL might set/change some OpenGL state during init I'm ignoring right now.
16:18<TrueBrain>yeah ... having no palette doesnt' work :D
16:18<TrueBrain>so I got an image now :P
16:18<TrueBrain>no ... I was just being an silly lazy bastard :P
16:19<TrueBrain>all kind of weird glitches, but that is completely because of all the hacks I added :D
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16:20<milek7_>michi_cc: personally I wouldn't bother with <3.2
16:20<TrueBrain>but yeah, I didn't "return" in CheckPaletteAnim(), causing count_dirty to always be zero when I was reading it :)
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16:20<TrueBrain>you solved that correctly in win32 .. when I copy this, it will be fine
16:20<milek7_>because this is rather hard to test
16:21<TrueBrain>michi_cc: very cool; and it is clearly faster too :)
16:21<TrueBrain>not as fast as native win32, but ... yeah ..
16:21<TrueBrain>SDL on Windows is slow anyway
16:22<TrueBrain>I hope to clean this up this weekend :D
16:23<TrueBrain>I like that you separated the frontend from the backend (in the videodrivers) with this :)
16:23<TrueBrain>feels very clean
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17:04<@DorpsGek>[OpenTTD/OpenTTD] LC-Zorg commented on pull request #8578: Fix: Stopped ships shouldn't block depots
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17:10<andythenorth>comment caused a rage quit?
17:13<supermop_Home>don't ships already try to space out a bit?
17:13<supermop_Home>i thought since a year or so ago?
17:14<Eddi|zuHause>i think that was a patch?
17:15<supermop_Home>hmm i guess so
17:19<supermop_Home>obviously i do not use ships enough
17:23<Eddi|zuHause>i feel like this old drawing code is overly convoluted
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17:32<@DorpsGek>[OpenTTD/OpenTTD] LC-Zorg commented on pull request #8574: Feature: Ships yield when passing through one another
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18:16<TrueBrain>michi_cc: draw the mouse with OpenGL or let SDL handle it, any preference?
18:16<+michi_cc>OpenGL will be a tiny bit faster because it does not need to "undraw".
18:17<TrueBrain>(I now had 2 cursors, one dragging behind the other .. SDL is clearly faster with mouse movement)
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18:18<+michi_cc>Are you/Is SDL enabling double buffering?
18:18<TrueBrain>how to find out? I did, but I removed that statement as I saw no difference
18:18<TrueBrain>I assumed it would have a double-buffer given I have to swap :)
18:19<+michi_cc>No, swap has not really anything to do with double buffering nowadays in the time of composition window managers.
18:19<TrueBrain>shows when I last did anything with GL :D
18:20<+michi_cc>For OTTD you should not double buffer, but the swap is still necessary to tell the driver/OS what to do when.
18:20<+michi_cc>Well, if you're doing a 3D game that should have as high FPS as it can, double buffering is still necessary
18:21<TrueBrain>hmm, mouse movement doesn't work, something is pushing back :D So right-click doesn't work, which is funny :)
18:21<TrueBrain>video-output, ~0.03ms when news is up, 0.00ms otherwise
18:21<TrueBrain>this is shitty fast :P
18:22<+michi_cc>Video driver Paint needs a "PerformanceMeasurer framerate(PFE_VIDEO);" at front, I think the PR is missing it for win32.
18:22<TrueBrain>I like that full animation doesn't matter, on/off
18:23<TrueBrain>something is vsyncing, and something is holding back FF because of it
18:23<TrueBrain>at least, it is waaayyyyyyy to close to 140Hz :)
18:23<TrueBrain>144Hz, sorry
18:24<TrueBrain>Monitor: 144Hz, frame rate: 144 frames/s on FF
18:24<+michi_cc>You might get more speedby uncommenting NO_GL_BUFFER_SYNC at the top of opengl.cpp. You get more glitches, too, though :)
18:25<TrueBrain>I mostly wonder why the Win32 doesn't vsync like this
18:25<+michi_cc>Because I'm explicitly disabling vsync in the context.
18:26<TrueBrain>via WGL, I see
18:26<+michi_cc>Though I am assuming the screen compositor simply ignores updates faster than the refresh rate.
18:28<TrueBrain>hmm .. if I do a palette update, do I also have to call Paint() in OpenGL?
18:29<TrueBrain>in Win32 you do this in the Paint() function, but if there is no part marked dirty, WM_PAINT is not emitted, is there? So it would not palette animate?
18:35<TrueBrain>owh, and michi_cc , do we also want to port this to SDL1? Seems trivial, but .. just more work :P
18:35<+michi_cc>MainLoop calls VideoDriver_Win32Base::CheckPaletteAnim every frame, which InvalidateRect the window if count_dirty > 0.
18:36<TrueBrain>michi_cc: ah! I see :)
18:36<TrueBrain>some of these things are hiding in different places :D
18:37<+michi_cc>If you want to follow it all, reading the PR commit by commit will show you exactly how I went from the start over each step (pure 8bpp, also 32bpp, optimize this, optimize that, cursor stuff and etc) up to the 40bpp blitter.
18:38<TrueBrain>okay, mouse on Windows SDL2 is just broken, that is not my fault :D
18:41<TrueBrain>michi_cc: any chance you can rebase this PR? :D
18:41<TrueBrain>(not that it fixes my mouse issue, but before I rework the SDL driver .. the recent changes are conflicts :P)
18:42<+michi_cc>Probably :) I'll do that tomorrow.
18:42<TrueBrain>cool :)
18:42<+michi_cc>Or more like today :P
18:42<TrueBrain>haha, yes, it is late .. holy crap
18:43<TrueBrain>right, seems SDL_WarpMouseInWindow is re-emitting an event on Windows
18:43<TrueBrain>so it is compensating the change constantly :D
18:45<TrueBrain>but, nobody should be using SDL for Windows, so there isn't a real problem :P
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18:50<TrueBrain>I can disable vsync on SDL too
18:52<TrueBrain>Windows does something else than SDL with, I tihnk, SwapBuffers, as in: on SDL the PerformanceMeasurer reads 0ms, where Windows does ~0.14ms (on FF), but SDL reaches lower frames/s
18:52<TrueBrain>bit weird :P
18:52<TrueBrain>euh, no, it is just unfair way of measuring ... on SDL it also counts frames there was nothing to draw :P
18:53<TrueBrain>there we go ... cheating SDL driver ..
18:54<TrueBrain>michi_cc: shall I also move all those global variables inside the instance when reworking this?
18:55<+michi_cc>I'm not going to stop you :)
18:55<TrueBrain>is that wanted, the question is :P
18:56<TrueBrain>hmm .. do we just remove SDL1, or are we going to support it ...
18:56<TrueBrain>tricky question :D
18:58<TrueBrain>Eddi|zuHause: <- in case you want to test, I am not stopping you :D It "should work", but it is still really rough
18:58<TrueBrain>use -vsdl -b40bpp-anim for the most enjoyment
19:01<Eddi|zuHause>how exactly do i check that out?
19:01<TrueBrain>git fetch opengl
19:01<TrueBrain>git checkout FETCH_HEAD
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19:02<TrueBrain>I assumed by your last comment you are using Linux?
19:02<TrueBrain>good :)
19:07<TrueBrain>owh, and you might also want to add -ddriver=4 when starting
19:07<milek7_>cursor draws twice
19:07<TrueBrain>it has some juicy OpenGL lines we might need in case it fails to load Eddi|zuHause :)
19:07<milek7_>ie. there are two cursors, one is faster
19:07<Eddi|zuHause>there's a weird mouse trail while reading in newgrfs
19:07<TrueBrain>you will find more bugs, no worries :)
19:08<TrueBrain>but so it works, that is already a nice surprise :)
19:08<TrueBrain>is it also faster than your 10ms? :D
19:08<milek7_>lol, opening performance window kills fps ;D
19:09<Eddi|zuHause>scrolling is abysmally slow
19:09<TrueBrain>I haven't even tried that honestly :)
19:10<TrueBrain>how is the ingame FPS doing?
19:10<TrueBrain>did you mean window scrolling or map scrolling btw?
19:10<Eddi|zuHause>normal fps while screen is stationary is maybe slightly faster
19:10<+michi_cc>Scrolling is not really touched by OpenGL though, it's all pure blitter.
19:10<Eddi|zuHause>scrolling the main viewport
19:11<+michi_cc>try -b8bpp-optimized, especially if you didn't use 32bpp before.
19:11<TrueBrain>ah, so I am not the only one :)
19:11<TrueBrain>you have to move REAL slow in order for it to do anything
19:11<TrueBrain>I considered it an Windows bug, but if you have it too.....
19:11<TrueBrain>something I will look into tomorrow :)
19:11<milek7_>Eddi|zuHause: do you have mesa driver or nvidia?
19:12<Eddi|zuHause>mesa (amd)
19:12<milek7_>MESA_EXTENSION_OVERRIDE=-GL_ARB_buffer_storage ./openttd
19:12<milek7_>that should fix some problems
19:12<TrueBrain>michi_cc: I am kinda shocked how easy this was and that it runs on other people's machine too :D
19:13<Eddi|zuHause>yeah, with 8bpp blitter, scrolling is faster
19:13<Eddi|zuHause>not exactly "good" :p
19:13<+michi_cc>milek7_: One of the problems real game engines have, lots of special casing code to enable/disable stuff based on driver version, GPU vendor etc.
19:15<Eddi|zuHause>milek7_: oh yeah, that's like a million times faster
19:17<TrueBrain>right, enough toying around with this ... tomorrow I will make a .. "more correct" patch :P
19:17<TrueBrain>tnx for testing Eddi|zuHause :)
19:18<Eddi|zuHause>second mouse pointer is irritating at times :p
19:19<TrueBrain>it is a fun gimmick!
19:19<+michi_cc>Looks like Mesa is bad with persistent buffer mapping (or maybe only AMD on mesa). I'd appreciate a -d driver=2 output on the PR, just to see vender string and version etc.
19:19<TrueBrain>I think I am going to leave it in Eddi|zuHause , just for shit and giggles :D
19:19<+michi_cc>Then it could disable that for mesa by default.
19:19<TrueBrain>michi_cc: and so it begins ... :D :D
19:20<TrueBrain>but seriously, this is awesome work michi_cc :) I have seen more than one OpenGL implementations in OpenTTD over the years .. this one is a lot smoother than any of the others :D
19:20<+michi_cc>I don't have any AMD hardware to test around, only Intel and nVidia, which can be a bit of a problem.
19:20<milek7_>dbg: [driver] OpenGL driver: AMD (4.6 (Compatibility Profile) Mesa 21.0.0-devel (git-05ad0f8871))
19:21<TrueBrain>owh .. seems I removed a few too many lines .. wanted to keep the "3.2" loading in there
19:21<+michi_cc>nVidia is clearly faster with persistent mapping, Intel (at least the one I test on) is potato, potato.
19:22<+michi_cc>Eddi|zuHause, milek7_: Could you please make comments on the PR so it doesn't get lost?
19:22<Eddi|zuHause>which pr is that?
19:27<TrueBrain>right, zzzz time now
19:28<@DorpsGek>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7744: Draft Feature: OpenGL video driver
19:29<milek7_>hm, I can check on mesa-intel
19:37<+michi_cc>Oh, and because this is the first go at Linux, maybe also a past of glxinfo, just to see any other interesting bits.
19:38<+michi_cc>E.g. OTTD debug output right now doesn't show any AMD in the output for Eddi.
19:42<Eddi|zuHause>glxinfo output is... very... long
19:42<+michi_cc>Can I just have a paste? Doesn't need to be on the PR.
19:43<+michi_cc>It's probably showing extensions
19:45<milek7_>that's mine (important part only):
19:46<Eddi|zuHause>michi_cc: added it to the comment
19:48<+michi_cc>Thanks. And good night as well.
20:15<@DorpsGek>[OpenTTD/OpenTTD] Milek7 commented on pull request #7744: Draft Feature: OpenGL video driver
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22:14<reldred>I suddenly find myself posessed with the urge to draw giant megablock style buildings for openttd after playing so much cyberpunk.
22:14<reldred>given most ttrs 'big' buildings are still only 1x1 I think 2x2 with maybe a lil overhang would suffice for a futuristic megablock type building
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---Logclosed Sat Jan 16 00:00:57 2021