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| 00:23:12 | Watusimoto_ | hello |
| 00:23:20 | raptor | hi |
| 00:46:15 | raptor | ah ha |
| 00:46:24 | raptor | i just ran into Mortar with my opengl refactor... |
| 00:46:38 | raptor | seems like it doesn't use gameObjectRender like the rest... |
| 00:52:43 | Watusimoto_ | ha, mortar |
| 00:52:48 | Watusimoto_ | unfinished business, that |
| 00:52:57 | raptor | oh man |
| 00:53:10 | Watusimoto_ | but I'm still aware of what needs to happen |
| 00:53:15 | raptor | this refactor is exposing loads of organizational problems |
| 00:53:21 | Watusimoto_ | good! |
| 00:53:28 | raptor | so, now to do it right... |
| 00:53:30 | Watusimoto_ | like what |
| 00:53:32 | raptor | question |
| 00:53:34 | raptor | (s) |
| 00:53:45 | raptor | take the BfObject tree |
| 00:54:25 | raptor | most objects have their render/renderEditor() methods |
| 00:54:44 | raptor | and they delegate to gameObjectRender (GOR) to do the dirty work |
| 00:55:06 | raptor | but there are several that don't actually delegate, or only do so in pieces |
| 00:55:29 | raptor | same with teh GameType tree |
| 00:55:31 | raptor | *the |
| 00:55:47 | raptor | so now the question is - what should we do? |
| 00:56:33 | Watusimoto_ | well... what is the problem? |
| 00:56:41 | Watusimoto_ | the delegation, or the imcompleteness of it all? |
| 00:57:18 | Watusimoto_ | the way I see it, the delegation is just a matter of convenience; the responsibility to render one's self reamins with the class. |
| 00:59:50 | Watusimoto_ | if it chooses to delegate, great. If it chosoes to keep the work in house; that may be a bit sloppy and incosnsntent, but is it a problem |
| 01:00:27 | Watusimoto_ | I have actually thought about htis quite a bit... I see some untidiness, but i don't see a design flaw |
| 01:00:43 | Watusimoto_ | though I am happy to hear a differing opinion! |
| 01:03:35 | raptor | sorry, back |
| 01:03:50 | raptor | ok, the problem is that now we have a GL* object that needs to be called |
| 01:04:13 | raptor | (also, i like to fix untidiness, and I agree it's not really a design flaw) |
| 01:04:47 | raptor | so I could add the GL* object to BfObject/GameType, etc., and have it be inherited by all the objects |
| 01:05:22 | raptor | or I could just have GOR use it, but that would require tidiness :) |
| 01:08:53 | raptor | so i guess i'm looking for opinions on how to handle our new GL* object |
| 01:12:04 | Watusimoto_ | BfObject should not incorporate the GL object |
| 01:12:10 | Watusimoto_ | that would just be weird, no? |
| 01:12:13 | raptor | correct |
| 01:12:17 | raptor | it feels very wrong |
| 01:12:27 | Watusimoto_ | I agree; so don't do it! |
| 01:12:33 | raptor | so that means i'll have to clean up the delegation |
| 01:12:49 | Watusimoto_ | utlimately, the gl object is just a tool to be called by the rendering functions to accomplish some end |
| 01:12:54 | raptor | yes |
| 01:13:08 | Watusimoto_ | it's basically a collection of static-like functions |
| 01:14:01 | raptor | the rendering functions are/will be static, but the GL* functions not |
| 01:14:05 | Watusimoto_ | so why not instantiate a global gl object and just use that to call its functions |
| 01:14:59 | raptor | i did that, sort of, with RenderManager::init() |
| 01:15:19 | raptor | RenderManager has: static GL *mGL; |
| 01:15:33 | Watusimoto_ | kind of like... something else we do |
| 01:15:39 | raptor | and in init() GL *mGL = new GLES1(); |
| 01:15:41 | Watusimoto_ | but I can't find it |
| 01:16:03 | raptor | and i provide a method: RenderManager::getGL() |
| 01:16:10 | raptor | so we do have a single global-ish static object for the GL* object |
| 01:16:27 | raptor | I suppose I can call that in all the BfObject places that require it |
| 01:16:38 | raptor | but that leaves the untidiness :) |
| 01:16:51 | Watusimoto_ | yes, or move all the palces that require it into gameObjectRenderer |
| 01:17:36 | raptor | are you doing any large refactors right now? because this is going to touch a lot of files... |
| 01:17:47 | Watusimoto_ | no |
| 01:18:02 | Watusimoto_ | only tests and modest fixing of bugs related to #$%^&* team locking |
| 01:18:06 | raptor | and i'm still a few days away from getting it done... |
| 01:18:10 | Watusimoto_ | that's ok |
| 01:18:20 | Watusimoto_ | I can refrain from doing anything interesting in that time :-) |
| 01:18:24 | raptor | heh |
| 01:18:31 | Watusimoto_ | I can stay away from rendering, which will help |
| 01:18:41 | raptor | i'm suprised you're still working on that.. |
| 01:19:09 | Watusimoto_ | me too |
| 01:19:15 | Watusimoto_ | it doesn;t help that I keep falling asleep |
| 01:19:38 | Watusimoto_ | or that my kids have started monopolizing my computer |
| 01:19:47 | Watusimoto_ | so my total time is less than it might appear |
| 01:20:50 | raptor | does minecraft really require a developer-powered laptop to play? |
| 01:22:52 | Watusimoto_ | I don't know... I don;t have one of those around here |
| 01:23:04 | Watusimoto_ | I'm using a very consumer level laptop |
| 01:25:15 | Watusimoto_ | minecraft uses more juice than vstudio |
| 01:25:27 | raptor | gotta decorate them blocks |
| 01:25:45 | raptor | oh wait... it's java based, now i see.. |
| 01:30:25 | Watusimoto_ | :-) |
| 01:31:17 | raptor | I know java code can perform very, very efficiently |
| 01:31:27 | raptor | not RAM-efficient, though |
| 01:31:38 | raptor | but CPU efficient |
| 01:34:36 | Watusimoto_ | this is a pretty cool music video |
| 01:34:37 | Watusimoto_ | http://www.thisiscolossal.com/2015/02/slow-motion-music-video/?src=footer |
| 01:34:47 | Watusimoto_ | shot, it says, in just 5 seconds |
| 01:34:55 | Watusimoto_ | I saw at least two flying cats |
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| 01:56:43 | raptor | I'm not sure what to do about RenderUtils/GameObjectRender |
| 01:56:55 | raptor | it seems like they should be merged or divided-up better |
| 01:58:24 | raptor | that video was neat - i didn't know that high-speed cameras of that quality were at average consumer-level availability |
| 02:00:27 | Watusimoto_ | that camera might not have been consumer level |
| 02:00:55 | Watusimoto_ | they could be merged into one uber rendering file |
| 02:01:00 | raptor | i was browsing other videos on the site and there were quite a few that did high-speed time-lapses |
| 02:01:30 | raptor | maybe put everything in RenderUtils |
| 02:01:49 | Watusimoto_ | saw this one a few months back... really good |
| 02:01:49 | Watusimoto_ | http://www.thisiscolossal.com/2014/01/stainless-hypnotizing-slow-motion-footage-of-trains-pulling-into-stations/ |
| 02:02:21 | Watusimoto_ | except it wouldn't really be rederUtils anymore... just render.cpp |
| 02:02:36 | raptor | we have a JoystickRender class... |
| 02:02:42 | Watusimoto_ | but that would be ok; a big file, but ok |
| 02:04:06 | Watusimoto_ | rendering is just ugly |
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| 02:09:26 | raptor | ok, i'm heading to bed - too much rendering |
| 02:09:30 | raptor | night! |
| 02:09:42 | Watusimoto_ | night! |
| 02:09:46 | raptor | that train video was neat, too |
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| 21:30:20 | amgine123 | hello everyone :( |
| 21:30:59 | amgine123 | raptor are you here jeff is wodnering |
| 21:31:33 | amgine123 | if you are dropping ppc in OSX in 20.a |
| 21:38:26 | | amgine123 slaps raptor with a large trout! |
| 21:43:48 | raptor | hi |
| 21:44:14 | raptor | here shortly - very likely yes, 020 will drop ppc - but there may be an 019e since 020 is undergoing major changes |
| 21:44:46 | raptor | but it'll be a while either way |
| 21:44:51 | raptor | back later.. |
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