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IRC Log for 2015-04-06

Timestamps are in GMT/BST.

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10:47:58raptorgood morning!
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12:57:34Watusimotohi bye
12:57:38raptorhi bye
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13:26:32raptor'kitchens for sale' strikes again!
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14:11:51watusimotohi
14:11:55raptorhi
14:32:27raptori think the tests ran without crashing!
14:33:35raptorall passed!
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16:13:29watusimotoYes, they did!
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16:31:51watusimotoI am all red up on shaders now... I get it. I'm excited to start using them!
16:31:57raptoroh goodie!
16:31:59watusimotosorry... "read"
16:32:13raptorif you want to forge ahead -
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16:32:36raptorThe GLES2 class in RenderManager needs to be implemented with all the methods
16:32:55raptorGLES1 is the normal one we use and is fully implemented
16:33:12raptorboth inherit the GL class's interface
16:34:09watusimotoI have a general question... let's take testItems as an example. Do we create a shader for the testItem that can generate the vertices (i.e. pass a point and a radius), or generate the points in the app as we do now? The advantage of doing it all in-shader is that we can customize the rendering ore (i.e someone could switch to an 8-point testitem if they wanted). The disadvnatage is that we could potentially decouple rendering from col
16:34:29raptorno
16:34:48watusimotono? which do you mean?
16:34:49raptori think as a first pass, you'd just need to reimplment the renderVertexArray method
16:35:34watusimotowell, for test item, we'd need to implement a fragment or vertex shader to make the thing yellow, right?
16:35:51raptorfragment, yes for color
16:36:10raptorwe have two code paths for this:
16:36:19raptorin GLES1 that we use now
16:36:35raptor1. glColor(); then renderVertexArray();
16:37:12raptoryou could re-implement both, the glColor will need a fragment shader, probably a default one that you just pass the color to
16:38:15raptorthe reimplementaion of renderVertexArray() may or may not need a shader - I think there is way to do it without, using: http://docs.gl/es2/glEnableVertexAttribArray
16:38:37watusimotoit would probably just be a passthrough function, I'd think
16:38:38raptorthat is in place of the the old glEnableClient(VERTEX_blah)
16:39:02watusimotook, so were not going to be working with object-level shaders
16:39:14raptornegatory
16:39:28watusimotoI was under the impression that we could use shaders on all the platforms we support
16:39:33watusimotois that wrong?
16:39:36raptorbut we *could* abstract the data for the objects, i.e. the vertices and the colors into some loadable text file
16:39:50raptor"on all platforms"
16:39:52raptornot quite
16:40:07raptorwindows (even 7/8) only implmenet OpenGL 1.3
16:40:23raptorand shaders are OpenGL 2.0
16:40:26watusimotoI was thinking about the cool effects could create for cores using shaders to do the fancy stuff
16:40:44raptorthis means that if you want shaders on windows with opengl, you need special drivers
16:40:54watusimotoyeah... that would suck
16:41:09raptorwhich, probably most systems *do* have them installed, but not all...
16:41:35raptori suspect even generic Intel drivers for windows support most of OpenGL 2
16:41:57watusimotomaybe we could (later) have special shaders for some objects that get run where supported; otherwise the fallback is what we have today
16:42:09raptoryes
16:42:31raptorlike maybe we could do the switch at runtime instead of compile time
16:42:37raptorbased on certain things we detect
16:42:44watusimotoI do like the idea of using shaders with the source exposed to players so they can mod and make changes in the rendering
16:42:49watusimotoyes
16:42:52raptoryes, i agree
16:43:20watusimotook, then for now we just focus on creating shaders to support the abstractions you created
16:43:36raptori'd say as a first step, that would be good
16:43:58raptorthen we can determine if we want to do per-object loading of data somehow... maybe even as Lua!
16:44:13watusimotolua!
16:44:28watusimotoI wonder if anyone has written a lua->glsl translator
16:44:35watusimotoso we could write shaders in lua
16:44:54raptoror, just put in vertex array data with color data
16:45:00raptorand done
16:45:50raptori've seen some projects where they dynamically build the glsl from the lua arrays, then compile them and feed them to the graphics card at start-up
16:48:36watusimotointeresting... a while back, I made some changes that pregenerated geometries for some objects (like testitems), and then used gltranslate to shift them into place. doing that in lua would hardly add to the load because it is only done once for each object type
16:53:58raptoryou've seen this game?: http://stabyourself.net/mari0/
16:54:08raptorentirely done in Lua via the Love framework
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17:00:08watusimotoyikes!
17:00:19watusimototheir not pacman game is crazy
17:00:27raptorhahaha, yeah
17:00:41raptormy wife got a good laugh from not-tetris
17:04:42watusimotoyes, it is a bit nuts
17:04:52watusimotothey like to mix the genres!
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