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| 00:04:25 | fordcars | Gahhhhh |
| 00:04:35 | fordcars | Later! |
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| 15:42:32 | | BFLogBot Repo: bitfighter | Commit: 29bce01416 | Author: eykamp | Message: Undo some parts of an earlier fix... ...that are no longer necessary due to fixing the underlying problem |
| 15:54:40 | | BFLogBot Comment on issue #372 | User: eykamp | Comment: Below is a list of keys are not stored in the INI. Probably adding them would be as simple as changing a false to a tru ... | https://github.com/bitfighter/bitfighter/issues/372#issuecomment-166023187 |
| 18:34:16 | | fordcars has joined |
| 18:36:33 | fordcars | Hey devs reading logs! Where is Bitfighter in term of OpenGL 2+/Shaders? |
| 19:55:04 | | raptor has joined |
| 19:55:05 | | ChanServ sets mode +o |
| 19:56:05 | raptor | fordcars: all rendering in bitfighter has been abstracted; however, the GLES 2 methods have not been written |
| 19:56:10 | raptor | see all the TODOs here: https://github.com/bitfighter/bitfighter/blob/master/zap/RenderManager.cpp |
| 19:56:23 | fordcars | Oh I see |
| 19:56:34 | fordcars | Yeah I found those earlier |
| 19:56:36 | raptor | so we've 'centralized' the work now |
| 19:56:45 | fordcars | Yeah, that looks good! |
| 19:57:14 | fordcars | Thanks |
| 19:57:24 | fordcars | That really interests me, shaders and stuff |
| 19:57:35 | raptor | but we don't really have experience for the GLES 2 stuff... |
| 19:57:50 | raptor | kaen wrote some code that will load shaders, etc. somewhere... |
| 19:57:55 | raptor | probably on his old google clone |
| 19:58:21 | fordcars | I was looking for that |
| 19:58:38 | fordcars | Did he use the CPU to modify the frame buffer with that? |
| 19:58:45 | raptor | i don't know if it's a very good reference - other examples I've seen do it differently |
| 19:59:04 | raptor | let me see if i can find a diff.. |
| 19:59:15 | fordcars | I have written one for a small OpenGl application, |
| 19:59:42 | fordcars | Sure, go ahead |
| 19:59:57 | raptor | oh hey... i found a test sam686 wrote for a different game!: http://sam6.25u.com/hg/gamemake2/file/d69cee4ff2e4/game/glshader.cpp |
| 20:00:33 | fordcars | Oh wow! |
| 20:01:09 | raptor | ah, i found kaen's old work: http://sam6.25u.com/upload/shaders_kaen.diff |
| 20:01:18 | fordcars | Ahh nice |
| 20:01:25 | raptor | i think sam686's might be more compact. kaen was doing some advanced stuff |
| 20:02:07 | fordcars | Well kaen's one loads from text files, correct? |
| 20:02:16 | raptor | honestly i don't remember |
| 20:02:21 | raptor | oh wait, yes it does |
| 20:02:55 | fordcars | Wow yeah kaen did do quite a lot |
| 20:03:00 | fordcars | That looks cool |
| 20:03:10 | raptor | it's say do it as simple as possible |
| 20:04:56 | fordcars | Haha yeah |
| 20:05:10 | fordcars | But sam's is more hard coded if I am not mistaken |
| 20:05:26 | raptor | yeah but htat's ok for a first pass |
| 20:05:35 | fordcars | I would of imagined a 'shaders' directory in Bitfighter's resources |
| 20:05:37 | fordcars | Possibly |
| 20:06:29 | raptor | yeah kaen's code has that, I think |
| 20:07:31 | fordcars | I think that too |
| 20:07:38 | fordcars | Whichever will be best for now, though |
| 20:09:54 | raptor | i'd say use kaen's shader loading from files, but sam686's compiler code (which I think it much simpler) |
| 20:11:40 | fordcars | Oh yeah |
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| 21:05:58 | raptor | ok, i got the new gamecontroller database working... |
| 21:06:10 | raptor | now to see if i can get rid of the joystick.ini |
| 21:09:50 | raptor | COOL |
| 21:10:02 | fordcars | Yay! |
| 21:10:37 | raptor | we can support this many controllers now: https://github.com/gabomdq/SDL_GameControllerDB/blob/master/gamecontrollerdb.txt |
| 21:11:23 | fordcars | Whoa awesome! |
| 21:13:05 | raptor | still have to gut a bunch of code... |
| 21:17:33 | fordcars | Bluetooth PS4 controller will be supported, that's pretty cool |
| 21:54:23 | raptor | night! |
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| 22:02:50 | fordcars | night! |
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