#bitfighter IRC Log

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IRC Log for 2015-12-19

Timestamps are in GMT/BST.

00:04:25fordcarsGahhhhh
00:04:35fordcarsLater!
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15:42:32BFLogBot 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
15:54:40BFLogBot 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
18:34:16fordcars has joined
18:36:33fordcarsHey devs reading logs! Where is Bitfighter in term of OpenGL 2+/Shaders?
19:55:04raptor has joined
19:55:05ChanServ sets mode +o
19:56:05raptorfordcars: all rendering in bitfighter has been abstracted; however, the GLES 2 methods have not been written
19:56:10raptorsee all the TODOs here: https://github.com/bitfighter/bitfighter/blob/master/zap/RenderManager.cpp
19:56:23fordcarsOh I see
19:56:34fordcarsYeah I found those earlier
19:56:36raptorso we've 'centralized' the work now
19:56:45fordcarsYeah, that looks good!
19:57:14fordcarsThanks
19:57:24fordcarsThat really interests me, shaders and stuff
19:57:35raptorbut we don't really have experience for the GLES 2 stuff...
19:57:50raptorkaen wrote some code that will load shaders, etc. somewhere...
19:57:55raptorprobably on his old google clone
19:58:21fordcarsI was looking for that
19:58:38fordcarsDid he use the CPU to modify the frame buffer with that?
19:58:45raptori don't know if it's a very good reference - other examples I've seen do it differently
19:59:04raptorlet me see if i can find a diff..
19:59:15fordcarsI have written one for a small OpenGl application,
19:59:42fordcarsSure, go ahead
19:59:57raptoroh hey... i found a test sam686 wrote for a different game!: http://sam6.25u.com/hg/gamemake2/file/d69cee4ff2e4/game/glshader.cpp
20:00:33fordcarsOh wow!
20:01:09raptorah, i found kaen's old work: http://sam6.25u.com/upload/shaders_kaen.diff
20:01:18fordcarsAhh nice
20:01:25raptori think sam686's might be more compact. kaen was doing some advanced stuff
20:02:07fordcarsWell kaen's one loads from text files, correct?
20:02:16raptorhonestly i don't remember
20:02:21raptoroh wait, yes it does
20:02:55fordcarsWow yeah kaen did do quite a lot
20:03:00fordcarsThat looks cool
20:03:10raptorit's say do it as simple as possible
20:04:56fordcarsHaha yeah
20:05:10fordcarsBut sam's is more hard coded if I am not mistaken
20:05:26raptoryeah but htat's ok for a first pass
20:05:35fordcarsI would of imagined a 'shaders' directory in Bitfighter's resources
20:05:37fordcarsPossibly
20:06:29raptoryeah kaen's code has that, I think
20:07:31fordcarsI think that too
20:07:38fordcarsWhichever will be best for now, though
20:09:54raptori'd say use kaen's shader loading from files, but sam686's compiler code (which I think it much simpler)
20:11:40fordcarsOh yeah
21:00:35DiannaAgron Quit (Quit: Leaving)
21:05:58raptorok, i got the new gamecontroller database working...
21:06:10raptornow to see if i can get rid of the joystick.ini
21:09:50raptorCOOL
21:10:02fordcarsYay!
21:10:37raptorwe can support this many controllers now: https://github.com/gabomdq/SDL_GameControllerDB/blob/master/gamecontrollerdb.txt
21:11:23fordcarsWhoa awesome!
21:13:05raptorstill have to gut a bunch of code...
21:17:33fordcarsBluetooth PS4 controller will be supported, that's pretty cool
21:54:23raptornight!
21:54:27raptor Quit ()
22:02:50fordcarsnight!
22:02:53fordcars Quit (Quit: Page closed)
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