code logs -> 2010 -> Wed, 19 May 2010< code.20100518.log - code.20100520.log >
--- Log opened Wed May 19 00:00:04 2010
01:01 Thaqui [Thaqui@27B34E.D54D49.F53FA1.6A113C] has quit [Connection closed]
01:03 You're now known as TheWatcher[T-2]
01:05 You're now known as TheWatcher[zZzZ]
01:07 Derakon[AFK] is now known as Derakon
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01:13 mode/#code [+o Vornicus] by Reiver
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05:04 * Derakon eyes his PyOpenGL test program, which is getting a whopping 60FPS when drawing only 100 terrain tiles.
05:05
<@Derakon>
Dropping to 14FPS if I draw 400 tiles.
05:05
<@Derakon>
This seems wrong somehow.
05:07
<@McMartin>
What's your mechanism for tile drawing?
05:07
<@McMartin>
Textured quads?
05:07
<@Derakon>
Ya.
05:08
<@Derakon>
http://pastebin.starforge.co.uk/285
05:09
<@Derakon>
This is basically a tweaked version of one of the NeHe OpenGL tutorials that was ported to Python.
05:13
<@Derakon>
Hrm...profiling output says that I have, in 12 CPU seconds' worth of runtime, over a million calls to glCheckError and nullGetError. Sounds like I'm doing something wrong that's making OpenGL inefficient somehow.
05:28 * Vornicus finally figures out what happened to his old VornSettlers db schema. It's on his parents' computer!
05:29
<@Vornicus>
Are you personally calling glCheckError and nullGetError, or is that happening in pyOpenGL?
05:29
<@Derakon>
The latter.
05:29
<@Vornicus>
How nice of it.
05:46 * Derakon posts to the GameDev.net forums, to see if they have any idea what could be wrong.
05:58 celticminstrel [celticminstre@Nightstar-f8b608eb.cable.rogers.com] has quit [Operation timed out]
05:59
<@Derakon>
Oooh, can you figure out what's wrong with this guy's code? http://www.gamedev.net/community/forums/topic.asp?topic_id=571607
05:59
<@Derakon>
¬.¬
05:59
<@Derakon>
Hay guys the program pauses after every line of output why does it do that I'm calling system("pause") after every line of output do you think that might have something to do with it
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06:01
<@Vornicus>
Sad.
06:08
<@Derakon>
Response by the OP: "Also should i remove the system("pause"); im not sure what to do with it."
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08:49 You're now known as TheWatcher
08:56 Vornicus is now known as Vornicus-Latens
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12:28 cpux is now known as shade_of_cpux
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13:02 * gnolam blarghs.
13:02
< gnolam>
RCS...
13:06
<@ToxicFrog>
qa,kll1q.Reconfigurable Computing Systems?
13:10
< Namegduf>
Not Revision Control System?
13:12
<@ToxicFrog>
I have to believe that no-one actually uses the Revision Control System anymore
13:29
< gnolam>
I'm sorry, but I have to shatter that belief of yours. :P
13:35
< TheWatcher>
...
14:17
<@ToxicFrog>
gnolam: confiscate their kneecaps?
14:34 celticminstrel [celticminstre@Nightstar-f8b608eb.cable.rogers.com] has joined #code
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15:36 * ToxicFrog eyes perforce
15:37
<@ToxicFrog>
Yours: 0 changes
15:37
<@ToxicFrog>
Theirs: 2 changes
15:37
<@ToxicFrog>
Conflicts: 1
15:39
< celticminstrel>
...
15:58
<@AnnoDomini>
WHAT.
16:00
<@ToxicFrog>
It looks like the change detection doesn't take whitespace differences into account, but the conflict detection does.
16:00
<@ToxicFrog>
So it's saying "yours adds one blank line, which doesn't count, but theirs added a class definition in the same place, HRGAFIWGOJARIJA###"
16:06 * ToxicFrog winds perforce's entrails out with a stick
16:07
<@ToxicFrog>
I just realized why it's so hard to figure out which commits are merge commits in p4.
16:07
<@ToxicFrog>
Because perforce doesn't have any such thing.
16:09
<@ToxicFrog>
Changes are tracked per-file. You might have a commit that does "merge" operations on a bunch of files, but you can freely mix those with other operations in the same commit, and the only way to distinguish is by doing a p4 describe and seeing if the list of file actions includes "integrate".
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19:45
<@ToxicFrog>
<3 -Werror
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21:48 mode/#code [+o Derakon] by Reiver
21:48
<@Derakon>
Today I improved drawing time of one of the UI widgets in the microscope program, from .9s to .04s.
21:48
<@Derakon>
(This is what happens when you try to draw 4000 scaled-down 512x512 tiles, only a couple hundred of which are actually visible)
21:49
< TheWatcher>
\o/
21:49
< TheWatcher>
(Also, eeesh)
21:50
<@Derakon>
My version is actually slightly slower when you actually are viewing all 4000 tiles, but that only happens when you're navigating from one place to another, which is notably not when you are adding new tiles to the view (which itself is a time-sensitive operation).
22:10
<@McMartin>
Wait, this means you were doing the 2D version of the greatest-named performance technique ever
22:10
<@McMartin>
Engage VIEW FRUSTUM CULLING system, lieutenant!
22:10 * TheWatcher chuckles
22:12 * gnolam hands McMartin the traditional frustum culling club.
22:12
< gnolam>
Save the spiked end for the large frustums. You'll just damage the fur on the young ones.
22:26
<@McMartin>
We really need to do something about their uncontrolled breeding rates
22:30 * Derakon returns, looks up. "Yep, pretty much."
22:30
<@Derakon>
I considered setting up a quadtree to further optimize deciding what to draw, but at 4k tiles it takes about .05s to iterate through everything. Not a big deal.
22:33
< gnolam>
So what is it exactly you're drawing? Not a regular tilemap I assume?
22:34
<@AnnoDomini>
The face f God.
22:34
<@AnnoDomini>
+o
22:34
<@Derakon>
The contentns of a slide.
22:34
<@AnnoDomini>
Or -eaeo.
22:34
<@Derakon>
At a scaling in which 512 pixels is about 40 microns.
22:35
<@Derakon>
As we have up to 21000 microns that could potentially house something of interest, that means that the canvas is about 270k pixels to an edge.
22:36
<@Derakon>
s/microns/microns square/
22:47
< gnolam>
But... basically it's just your ordinary tilemap?
22:47 AnnoDomini [annodomini@Nightstar-40f51dd9.adsl.tpnet.pl] has quit [[NS] Quit: I must go now. My planet needs me.]
22:48
<@Derakon>
No, because the positioning of tiles is not locked to a grid.
22:48
<@Derakon>
You move the slide so that the area you want to map out is centered, then you click a button and it starts tiling out a spiral from that point.
23:03
<@Derakon>
(That said, we could probabyl lock it to a fixed grid without losing any important functionality)
23:04
< gnolam>
So it physically maps out new tiles when you click that button?
23:04
<@Derakon>
Yes.
23:04
<@Derakon>
Image stage => transfer image to mosaic => move 40 microns over => image stage => transfer image to mosaic => move 40 microns up => etc.
23:06 * Derakon eyes the licensing at http://github.com/indeyets/syck/blob/master/COPYING
23:07
<@Vornicus>
Why is a strange guy.
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23:40 shade_of_cpux is now known as cpux
--- Log closed Thu May 20 00:00:05 2010
code logs -> 2010 -> Wed, 19 May 2010< code.20100518.log - code.20100520.log >