code logs -> 2016 -> Wed, 21 Sep 2016< code.20160920.log - code.20160922.log >
--- Log opened Wed Sep 21 00:00:01 2016
00:59
<&McMartin>
Welp, looks like UQM doesn't run at all under macOS Sierra regardless of config.
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11:21 * TheWatcher hastily checks that the fabric of spacetime is intact
11:23
<@Tamber>
Only just.
11:36
<@TheWatcher>
nearly 150 lines of code, worked first time. Something very wrong here
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--- Log closed Wed Sep 21 14:14:45 2016
--- Log opened Wed Sep 21 14:20:27 2016
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16:25
< Pink>
https://www.youtube.com/watch?v=n7xYns1EEKc
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20:18 * celticminstrel trying to figure out how to draw a terrain mesh with elevation... almost works, but certain tile segments are wrong.
20:21
<&[R]>
<error-work> git blame isn't severe enough. I need a git strangle command.
20:21
<&[R]>
<error-work> git --force choke
20:22
<@Tamber>
hee
20:22
<@Tamber>
And that's when you check git-blame to find it was you who made the bad commit, just as your throat starts to tighten~
20:25
< Vornotron>
celticminstrel: what are you up to? is this a height map or what
20:26
<@celticminstrel>
Height map sounds like an accurate description.
20:26
<@celticminstrel>
eg {{1,1,1,1,1},{1,2,2,2,1},{1,2,3,2,1},{1,2,2,2,1},{1,1,1,1,1}
20:27
<@celticminstrel>
I'm dividing each tile into 9 quads.
20:27
< Vornotron>
Do you want that to make a pyramid or a terraced zigurrat
20:27
< Vornotron>
or however you spell that
20:27
<@celticminstrel>
The latter.
20:28
< Vornotron>
why are you dividing each tile into 9 quads?
20:29
<@celticminstrel>
It seemed the right thing to do - the centre quad is "flat", edge quads are simple slopes (and thus still parallelograms), and corner quads should have 1 vertex at a different level than the others.
20:29
<@celticminstrel>
Maybe there's another way, I dunno. It made sense to me.
20:30
<@celticminstrel>
But I'm having trouble with the corners.
20:30 * Vornotron gets out ottd to draw this 'cause it's easiest
20:32
<@celticminstrel>
(The description above assumes a tile on the ziggurat corner, of course.)
20:41
< Vornotron>
http://imgur.com/DY1s0WC thus
20:42
<@celticminstrel>
Yeah, that looks like what I'm aiming for.
20:43
<@celticminstrel>
The corners are currently a 2x2 of corners rather than two corners and two edges.
20:43
< Vornotron>
right
20:44
<@celticminstrel>
This actually looks terrible in non-wireframe mode. I think I need lighting or something. (But that's the next step.)
20:47
< Vornotron>
when you say segments are wrong, how are they wrong? http://imgur.com/1TlpWbB
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21:12
< Vornotron>
actually 9 quads is kind of annoying here; if you do the quads the same direction, your lololohi corners won't look right
21:12
< Vornotron>
-- you'll get the long diagonal one way, and the two-piece chunky climb the otherway
21:12
<@celticminstrel>
Sounds likely the same as what I'm getting.
21:12
<@celticminstrel>
So if I have {{1,2},{1,1}}...
21:13
<@celticminstrel>
tiles 1 and 3 draw correctly (indexing that as if it were flat), but tiles 0 and 2 have problems.
21:14
<@celticminstrel>
Their corner quads have the same configuration as the corner quad of tile 2.
21:14
<@celticminstrel>
(The corner quads where they touch, to be specific.)
21:15
< Vornotron>
can I see a screen shot?
21:15
<@celticminstrel>
Yeah, I guess.
21:18
<@celticminstrel>
http://celmin.pwcsite.com/misc/height_map_incorrect.png
21:19
<&McMartin>
These are actually secretly pairs of triangles and not real quads, right?
21:19
<&McMartin>
Quads have to have all their vertices be coplanar or Wackiness Ensues
21:20
< Vornotron>
^--- that, I've been assuming you've been secretly doing pairs of triangles...
21:21
<@celticminstrel>
Hmm.
21:21
< Vornotron>
looks like your side pieces aren't correctly setting their inside vertices to 1/2
21:22
<@celticminstrel>
Well, it seems to work with real quads even if it might be Wackiness Ensues, so I would guess that that's not the specific issue here (even if it's an issue that would come up eventually). I can try changing it to triangle pairs if you think that might magically fix it.
21:22
<&McMartin>
If nothing else, it will make it far easier to specify which diagonal has "the fold"
21:25
<@celticminstrel>
The wireframe view with quads is nice because it could be used to apply a grid over the surface. Not sure if I can do that with triangles.
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21:26
<@celticminstrel>
I suppose I could have a quad grid that omits the corners or something.
21:26
<@celticminstrel>
And use that for the grid but draw the surface with an array of triangles.
21:26
<&McMartin>
ISTR there's a way to omit individual, er, wires from a wire frame
21:27
<@celticminstrel>
That'd be easier, I expect.
21:27
<&McMartin>
For that matter, if you draw the wireframe as a series of *lines* you are good to go
21:27
<@celticminstrel>
Eh?
21:27
< Vornotron>
you can technically do a fan for each square and then turn it into a lineloop or whatever
21:29
<@celticminstrel>
Wait, so if I just change quad to triangle fan, then the same coordinate order {ne, nw, sw, se} will work... but only for the first quad, it'd have to reset after that.
21:33
<@celticminstrel>
Which is a bit difficult since I'm using a structure for each vertex.
21:33
< Vornotron>
you can pick your folds so they're directly at the common corner; this way you can get either of the two. your midpoint height should be midrange if you want long fold and median if you want short fold.
21:34
<@celticminstrel>
Or wait, I guess it's not difficult at all, I'd just need an empty vertex thing.
21:34
<@celticminstrel>
I'm... not quite sure what you mean here.
21:34
< Vornotron>
If you want -- hang on, drawing
21:35
<@celticminstrel>
So my main problem is getting those side pieces to set their height properly.
21:36
<@celticminstrel>
Maybe I won't need lighting if I add texture...
21:39
<@celticminstrel>
I guess what I need is some condition for when the corner needs to be raised instead of lowered.
21:39 * Vornotron needs a vastly less shitty piece of software than libreoffice draw
21:40
<@celticminstrel>
I guess... when the tiles in two adjacent orthogonal directions have different heights...?
21:43
< Vornotron>
THe height at the 'midpoint' of your square should be the median if you want the short folds (like ottd does), and the midrange if you want the long folds (like the corner of a roof)
21:45
<@celticminstrel>
I think midrange is what I'm currently doing, and I was assuming long folds... I actually didn't even think of the short folds...
21:46
<@celticminstrel>
Each slope is belongs half to the upper tile and half to the lower tile.
21:46
<@celticminstrel>
^-is
21:47
<@celticminstrel>
Hmm, so wait, my the midpoint of my square, do you mean the point where some of the quads have their vertices incorrect?
21:47
<@celticminstrel>
^by not my
21:47
<@celticminstrel>
(first one)
21:47
<@celticminstrel>
Or is this something about drawing a quad from the centre?
21:48
< Vornotron>
that's the spot.
21:49
<@celticminstrel>
Okay, so yeah, that's halfway between the upper and bottom tile (on all four axes, even).
21:49
< Vornotron>
you need to make sure to calculate it the same way for all four of your squares.
21:49
<@celticminstrel>
^three
21:50
<@celticminstrel>
ie three axes, not four
21:50
< Vornotron>
as it is it looks like you're using "halfway between this cell's height and the opposite's height" which as you can see gives Wrong.
21:50
< Vornotron>
(because they disagree)
21:50
<@celticminstrel>
Yeah, that sounds like what I'm doing.
21:52
< Vornotron>
I know this works when your heightfield has the same restriction that ottd's does; I am not entirely sure what would happen if that were broken
21:52
<@celticminstrel>
What restriction is this?
21:52
< Vornotron>
the restriction in ottd is: 1. each height is an integer; 2. orthogonally adjacent heights differ by at most 1.
21:53
<@celticminstrel>
Hmm.
21:54
< Vornotron>
http://imgur.com/K7XjNI4
21:55
<@celticminstrel>
I wasn't planning to enforce 2.
21:56
<@celticminstrel>
Though I could handle it differently and (for example) make it create cliffs...
21:56
<@celticminstrel>
Because it would be nice to allow cliffs.
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22:17
<@celticminstrel>
I seem to have it working now.
--- Log closed Wed Sep 21 22:26:23 2016
--- Log opened Wed Sep 21 22:26:30 2016
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22:28
<@celticminstrel>
So when I try to enable lighting, everthing goes white. Clearly I'm not doing it right.
--- Log closed Wed Sep 21 22:32:48 2016
--- Log opened Wed Sep 21 22:43:31 2016
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23:28
<@celticminstrel>
So switching to triangle-pairs instead of quads... if I put the vertices in the order top_left, top_right, bottom_left, top_right, bottom_right, bottom_left then I croses.
23:30
<@celticminstrel>
I should not be getting crosses. The two diagonals should coincide.
23:30
<@celticminstrel>
Not intersect.
23:31 * celticminstrel notes that the terms top_left etc are for convenience and may or may not represent the real top left.
23:31
< Vornotron>
you're right, you shouldn't
23:31
< Vornotron>
are you using triangles as opposed to fan or strip?
23:31
<@celticminstrel>
Bah, missed "get" in the first sentence. And yes.
23:32
<@celticminstrel>
Seems it works if I swap the last and third-last...
23:32
<@celticminstrel>
Wait, is it actually working? Something doesn't quite look right here.
23:32
<@celticminstrel>
Hmm, no, I think that's just an illusion because there are too many lines and no shading.
23:33
<@celticminstrel>
Wait, was what I did actually a swap?
23:33
<@celticminstrel>
It wasn't...
23:34 * celticminstrel changed tr-nr-bl to bl-br-tl
23:34
<@celticminstrel>
Which... really makes no sense whatsoever.
23:35
<@celticminstrel>
I mean, you'd expect that to give crosses, but it's not.
23:35
<@celticminstrel>
While the one you'd expect to not give crosses does.
23:41
<@celticminstrel>
I don't understand. :(
23:42
<@celticminstrel>
I'm not using "fan" because with that the initial point is shared by all triangles. It could probably be done with that magic reset thing, but I don't remember how to do that and haven't looked it up yet.
23:42
<@celticminstrel>
I'm not using "strip" because I wasn't sure if I could make it work as a strip.
23:42
<@celticminstrel>
Mainly due to processing one row at a time; if using a strip I get the feeling I'd have to go boustrophedon.
23:43
<@celticminstrel>
I guess every point after the first two makes a new triangle when doing triangle strip...
23:44
<@celticminstrel>
So for a single row, tl-tr-bl-br order would work...
23:47
<@celticminstrel>
Aw, SFML's 3D vector doesn't have cross product.
23:50
<@celticminstrel>
Using a triangle strip does seem to work apart from the whole-row-spanning diagonal lines.
23:56
< Vornotron>
how can you have a 3d vector class without cross product
23:56
<@celticminstrel>
I think it's actually just intended to be a point, not a vector. :/
23:57
< Vornotron>
bs
23:57
<@celticminstrel>
Yeah.
23:57
<@celticminstrel>
I mean I can do the cross produce manually, but still.
23:57
< Vornotron>
if you're allowed to subtract them then they aren't just points any more
23:57
<@celticminstrel>
(Admittedly, SFML is not intended to be used for 3D anything.)
23:58
<@celticminstrel>
It does overload addition, subtraction, multiplication, and division.
23:58
<@celticminstrel>
But no dot product or cross product that I can see.
23:58
<@celticminstrel>
Oh right, also negation.
23:58
<@celticminstrel>
Actually, come to think of it, I could just implement those myself.
23:59
<@celticminstrel>
It's not like they're class members.3
--- Log closed Thu Sep 22 00:00:21 2016
code logs -> 2016 -> Wed, 21 Sep 2016< code.20160920.log - code.20160922.log >

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