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   March 14, 2010  
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[00:03:17] <appel> minor updates: http://gamadu.com/games/gcom/
[00:06:21] <appel> slight bug there when you click on the minimap
[00:07:31] <void256> soem overdraw in the menus for the planets?
[00:08:13] <appel> yea
[00:08:38] <void256> needs a nifty gui I would say :>
[00:09:51] <void256> besides that it looks pretty cool
[00:09:53] <void256> appel
[00:09:55] <void256> :D
[00:09:57] <appel> gamadu.com/temp/ui.jpg
[00:10:06] <appel> http://gamadu.com/temp/ui.jpg
[00:10:19] <appel> that's one of the ideas
[00:10:29] <appel> i have other sketches too
[00:10:39] <appel> but, i haven't decided on the final hud
[00:10:46] <appel> hud/menu etc.
[00:10:53] <appel> except that protobar and minimap
[00:11:59] <appel> http://gamadu.com/temp/uimisc.jpg
[00:12:09] <appel> some of the ideas
[00:13:03] <void256> the second link looks better
[00:13:12] <appel> well, it's a mix of ideas there
[00:13:23] <appel> 3 diff ideas of buildmenu
[00:27:04] <ZeuPiark> bye
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[01:16:38] <CIA-36> spasi * r3286 /trunk/LWJGL/ (12 files in 4 dirs):
[01:16:38] <CIA-36> Added Charset encoding to StringUtils
[01:16:38] <CIA-36> Changed shader tests to use the String APIs
[01:16:38] <CIA-36> Finished ARB_uniform_buffer_object shader test
[01:16:38] <CIA-36> Fixed native code compiler warnings
[01:16:39] <CIA-36> Made the generator check file timestamps to avoid unnecessary 3+ min builds
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[01:36:17] <void256> nn
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[02:46:55] <lwjglbot> lwjglforum: Re: LWJGL and Android <http://lwjgl.org/forum/index.php/topic,2818.msg18005.html#msg18005>
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[03:58:27] <appel> wtf
[03:58:32] <appel> anyone here?
[03:59:11] <appel> nm
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[05:15:54] <appel> ping
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[07:06:00] <appel> is there anybody out there?
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[08:33:47] <MatthiasM2> appel: hi
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[09:17:13] <lwjglbot> lwjglforum: Build farm fried <http://lwjgl.org/forum/index.php/topic,3249.msg18006.html#msg18006>
[09:24:49] <MatthiasM2> wow - css refactoring in NB 6.9 :)
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[12:54:10] <MatthiasM2> TWL's TextArea now supports hyperlinks :)
[12:54:18] <kappaOne> lwjgl applet game on indiegames again http://www.indiegames.com/blog/2010/03/browser_game_pick_stickvania_m.html
[12:58:15] <kappaOne> matt nice
[13:17:12] <MatthiasM2> http://twl.l33tlabs.org/demo/chatdemo.jnlp - just enter a http://.... link in the chat and you can click it (no visual feedback yet) - it will use Sys.openURL()
[13:18:12] <doohan> kappaOne, that's pretty cool
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[13:32:53] <appel> yawn
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[13:35:32] <appel> zupzup
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[13:39:38] <purestrain> hmmm
[13:39:59] <purestrain> can i force a specific version of lwjgl for applets?
[13:40:30] <purestrain> even if current lwjgl has a fix for my monitor issue, most applets don't have it :-(
[13:41:27] <appel> sure
[13:41:38] <appel> just define different lwjgl for the applets
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[13:52:32] <cezero> matthias: for the hyperlink support, is it possible to have the cursor change or the text underline when the mouse is over it?  Also, can the behavior be overridden, so instead of Sys.openURL() some other function is called?
[13:53:47] <cezero> I'm hoping to be able to make the talker's name be a link that can be clicked to bring up an in-game menu related to the person speaking
[14:03:37] <MatthiasM2> cezero: a) I'm currently working on generic text underline - but not sure yet
[14:03:54] <MatthiasM2> b) mouse cursor change - yeah will add that later
[14:04:03] <MatthiasM2> c) Sys.openURL is just in the chat demo !!
[14:04:44] <MatthiasM2> you can just use another font for now
[14:17:31] <cezero> I didn't look at the code, so I wasn't sure if the call to Sys.openURL was 'hardcoded' in the widget or just the example callback you chose to use for the demo...
[14:19:34] <cezero> java question: I have a serializable interface that defines a couple of fields.  In my implimentation of that interface on the server, I add another field.  In my client, I only access the object via it's interface.  My question is, however, when the server object is serialized and sent over the wire, will the fields not defined in the interface still be present in the packet?
[14:19:51] <cezero> I'm worried about 'hackers' gaining access to server-only data
[14:20:10] <cezero> I understand that via java, only the interface fields will be available to the client code, but that's not really my concern
[14:23:54] <MatthiasM2> define the other fields as transient
[14:24:04] <cezero> ah-ha!
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[14:40:35] <kappaOne> purestrain you can't force lwjgl applets to use a specific verison of lwjgl
[14:40:57] <kappaOne> thats entirely the choice of the applet developer
[14:41:20] <tametick> hrm
[14:41:36] <tametick> anyone knows how to make eclipse package lwjgl apps in a jar?
[14:41:43] <tametick> it doesn't seem to include the resources in it
[14:41:47] <tametick> just the .class files
[14:42:36] <tametick> and where do i put the native files?
[14:42:42] <kappaOne> right click your project, chose export
[14:42:50] <kappaOne> export to jar
[14:42:54] <tametick> k
[14:42:58] <kappaOne> and then you can select all the files you want to include
[14:43:00] <kappaOne> in your jar
[14:43:02] <tametick> should i export the natives there too?
[14:43:10] <kappaOne> no
[14:43:21] <kappaOne> what type of lwjgl application is it?
[14:43:31] <kappaOne> if its java web start
[14:43:33] <tametick> just a normal one
[14:43:35] <tametick> yes
[14:43:37] <tametick> web start
[14:43:42] <kappaOne> you have to put natives in their own jars
[14:43:48] <tametick> ok
[14:43:55] <kappaOne> if its a standalone java application, you don't put natives in jars
[14:44:10] <tametick> and should lwjgl's jars be rolled into the jar too?
[14:44:15] <tametick> or just be aside it?
[14:44:23] <kappaOne> nope
[14:44:30] <kappaOne> they are just added to the classpath
[14:44:36] <tametick> ok
[14:44:39] <tametick> i'll give it a try
[14:44:40] <tametick> thanks
[14:45:23] <kappaOne> have a read of http://www.cokeandcode.com/webstarthowto
[14:45:34] <kappaOne> for more info on how natives work with jws
[14:45:38] <tametick> i'll look into it
[14:46:00] <tametick> problem is
[14:46:16] <tametick> when i choose to create a jar file rather then a runnable jar file
[14:46:27] <tametick> it doesn't ask me where the main function is
[14:46:46] <tametick> or does webstart search for the main function by itself?
[14:47:02] <kappaOne> yes jws you put the main function in the jnlp file
[14:47:08] <kappaOne> which is a text file
[14:47:38] <lwjglbot> lwjglforum: Re: Build farm fried <http://lwjgl.org/forum/index.php/topic,3249.msg18008.html#msg18008> || Re: String support added - Feedback request <http://lwjgl.org/forum/index.php/topic,3248.msg18007.html#msg18007>
[14:47:40] <tametick> ok
[14:47:42] <tametick> thanks
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[15:04:53] <purestrain> tametick, preparing a release for the 7drl ?
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[15:06:17] <MatthiasM2> adding generic underline support to TWL's font renderer is not as easy as expected :/
[15:15:05] <tametick> purestrain: yes
[15:15:07] <tametick> and you?
[15:16:08] <purestrain> skipped it; got addicted to metroid prime again :-(
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[15:38:42] <tametick> hrm
[15:38:55] <tametick> why does it say i must sign my main jar?
[15:39:05] <tametick> i thought only the lwjgl jars should besigned
[15:39:41] <tametick> ah, maybe it's the
[15:39:44] <tametick> <security>
[15:39:46] <tametick>     <all-permissions/>
[15:39:48] <tametick>   </security>
[15:40:20] <tametick> can i somehow tell it that only the lwjgl jars need all permissions and that my jar does not?
[15:40:25] <tametick> so that i don't have to sign it?
[15:41:03] <MatthiasM2> use the lwjgl webstart extension
[15:41:32] <tametick> it's just a php file?
[15:41:38] <tametick> http://lwjgl.org/jnlp/extension.php
[15:41:40] <tametick> this one?
[15:41:49] <MatthiasM2> yes
[15:42:13] <tametick> should i put that php file on my webserver?
[15:42:36] <MatthiasM2> cezero: generic underline support is done - demo is currently build by hudson
[15:42:49] <MatthiasM2> tametick: no - you need to reference it from your jnlp
[15:43:22] <appel> gcom update if anyone interested: http://gamadu.com/games/gcom/gcwindowed.jnlp
[15:43:40] <tametick> MatthiasM2: can you give me an example of a jnlp file that uses it?
[15:44:09] <MatthiasM2> tametick: sorry - don't know which one - maybe take a look at the lwjgl demo page
[15:44:26] <tametick> k
[15:46:49] <tametick> MatthiasM2: none of them actually works
[15:47:31] <tametick> ah wait, just had to rename them to end with jnlp
[15:49:46] <MatthiasM2> appel: NICE!
[15:50:04] <appel> u like the build bar icons?
[15:50:53] <appel> it's starting to shape up, a lot of things still missing, e.g. better "terrain" ... it's not supposed to be so wide-open-space
[15:50:54] <doohan> looking good appel!
[15:54:38] <appel> thanks
[15:54:42] <purestrain> looks really good; very clean
[15:54:58] <purestrain> and one day everyone is using the newest lwjgl... have to turn my screen on again
[15:56:18] <doohan> appel what does the stardock do?
[15:56:28] <appel> well, that's the million dollar question
[15:56:32] <appel> it builds starships
[15:56:44] <appel> but I was just experimenting with it, doesn't mean it will be in the final release
[15:57:27] <appel> i was maybe thinking of having something like "structures"
[15:57:30] <tametick> any idea why i am getting this error when using the webstart extention but not when i run it in eclipse: http://i.imgur.com/VVrwQ.png
[15:57:32] <appel> stardock is one example of it
[15:57:40] <tametick> IntBuffer is not direct
[15:58:42] <tametick> jnlp file is this one: http://tametick.com/ampa/AMostPeculiarAdventure.jnlp
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[15:59:02] <tametick> yo kappaOne
[15:59:03] <appel> how are you allocating intbuffer tametick?
[15:59:34] <appel> ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer();
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[16:00:10] <Antagonist> I'm here
[16:00:23] <Antagonist> Which Intbuffer?
[16:00:28] <tametick> 		IntBuffer scratch = IntBuffer.allocate(1);
[16:00:30] <tametick> 		GL11.glGenTextures(scratch);
[16:00:46] <tametick> ah
[16:00:48] <Antagonist> Supposed to do that with BufferUtils instead?
[16:00:59] <tametick> should we just replace that one line?
[16:01:02] <appel> allocateDirect
[16:01:10] <tametick> kk
[16:02:31] <Antagonist> Hmm, I use it for both the FBOs in RenderableTexture class and in BaseTexture
[16:03:39] <cezero> appel: you got rid of scrollwheel zoom :(
[16:03:46] <doohan> I won!
[16:04:28] <purestrain> shouldn't your roguelike be available since 6 hours? ;-)
[16:04:49] <tametick> blame webstart
[16:05:22] <kappaOne> hey tametick, did you get jws to work?
[16:05:33] <tametick> kappaOne: am still trying
[16:05:45] <tametick> will let you know in 2 mins if it works
[16:09:48] <appel> cezero: yes, it was not working correctly so i disabled it. I will add it again
[16:10:32] <appel> what sort of natural boundaries are in space, aside from planets and asteroids?
[16:11:14] <kappaOne> nebula's
[16:11:26] <kappaOne> masses of gas that is
[16:11:48] <appel> yea, i thought about that, maybe a bit difficult to use and implement
[16:12:04] <kappaOne> that startrek rts game did it pretty well
[16:12:09] <appel> might use something like a spacefog haze as fogofwar
[16:12:22] <kappaOne> startrek armada
[16:12:37] <kappaOne> your ships slowed and lots shields in certain nebulas
[16:12:43] <kappaOne> *lost
[16:13:05] <appel> yea
[16:13:11] <appel> might add something like that
[16:13:44] <tametick> kappaOne: it works
[16:13:51] <Antagonist> tametick: !!
[16:13:56] <kappaOne> tametick, nice, link?
[16:13:58] <tametick> can people that are not on mac os x tell me if this works for you:
[16:14:08] <tametick> http://tametick.com/ampa/AMostPeculiarAdventure.jnlp
[16:14:56] <kappaOne> fails here on linux
[16:15:19] <kappaOne> http://pastebin.com/deCX11Dy
[16:15:28] <appel> install?
[16:16:01] <tametick> kappaOne: maybe it's the 24 vs 32 bit thing?
[16:16:05] <Antagonist> kappaOne: You only have a 24bit color
[16:16:06] <kappaOne> tametick yes most likely that
[16:16:09] <appel> it runs
[16:16:10] <Antagonist> lol
[16:16:19] <Antagonist> all of us come to the same conclusion
[16:16:22] <appel> game keeps getting smaller
[16:16:34] <tametick> appel: feature not bug
[16:16:41] <Antagonist> its zooming out as you explore
[16:17:03] <kappaOne> tametick just use the color mode that the Display is using, instead of forcing all to use 32bit color
[16:17:12] <kappaOne> that way it should run on all os's
[16:17:15] <doohan> fails for me as well
[16:17:15] <doohan> mode must be non-null
[16:17:16] <appel> so, what should i do?
[16:17:29] <doohan> The robot dance.
[16:17:49] <lwjglbot> lwjglforum: Re: String support added - Feedback request <http://lwjgl.org/forum/index.php/topic,3248.msg18010.html#msg18010> || Re: Build farm fried <http://lwjgl.org/forum/index.php/topic,3249.msg18009.html#msg18009>
[16:18:26] <appel> it's gotten to small i cant see anything
[16:18:42] <appel> :>
[16:20:19] <cezero> appel: good job so far, really like it
[16:20:52] <cezero> comments: unit stacking - would be nice if ships didn't sit on top of each other, but formed formations instead
[16:21:06] <appel> yea, that's on my todo list
[16:21:18] <cezero> attacking - when commanding a unit to attack, it would be nice if it only closed to max range, instead of flying right on top of the target before firing
[16:21:26] <appel> :)
[16:21:44] <cezero> (I'm sure most of this is on your todo list, but figured it couldn't hurt to provide feedback) :)
[16:22:13] <appel> it's #3 on the list
[16:23:04] <cezero> also, although it says shuttles are really fast, they seem to move the same speed as icarus class ships.  oh, and since both icarus and pegasus ships seem to have the same defenses, but icarus are cheaper, it's currently better to simply build all icarus
[16:23:14] <appel> #4 grouping of units and interface  #6 upgradable planets   #7 autonomous fighter drones (e.g. starcraft carrier like)   #9 audio   #10 zoom   #11 flocking / no overlapping of units
[16:23:19] <cezero> although I also assume that unit tweaking is like #150 on your todo list :)
[16:23:34] <appel> oh yea, that's just some parameter i need to tweak
[16:23:39] <appel> haven't started balancing anything
[16:23:47] <cezero> of course not, it's way to early for that
[16:23:50] <appel> and the weapons, the projectiles being shot, are not the final ones
[16:23:57] <appel> there will be lasers
[16:24:01] <appel> beam weapons
[16:24:30] <appel> something like torpedo's that follow the target
[16:24:34] <appel> missiles
[16:24:45] <appel> so, plenty of work ahead of me
[16:25:02] <appel> some units upgradable to have shields
[16:25:10] <appel> cloaked units
[16:26:12] <cezero> yeah :)
[16:26:24] <appel> battle stations
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[16:27:18] <appel> and of course natural boundaries such as asteroid belts that you can't cross, so i'll add pathfinding
[16:27:55] <appel> that's important features, because this open-ness is not good, straight line between all points, and difficult to strategize
[16:28:08] <cezero> true
[16:29:38] <appel> oh, lol, one big missing "feature"
[16:29:59] <appel> the menu.. well, you know where you select the race and mission
[16:30:06] <cezero> yeah
[16:30:16] <cezero> is it ever going to be multiplayer, or just single player missions?
[16:30:45] <appel> tbh i'm not sure about multiplayer
[16:30:53] <appel> i want to, but not planning for it
[16:31:13] <appel> first i'll just finish the game as i'd like it to be like, and then see if i should add multiplayer
[16:31:33] <appel> enough work as it is, not need to raise the bar any higher
[16:32:06] <cezero> sounds reasonable, although adding multiplayer may require refactoring a lot of your underlying code, depending on how you've designed it
[16:32:19] <appel> nah
[16:32:43] <appel> i'll just need to add a new component and all done
[16:33:02] <appel> oh well, maybe a bit more work than that :)
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[16:41:30] <MatthiasM2> cezero: http://twl.l33tlabs.org/demo/chatdemo.jnlp - is the underline ok?
[16:42:32] <tametick> http://tametick.com/ampa/
[16:42:34] <tametick> works now?
[16:44:34] <cezero> matt: sure, although I'd put it one pixel lower if possible
[16:47:55] <lwjglbot> lwjglforum: Re: OpenGL 3.3, 4.0 and new extensions <http://lwjgl.org/forum/index.php/topic,3245.msg18011.html#msg18011>
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[17:18:58] <cezero> Matthias, do TWL widgets only update when the window has focus?
[17:27:36] <MatthiasM2> cezero: which window?
[17:27:58] <Antagonist> How horrible is not doing cleanup when using lwjgl?
[17:28:30] <MatthiasM2> also I have no eassy way to position the line - currently it's below the font base line - but the font has no information where and how large the underline should be
[17:28:42] <MatthiasM2> Antagonist: make sure to call Display.destroy()
[17:29:42] <Antagonist> and glDeleteTexture() and all that, and do native buffers need cleanup?
[17:30:31] <MatthiasM2> a) you can't free native buffers
[17:30:44] <MatthiasM2> b) all GL resources are freed when you destroy the context
[17:30:54] <Antagonist> Good to know, thanks
[17:31:20] <MatthiasM2> but you should clean up if you want to be able to reuse your game - eg inside the level editor
[17:31:37] <Antagonist> Indeed
[17:32:49] <cezero> Matt: I'm not certain it's TWL of course, but I've got a textarea packed in a scrollpane and when it would appear that it only displays changes to it's underlying model when the application has focus
[17:33:12] <cezero> I'll add some debugging to make sure that's the issue
[17:34:59] <MatthiasM2> no - TextArea doesn't know about such things
[17:35:12] <MatthiasM2> maybe your main loop does not paint when it has no focus?
[17:35:26] <cezero> possible, but not by design :)
[17:35:35] <cezero> would be a slick thing if so
[17:36:38] <MatthiasM2> cezero: you can now set a mouse cursor for links - the theme parameter is "mouseCursor.link"
[17:36:49] <cezero> nice :)
[17:39:29] <MatthiasM2> cezero: try setUpdateOnlyWhenVisible(false) on the AppGameContainer
[17:41:04] <NoobFukaire> do you guys find that you tend to "think type" in words and not really the letters you're using
[17:41:22] <MatthiasM2> huh?
[17:41:27] <NoobFukaire> like I find myself using the wrong variant of a given word sometimes
[17:41:33] <MatthiasM2> yeah
[17:41:44] <NoobFukaire> even though unconsciously in my head I was thinking the right one
[17:42:04] <NoobFukaire> but it's like my fingers mispredict what I'm thinking
[17:42:09] <MatthiasM2> it's sound -> text
[17:43:02] <MatthiasM2> also don't think faster then you can type - or you get missing words :P
[17:43:16] <NoobFukaire> yeah, haha
[17:43:43] <NoobFukaire> damn invalid branch predictions
[17:48:01] <lwjglbot> lwjglforum: Re: OpenGL 3.3, 4.0 and new extensions <http://lwjgl.org/forum/index.php/topic,3245.msg18012.html#msg18012>
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[17:54:16] <kappaOne> tametick: the jws works now :)
[17:54:41] <tametick> \o/
[17:54:49] <tametick> i'm compiling a 1.5 version now
[17:55:01] <tametick> java 1.5 that is
[17:55:33] <kappaOne> yeh should be useful for the 15% of java users out there :)
[17:56:08] <tametick> do i have to change anything in the jnlp file?
[17:56:22] <tametick> or will it notice automatically that there is a new jar?
[17:56:30] <appel> hmmm
[17:56:39] <kappaOne> jnlp looks fine to run on 1.5
[17:57:01] <tametick> yeah but if i change the jar from under its feet, will users that ran in before get the new file?
[17:57:14] <tametick> or do i need to set a version number somewhere
[17:57:21] <tametick> to tell it the jar has changed?
[17:57:30] <kappaOne> they should get the new file
[17:57:36] <tametick> k
[17:57:38] <tametick> tnx
[18:01:32] <kappaOne> http://www.2pstart.com/comics/2010-03-11.jpg :)
[18:02:54] <Dashiva> Nice one
[18:04:35] <cezero> Matt: setUpdateOnlyWhenVisible(false); doesn't solve it, but also the TWL FPS counter doesn't update if the window doesn't have focus, so it's not related to my chat widget
[18:07:05] <MatthiasM2> hmm
[18:07:18] <cezero> however, your demo does update when it doesn't have focus, so it's clearly something non TWL related :)
[18:07:29] <MatthiasM2> :DD
[18:07:37] <cezero> but it might be TWLInputWrapper related :)
[18:07:50] <cezero> since your demos are all lwjgl + TWL, without slick
[18:07:57] <MatthiasM2> if you always call it's update method
[18:08:14] <kappaOne> slicks default behaviour is not to update when Display doesn't have focus
[18:08:25] <kappaOne> can be changed however
[18:09:41] <cezero> Matt: I'm calling update() in Slicks render() loop, should i be calling it in slicks update() loop?
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[18:11:54] <cezero> ok, it's setAlwaysRender(true) ...
[18:12:01] <cezero> on the AppGameContainer
[18:12:03] <cezero> that solves it
[18:14:49] <appel> Hmmmmm
[18:16:09] <appel> I'm really bad at this physics stuff
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[19:05:23] <tametick> is glass ever active anymore?
[19:07:27] <glass> dang this name collision :D
[19:07:49] <NoobFukaire> kev!
[19:08:08] <glass> i'm like the cheapo kev
[19:08:33] <glass> our interests seems eerily similar too
[19:09:20] <glass> i've written an asteroids clone etc crap too, had even a bit of j2me code published on javamagazin
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[19:11:13] <tametick> oh i see
[19:11:21] * tametick realizes his folly
[19:41:53] <MatthiasM2> ok strange: colling this directly AFTER Display.update() http://lwjgl.pastebin.com/rQG1EieD reduces input lag a lot
[19:43:15] * Mazon installs android tools
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[19:48:13] <lwjglbot> lwjglforum: Re: Input lag <http://lwjgl.org/forum/index.php/topic,3247.msg18015.html#msg18015> || Re: Build farm fried <http://lwjgl.org/forum/index.php/topic,3249.msg18014.html#msg18014> || Re: OpenGL 3.3, 4.0 and new extensions <http://lwjgl.org/forum/index.php/topic,3245.msg18013.html#msg18013>
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[20:03:55] <cezero> Matt: your CallbackSupport code... does it enforce only one entry per instantiated entity?  In other words, if I accedentally call addCallbackToList() twice for one widget, will that widget get called twice?
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[20:21:34] <jezek2> MatthiasM2: probably bad order of functions in Display.update(), but nice how you found exact needed procedure
[20:21:52] <jezek2> MatthiasM2: so now it doesn't lag so much with vsync?
[20:22:25] <kappaOne> still find it odd that you have to poll the mouse and keyboard twice for a frame
[20:22:44] <kappaOne> since Display.update() also calls Mouse.poll() and Keyboard.poll()
[20:23:17] <jezek2> well the vsync will wait for some time, and you don't get events between that and next frame still uses previous data
[20:24:02] <jezek2> which waits again on vsync for sometime, so input latency is created
[20:26:41] <kappaOne> mazon you awake?
[20:26:49] <kappaOne> i'm looking at this http://lwjgl.org/forum/index.php/topic,3236.0.html atm
[20:27:09] <kappaOne> think the easiest fix would just be to set the mouse position before ungrabbing it
[20:27:15] <Mazon> possibly
[20:27:17] <kappaOne> that way it'll be consistant on all platforms
[20:27:18] <Mazon> forgot all about it
[20:27:32] <kappaOne> yeh someone mentioned it on the ardor forums
[20:28:12] <kappaOne> one method would be store the mouse location on mouse grab, then on mouse release set mouse position that position and then release mouse
[20:28:33] <kappaOne> another would be to just centre on mouse release
[20:28:40] <kappaOne> *centre the mouse that is
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[20:29:31] <kappaOne> using first method has one issue that i can think of
[20:29:46] <kappaOne> which is if we grab the mouse when its outside the lwjgl window, i'll be moved out the lwjgl windows on release
[20:32:19] <kappaOne> what do you think should be the approach lwjgl should use?
[20:32:32] <Mazon> always center mouse ?
[20:33:26] <kappaOne> hmm, sounds like the easiest method :)
[20:35:19] <kappaOne> from that post though, i get the impression that they expect the mouse to be at the same place it was grabbed from on release
[20:45:11] <kappaOne> hmm, from the code seems pretty obvious why theres a difference
[20:45:22] <kappaOne> windows centers mouse as soon as its grabbed
[20:45:28] <kappaOne> linux and mac do not
[20:53:35] <kappaOne> also mouse centering works slightly differently on the platforms, windows centers after every mouse movement, linux and mac only center when mouse leaves window
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[21:05:16] <NoobFukaire> mmm
[21:05:22] <NoobFukaire> I <3 jvm crashes
[21:07:17] <Dashiva> But not really, right?
[21:08:50] <NoobFukaire> haha, no not really
[21:08:58] <NoobFukaire> I've ran into this one a few times:
[21:08:58] <NoobFukaire> #  Internal Error (constantPoolOop.cpp:76), pid=16485, tid=140054222977296
[21:08:58] <NoobFukaire> #  Error: guarantee(error != (symbolOop)__null,"tag mismatch with resolution error table")
[21:09:03] <NoobFukaire> I really ought to file a bug
[21:09:13] <NoobFukaire> or at least check
[21:09:31] <NoobFukaire> in some ways it scares me about hotspot
[21:09:38] <NoobFukaire> because it's due to some classloader trickery
[21:09:57] <NoobFukaire> I wonder if it could be used to exploit the jvm, since it's obviously causing a lower level crash
[21:10:35] <NoobFukaire> although I haven't looked into it, been more focused on fix the glitch causing it
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[21:43:52] <MatthiasM2> jezek2: the issue is that you need the glGetError call to force a synchronisaion point after the swapBuffers()
[21:44:25] <MatthiasM2> then you need both the processMessages() and the poll() - sadly pollDevices() is package protected
[21:44:57] <MatthiasM2> would be nice to have a method in Display which would do both processMessages and pollDevices
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[21:57:12] <MatthiasM2> http://twl.l33tlabs.org/demo/chatdemo.jnlp <-- try dragging the chat window around - should have much lower lag :DD
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[21:58:35] <kappaOne> hmm, honestly can't tell the difference
[21:58:48] <kappaOne> got a switch to switch between the new and old loop?
[21:58:55] <MatthiasM2> umm - no :/
[21:59:08] <MatthiasM2> but you could just download the source and try yourself ...
[21:59:15] <kappaOne> ah nvm :)
[21:59:21] <MatthiasM2> kappaOne: what does the FPS counter show?
[21:59:28] <kappaOne> 59.xx
[21:59:47] <kappaOne> btw pressing the x doesn't close the application for me
[21:59:49] <MatthiasM2> when you drag the window - do you have a rubber band effect or not?
[21:59:51] <kappaOne> still runs in the background
[22:00:09] <kappaOne> happens both on linux and windows for me
[22:00:19] <MatthiasM2> kappaOne: application quits fine here
[22:00:28] <kappaOne> matt, a small rubber band effect but not very visible
[22:01:03] <kappaOne> heres a thread dump in case it helps http://lwjgl.pastebin.com/dTKRz4r1
[22:01:35] <MatthiasM2> f***** AWT EventQueue
[22:01:45] <MatthiasM2> what JVM version do you use?
[22:01:51] <kappaOne> u18
[22:02:10] <MatthiasM2> me too - and no such issue here - neither with WS or direct
[22:03:45] <kappaOne> you sure? btw i've got the java console enabled
[22:03:50] <kappaOne> so might be related
[22:04:02] <kappaOne> though shouldn't really be a cause
[22:05:04] <MatthiasM2> hmm - same issue when the console is enabled
[22:05:36] <kappaOne> ah guess thats the problem :)
[22:05:50] <MatthiasM2> but when you close the console the VM exits
[22:06:18] <kappaOne> ah good to know
[22:11:19] <MatthiasM2> kappaOne: in 2 min you can try the reduceInputLag() in the simple test - via CTRL+SHIFT-L
[22:13:05] <MatthiasM2> kappaOne: http://twl.l33tlabs.org/demo/twldemo.jnlp
[22:29:07] <jezek2> interesting
[22:29:20] <jezek2> hard to spot, resp. depends on what you're doing
[22:29:37] <jezek2> can't quite tell the difference by dragging the window, but resizing seems more responsive
[22:29:57] <jezek2> but interestingly dragging the "MS per frame" window shows quite difference :)
[22:30:06] <MatthiasM2> huh?
[22:30:24] <jezek2> unless it's a placebo effect :P
[22:30:50] <MatthiasM2> no - somehow the MS window seems to drag slower ?!?
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[22:31:06] <MatthiasM2> but it's the same window - just small by default
[22:31:28] <jezek2> ah I know
[22:31:39] <jezek2> it appears to be slower when the window is smaller
[22:31:46] <MatthiasM2> the scrollpane window should show the same when it's small
[22:31:56] <MatthiasM2> the visual difference is larger
[22:32:08] <jezek2> still it has quite visible lag when vsynced
[22:33:34] <jezek2> on the other hand vsync is so yummy smooth :]
[22:33:35] <MatthiasM2> but it's much better with the workaround
[22:35:25] <kappaOne> matt yes, its much better with the workaround
[22:35:50] <kappaOne> there is a noticable difference when comparing the two
[22:51:53] <jonkri> is scala cool?
[22:52:15] <MatthiasM2> it's hard to measure the temperature of software ....
[22:52:40] <jonkri> come on, you know what i mean :D
[22:52:46] <jonkri> is it super-awesome?
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[23:09:06] <glass> yay my mesh2 loader works and got a object rotator going on. lwjgl rocks
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[23:50:35] <appel> :]
[23:52:39] <MatthiasM2> http://xkcd.com/705/ :DD
[23:53:40] <appel> :)

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