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04:08.17 | *** topic/#bzflag is http://cia.vc/stats/project/BZFlag || http://my.BZFlag.org/w/Getting_Help || Channel Logs: http://ibot.rikers.org/%23bzflag/ || http://ohloh.net/p/bzflag || 2.0.14 is the current release || No SOC 2010 for us |
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12:09.31 | joevano | anybody ever look at this? http://www.cmake.org/cmake/project/about.html |
12:10.12 | joevano | it is a cross platform make system that works on linux, mac AND windows |
12:10.25 | ruskie | and you only heard of this now? |
12:10.52 | joevano | yep |
12:11.20 | ruskie | there's like a ton of such systems really :) |
12:11.57 | joevano | why don't we use one, instead of maintaining all of our make files and projects |
12:12.22 | ruskie | I thought the makefiles were simply generated by autotools |
12:12.35 | ruskie | and I'm guessing projects are simpler to use than cmake for people on windows |
12:13.40 | joevano | but we have to maintain MS VS projects, so far from the interview I am listening to on FLOSS weekly that is not necessary with cmake |
12:14.58 | ruskie | frankly I don't care as long as it's not scons :) |
12:16.42 | Chestal | used scons for one project and kind of liked it |
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13:06.33 | cygal_ | joevano: lot of work has been put in the current system, it would have to be duplicated, and since it now works.. |
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15:27.04 | BulletCatcher | joevano: I think the short answer is that BZFlag predates CMake and most of the other multiplatform development frameworks. |
15:27.10 | BulletCatcher | What we have works adequately, and it isn't clear that the benefit of a new system would outweigh the cost of changing to it. |
15:27.14 | BulletCatcher | A motivated individual could create CMakeLists.txt files (e.g., for BZWorkbench) in parallel with our existing system to show us the benefit. |
15:29.48 | blast007 | joevano: nooooo, not cmake, please no |
15:29.54 | blast007 | ;) |
15:30.27 | blast007 | already had to use that for something before... maybe OSG |
15:31.19 | blast007 | definately not an intuitive system, at least when I used it |
15:31.55 | BulletCatcher | There is nothing intuitive about GNU autotools, either. |
15:32.28 | blast007 | BulletCatcher: right, but there is about Visual C++ projects ;) |
15:32.31 | blast007 | for the most part |
15:32.51 | blast007 | I wouldn't have had to touch/install CMake if they had actually provided the VC projects in their source download |
15:32.52 | BulletCatcher | I defer to your judgement on that. |
15:33.34 | blast007 | BulletCatcher: "we need to add a file to the project. *right click* *add file* *click click* *open* Okay, done" |
15:33.52 | blast007 | same for adding lots of files to a project ;) |
15:34.04 | blast007 | selection rectangle ftw |
15:36.28 | blast007 | hmm, actually looks like the wording is different |
15:36.29 | blast007 | http://www.cmake.org/cmake/img/CMakeGUI.gif |
15:36.40 | blast007 | I don't think it used to say so plainly "where is the source code" |
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17:47.32 | Runic | it appears ambient color of a material is not used by bzflag, is this also true for specular and emission as well |
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18:17.18 | JefferyM | trepan would know the correct answer to that |
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18:21.03 | JefferyM | specular may be now, as I've seen shinny shockwaves in trunk |
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19:55.34 | JefferyM | does not like beeing the middleman. |
20:03.22 | Runic | then get out of the middle and hide in the corner instead :) |
20:03.32 | JefferyM | if only I could :) |
20:03.46 | JefferyM | responsibilies and all that :) |
20:04.20 | Runic | I like the dark corner over there -> |
20:04.34 | JefferyM | then noone would fix the post engine |
20:04.39 | JefferyM | and I'd not have a job |
20:05.31 | Runic | well thaat wouldn't be good |
20:05.43 | Runic | TGIF |
20:07.45 | JefferyM | heh |
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22:32.14 | trepan | Runic isn't here, but: yes; emission, specular, and shininess are all used (and ambient is not) |
22:32.34 | JefferyM | if I see him I'll let him know, thanks |
22:33.01 | JefferyM | shiny sphere's have to use one of them I thought :) |
22:37.18 | trepan | iirc, the reason ambient isn't used is because glColorMaterial()'s default is GL_AMBIENT_AND_DIFFUSE, and no-one ever bothered to separate it for OpenGLMaterial |
22:41.17 | JefferyM | heh |
22:48.32 | shining^ | JefferyM: do you remember my last opengl question ? maybe trepan could know better ? |
22:48.45 | JefferyM | the mode change thing? |
22:49.02 | JefferyM | trepan always knows better, the trick is getting him to say ;) |
22:55.29 | shining^ | about this : src/geometry/FlagSceneNode.cxx:glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); |
22:57.30 | shining^ | I actually forgot this was only with v3 , not v2. apparently |
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22:58.12 | shining^ | and the question is just how to check visually that the two side light works fine or not |
22:58.50 | JefferyM | look at the back of a flag ;) |
23:00.57 | trepan | probably knows OpenGL a little better, but for directX JefferyM would almost definitely be the better choice ;) |
23:01.20 | JefferyM | ohh yeah I know how to change resolutions, I'z an expert |
23:01.36 | JefferyM | shining^, set your quality to experimental |
23:01.42 | JefferyM | that wil give you "real" flags |
23:01.51 | JefferyM | and they should be shaded properly on both sides |
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23:02.15 | trepan | two sided shading is used for the normal reversal on flags, iirc |
23:02.27 | JefferyM | yeah that's what it looks like |
23:02.33 | JefferyM | when they arn't billboards |
23:02.58 | JefferyM | it's in the "if(realflag) part |
23:03.36 | JefferyM | is stick of dealing with regression issues for the day |
23:03.41 | JefferyM | sick even |
23:08.37 | shining^ | JefferyM: oh cool I see now :) thanks |
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23:49.46 | JefferyM | screws it and bails :) |