IRC log for #bzflag on 20110114

00:01.10KTLhttp://users.telenet.be/dpf/fractals_in_bzflag1.png
00:01.25KTL(with the colors moving out from the center towards the ends )
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01:42.56delusionalKTL...awesome...   pastebin a bzw, i wanna see
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02:18.13blast007"Total posts 98000" ;D
02:18.50kierra_awaykik
02:19.00kierra_awaylol*
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06:47.43CIA-92BZFlag: 03Yrogirg 07http://my.bzflag.org * r7394 10/w/BZFlag_3.0: /* Release Date */ we are moving to the third quarter of 2020
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14:54.25KTLmmm weird ... the colors of my map look less vivid compared to this night ....
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14:54.37KTLand my screenshots of back then are still good ...
15:00.44KTLaha i need to disable lighting ...
15:01.26blast007there's a 'nolighting' material property - perhaps that would help?
15:01.37KTLvery intrezting
15:02.27trepanKTL: i used 'nolighting' in the example i gave you ...   ;)
15:03.35KTLperfect, i remember deleting a bunch of material properties i thought were not needed :D
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15:05.06KTLthe stuff of the screenshot before: http://users.telenet.be/dpf/test.bzw.zip    (it also needs to have users.telenet.be allowed as source of textures)
15:06.07trepantbh, "nolighting" doesn't seem to be doing the trick
15:09.06trepanKTL: http://trepan.bzflag.bz/horizontal_gradient_blue_begin_red_end.png
15:09.15KTLgreat thanks
15:09.35trepanany copyright/licensing issues?   :)
15:09.47KTLnone, i made it myself
15:09.54KTLthe dust of the earth
15:10.54trepanah, nolighting does work fine
15:11.10trepan(my client has some odd tweaks to make GLSL rendering look better...)
15:11.12KTLnext point is: i need to generate random fractals all over the map. after that i should generate them only within the shapes (boxes and pyramids)
15:11.23KTLmeanwhile i should get the lods fine also
15:11.38KTL(this is gonna need a lot of nearest neighbour searches)
15:12.27trepan"within", you making an alternate OO render mode?
15:13.57KTLi do nothing at render time
15:14.21KTLi still have to think about how to do the "inside" test
15:14.50KTL(i need a isInside(vertex) function to be called during the generation of the fractals)
15:15.44KTLbut before i can even generate random fractals i need a small mathematical formula that tells me how big the defined fractal is (to control the complexity)
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20:37.57KTLthat lenghtperpixel
20:38.24KTLwhat does it correspond too ... a item that is really far away is 0.3 ?
20:38.38KTLis setting the different lods right
20:42.37JefferyMI belive it is how big a pixel is in world units
20:43.32JefferyMas in when a 0.3 unit high thing is rendered as one pixel, that is the distance
20:45.14KTLmmm 0.3 units in the world ... 1 pixel
20:45.16KTLoki
20:48.13JefferyMthat way the distance is computed based on the final graphical resolution, not some arbitrary distance
20:48.49JefferyMbassicly if you have details that are smaller then 0.3 units, they would be rendered as a single pixel, so it's ok to swap to another LOD at that point that dosn't have those details.
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22:44.51KTLhttp://users.telenet.be/dpf/bzflag/   <- this is the same fractal, as if there was only a second between the screenshots
22:48.00Cobra_Fastnow im curious; what are you trying to achieve with your fractals?
22:49.12KTLdecorating bzflag maps :D
22:49.24Cobra_Fastso they dont change?
22:49.26KTLmaking maps that exist of nothing else
22:49.42KTLi dont want to change the shape, i do want to change the view
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