IRC log for #bzflag on 20180510

00:02.07BulletCatcherHaving now done that, I see the triangle in FULLSCREEN_MODE 0 (windowed) but just blackness in 1 and 2.
00:02.50blast007:/
00:03.03BulletCatcherIt's a pretty blue triangle.
00:03.23blast007yeah.. dunno why it's solid blue..
00:06.10blast007comment out all the code between SDL_GL_MakeCurrent(window, context); and glBegin(GL_TRIANGLES);
00:09.18BulletCatcherOooh, the colors! (windowed mode only)
00:10.51blast007why isn't it working in fullscreen mode?  :/
00:11.57BulletCatcherI'm willing to say my computer is somehow at fault, but wouldn't be able to be more specific than that.
00:13.29blast007is it the same if you set the delay to 5000?
00:14.43BulletCatcherYup.  It just runs for 2 seconds longer.
00:20.09*** join/#bzflag infobot (ibot@rikers.org)
00:20.09*** topic/#bzflag is https://BZFlag.org || http://ohloh.net/p/bzflag || https://bzflag.org/help || Channel Logs: http://infobot.rikers.org/%23bzflag/ || 2.4.14 released! https://forums.bzflag.org/viewtopic.php?f=62&t=19953
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00:20.36blast007bleh
00:23.41blast007on the plus side, it's nice that we now have a super minimal test case that doesn't work right, though I'm not sure if it's the same kind of doesn't work right...
02:04.23*** join/#bzflag Kutakizukari (~Kutakizuk@207.189.2.20)
03:15.22macsformeblast007: what is FULLSCREEN_MODE == 1 supposed to represent? are you creating a standard window and then setting it fullscreen afterwards, rather than passing SDL_WINDOW_FULLSCREEN as a flag to SDL_CreateWindow()?
03:18.33macsformeyou also have no glClear() or glViewport() calls... I'm uncertain whether adding those would make any difference
03:20.57macsformefor all those state calls, are you trying to set up something similar to what bz has, or just trying to set up some arbitrary drawing state?
03:33.35macsformeyou also disabled GL_COLOR_MATERIAL, then proceeded to specify colors
03:53.17macsformethe singular color appears to be due to glShadeModel(GL_FLAT)
03:58.24BulletCatcherConfirmed: I see the colorful triangle (still only in windowed mode) when that glShadeModel() call is the only line commented out.
04:04.39macsformecan you add this around line 78 and see if anything changes: SDL_DisplayMode displayMode; SDL_GetWindowDisplayMode(window, &displayMode); glViewport(0, 0, displayMode.w, displayMode.h);
04:05.57macsformeactually, around line 82, after the GL context is initialized
04:07.39BulletCatcherIt makes no difference for me.
04:14.09macsformehow about this after line 79: if(context == nullptr) cerr << "Unable to initialize OpenGL Context: " << SDL_GetError() << endl;
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05:50.20allejomacsforme: fwiw, I was able to replicate the F4 minimizing issue. 2.4.10 vs 2.4.14
05:51.27allejoI have the same behavior as you on 2.4.14. for 2.4.10 it's the same behavior as you but after it goes behind the menu bar, it minimizes
05:51.55allejo10.13.4 for me
10:09.44blast007macsforme: I was trying to replicate the GL setup that BZFlag uses
10:11.23blast007macsforme: as for FULLSCREEN_MODE == 1, I believe it wasn't working right when I was just passing SDL_WINDOW_FULLSCREEN to SDL_CreateWindow, but maybe that was before I was using SDL_GetClosestDisplayMode to get a proper resolution
10:50.06blast007macsforme: yeah.. creating the window fullscreen still isn't working for me.  It changes resolution, but I see the window title bar and border and it's partially offscreen on the right/bottom.
10:50.33blast007I'm probably doing something wrong, but SDL's documentation leaves a bit to be desired..
10:52.38blast007I added a new FULLSCREEN_MODE (2 tries to create the window fullscreen from the start, 3 is what 2 was before) and replaced the GL setup code with that from NeHe Lession 03's Linux/SDL port
10:52.42blast007https://gist.github.com/blast007/57f6d95522932035ed57db27b6db7070
10:54.02blast007I commented out the gluPerspective call because that just results in a black screen
10:55.48blast007ah, that was because I left out a glTranslatef
10:58.50blast007so for me, modes 0, 1 and 3 work
14:46.37macsformeallejo: I wonder if we use the same SDL 2 version that we used in 2.4.10, it could work... will try later (or if you get to it first, let me know how it goes)
14:46.48macsformewill still be worth a bug report to the SDL team either way
14:54.21blast007(I also added a nullptr check on the context, but didn't try compiling that)
14:55.39blast007macsforme: I used SDL_GL_GetDrawableSize instead of SDL_GetWindowDisplayMode to set the glViewport
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22:34.45ZehraQuick question, why can't we we do '/localset panelheight 10'?
22:35.25ZehraI tried to do something like this to sort of try to make a per-map configuration, but it didn't work. :p
22:36.50blast007probably because the menu calls some method to actually make that size change effective
22:37.30blast007I *think* BZDB variables can have callbacks assigned, and if so that one may be able to be hooked up to it
22:38.11blast007but I don't think /localset is a particularly useful feature
22:38.49Zehra:/
22:39.43blast007it's kinda the same as hand editing a config file.  it shouldn't be necessary (nor should it provide any additional options/ranges than what the menus provide)
22:41.11ZehraCould multiple configurations or configuration switching be made an option in the future?
22:41.46blast007maybe
22:42.06blast007I'd like to split the configuration into separate files, for instance, so that would make that kind of thing easier
22:43.20ZehraLike in different files for graphics, radar, contrast/color, password/callsign?
22:47.42blast007something like that
22:48.24blast007I think we could do something different for store user credentials - instead of storing the username/password, store something more akin to a cookie
22:48.33blast007storing*
22:49.13blast007oo, and then cloud sync some of the settings :P
22:50.10ZehraI'm probably a bit slow on this, but how would that work?
22:51.11blast007which part?
22:52.50ZehraThe storing user credentials as something similar to a cookie.
22:55.01JeffMstore a token not the actual credentials
22:55.41Zehraoh, okay.
22:56.03JeffMand that token can be invalidated very easlay
22:56.16JeffMyou could also local crypt the stored credentials on windows pretty easy
22:57.26ZehraThis might sound a bit stupid, but could players still be authenticated even if auth is down?
22:58.14ZehraLike even if it doesn't auth, but I have the right current token, I'd still have a + by my name?
22:58.36JeffMthe server would have to have a way to know it's a valid token
22:58.56JeffMther are ways to do it, but at the risk of more security holes
22:59.04JeffMbetter to make the auth system redundant
22:59.37JeffMbut there are ideas to put cryptographic signatures into the one shot tokens used for auth to make the game server not have to check back with auth
23:00.23blast007Zehra: auth should just be designed to not go down
23:00.33JeffMbasicly the game servers give the auth server a key, when you say "join this server" you login to the auth server, get a one shot key that is signed with the key for the server you are going to, and it's good.
23:00.54JeffMyou still need auth in that case, but it's not a back and forth.
23:01.02blast007I don't plan to engineer offline authentication fallbacks into the system :)
23:01.17blast007the issue with auth going down hasn't been a real problem for a number of years
23:01.18JeffMyeah full offline auth is just asking to be hacked
23:02.04Zehraeek
23:02.08JeffMthe advantage of the signing system is that you can easaly have multiple auth servers and the game server doens't have to care what one it was.
23:02.51blast007we'll just have the client launch a web browser to log in
23:03.21JeffMfacebook will work for that
23:03.30JeffMit's good enough for oculus
23:03.49blast007I don't use a facebook login for oculus
23:06.05JeffMmyspace?
23:06.14JeffMor livejournal?
23:07.35blast007Friendster
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23:38.11macsformeblast007: I am most curious if there will be a context initialization error in fullscreen for BulletCatcher... since the drawing code works in windowed mode, a context failure is my best guess from what we're seeing

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