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20:19.40 | echelon | what happened to openleague website? |
20:29.58 | kierra | omw, echelon |
20:40.46 | JeffM | looks like it expired in 2016 |
20:41.38 | JeffM | it was flagged as defunct in 2015 |
21:11.38 | blast007 | echelon: asking about the domain, or the code behind the site? |
21:11.47 | echelon | domain |
21:13.00 | echelon | is the website hosted elsewhere? |
21:13.20 | blast007 | is openleague still a thing? |
21:14.25 | kierra | no to both questions |
21:14.38 | kierra | OL merged into LU |
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21:50.29 | tupone | JeffM: Do we loose something going to openGL 1.5 without fallback |
21:57.08 | JeffM | support for software rendering on VERY VERY VERY VERY VERY old machines |
21:57.22 | JeffM | like super old irix machines maybe |
21:57.33 | blast007 | which we don't build on anyway |
21:57.46 | tupone | I did buffer object for Mesh and Flag |
21:57.55 | JeffM | sure |
21:58.22 | JeffM | 1.5 is the last of the classic state machine API versions |
21:58.38 | JeffM | all the old code should work fine in 1.5,it just adds stuff. |
21:58.46 | tupone | I'm not sure if I gain. pressing y I gain a couple of msec |
21:59.14 | JeffM | the polygon count for what bzflag draws is so low it won't do much on systems in the last 8-10 years |
21:59.41 | JeffM | 3.0 is where stuff is deprecated and you have to go to the new pipeline. |
21:59.42 | tupone | mesh are about 500 faces |
21:59.56 | JeffM | yeah that's nothing |
21:59.57 | tupone | on the site I play |
22:00.48 | tupone | A question. I got seg fault If I use buffer object and list, so I removed list. Is that the problem? |
22:01.03 | JeffM | yeah only use one or the other, there is no point in doing both |
22:01.18 | JeffM | a list is a way to cache GL commands on the card |
22:01.27 | JeffM | a buffer is a way to cache geometry on the card... |
22:01.32 | JeffM | they kinda do the same thing |
22:01.39 | JeffM | tho a list can do more |
22:01.49 | JeffM | but isn't as efficient in some implementations |
22:02.31 | JeffM | just as an example, games from 2010 were targeting 10,000 triangles per model. |
22:02.55 | JeffM | the entire bzflag world is probalby less than a single mesh in a modern game. |
22:03.03 | tupone | Ok. I should try with more complicated map |
22:03.40 | JeffM | the map format is not well suited to modern polygon counts, with-out major backend changes bzflag will never have to worry about polygon count being an issue |
22:04.17 | JeffM | sure you could make a map with 4 million polygons like a modern game level, but it'll take a day to download it |
22:04.39 | tupone | However I will clean the code and if somebody can review it I'm glad |
22:04.51 | JeffM | and bzflag's sceenegraph and collions are ill-suited for it. |
22:05.35 | JeffM | there is a map I want to make, but I know bzflag's collisions would choke on it |
22:10.33 | tupone | When I see bush is that a mesh ? |
22:10.47 | JeffM | or a billboard |
22:11.25 | JeffM | does it seem to turn and follow you? |
22:11.44 | tupone | nope |
22:11.49 | JeffM | then maybe |
22:12.19 | tupone | I dont remember how to have the triangle count :/ |
22:14.47 | JeffM | I don't think it's reported |
22:15.15 | JeffM | also culling will reduce it down to what is on screen only. |
22:17.46 | tupone | nite :) I will work these days on it |
22:22.58 | JeffM | cards in the GeForce 7 series could process 2000 million vertecies a second, so divide that by 3 or 4 and that's how many polygons a second it can do. no map is going to come close to that, and that's hardware from over 10 years ago. |
22:23.16 | JeffM | they don't track verts or polygons per second anymore because it's all shaders. |
22:31.00 | JeffM | Intel HD graphics is supposed to be about as fast as a GeForce 7600 |
22:35.03 | blast007 | our font drawing is proably a bigger performance hit than our typical map geometry |
22:35.11 | JeffM | for sure |
22:35.32 | JeffM | so the tank from Halo... the one on the origonal xbox has 1700 faces |
22:35.39 | JeffM | the base bzflag tank has 250 |
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