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[01:07] <GitHub113> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/UW5cPA
[01:07] <GitHub113> scummvm/master 63f2ba2 Paul Gilbert: MADS: Converting text view to use existing drawing frameweork
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[05:29] <GitHub19> [scummvm] BenCastricum closed pull request #496: SCUMM: Fix bug #6724 - assert() with Russian FF1 (master...bugfixes) http://git.io/BEGpuA
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[05:29] <GitHub91> [scummvm] BenCastricum reopened pull request #496: SCUMM: Fix bug #6724 - assert() with Russian FF1 (master...bugfixes) http://git.io/BEGpuA
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[06:41] <GitHub69> [scummvm] anotherguest pushed 1 new commit to master: http://git.io/i35-uw
[06:41] <GitHub69> scummvm/master 20d363c anotherguest: SYMBIAN: Move options into config.mmh file and updated other makefiles.
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[08:07] <Strangerke|work> hi guys
[08:12] <Tomaz^W> hi Strangerke|work
[08:18] <t0by> Call me naive, but I'm starting to wonder why blitting is /so/ costly - at least in WME (hi somaen, hi wjp), can't speak for the other engines.
[08:19] <t0by> Can moving a few thousand pixels around when you have a GB/s bus bus be so costly?
[08:23] <Strangerke|work> Isn't it refreshing thousands of dirty rects each frame?
[08:23] <t0by> (yes, I'm naive
[08:24] <t0by> Strangerke, well, worst case is a single giant rect covering the whole viewport.
[08:24] <t0by> It's still a lot pixels, but...
[08:25] <edheldil__> t0by: is not there also blending? That's not cheap
[08:26] <t0by> Ah, good point.
[08:32] <fuzzie> just normal blitting is cheap
[08:33] <fuzzie> especially when 8bpp ;p
[08:34] <Strangerke|work> Anybody around with a fair amount of free time and Polish knowledge?
[08:35] <fuzzie> Strangerke|work: Arnaud, maybe?
[08:37] <Strangerke|work> fuzzie: You're mean. I already made the first checks, I'd like someone with more than a dictionnary and google translator :P
[08:37] <Strangerke|work> I have updated manually the font file and I want to be sure I didn't screw everything
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[09:34] <t0by> edheldil__, well - the profiler shows me that a lot of time is spent inside sdl
[09:34] <t0by> and since blending is done in software
[09:34] <t0by> well, I guess it's the /actual/ blitting.
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[09:43] <wjp> are you using opengl or software rendering?
[09:44] <wjp> hm, or more precisely, are you using the opengl backend?
[09:46] <evil-t0by> wait, how come I'm evil>
[09:46] Nick change: evil-t0by -> t0by
[09:46] <t0by> wjp, default. Which I guess is SDL.
[09:46] <fuzzie> right
[09:46] <fuzzie> so you should change that :p
[09:46] <t0by> Whops, no, GL.
[09:47] <t0by> I had OpenGL set globally.
[09:47] <fuzzie> so the software-rendering SDL backend is really sloooow for >8bpp
[09:47] <wjp> hm, I'm not sure I'd expect a lot of profile time in SDL in that mode
[09:48] <fuzzie> but if you're using OpenGL, then SDL shouldn't be in your rendering path at all
[09:48] <t0by> er
[09:48] <t0by> my bad
[09:48] <t0by> sorry
[09:49] <t0by> I meant GLCALL
[09:50] <fuzzie> any idea which one?
[09:51] <fuzzie> in the worst case you should have one texture upload per frame, it should be negligible
[09:51] <t0by> Eh, actually the default backend (SDL?) seems to give me a few extra FPS.
[09:51] <fuzzie> ok
[09:51] <fuzzie> misconfigured opengl? :)
[09:51] <t0by> Posibly.
[09:52] <t0by> *Possibly.
[09:52] <t0by> I am running pretty standard stuff, though. Win7 plus the default Intel drivers I got through Lenovo update.
[09:52] <fuzzie> it sounds like you might be unaccelerated
[09:53] <t0by> Uhm
[09:54] <t0by> Now that I think about it, I know I am... unoptimized
[09:54] Action: fuzzie approaches t0by with assorted compiler flags
[09:54] <t0by> No, wait, I'm not.
[09:55] <t0by> AFAIK create_project enables optimizations by default
[09:55] <wjp> that's not relevant for this
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[09:56] <fuzzie> which laptop/OS is it, t0by?
[09:57] <t0by> Standard issue Thinkpad T400, Win7 pro.
[09:58] <fuzzie> oh, you should just be able to install Sensible Drivers on it then
[09:58] <fuzzie> but otherwise you can just squint and ignore any time spent in SDL
[09:59] <t0by> I'm trying to get some empirical insight on the benefits - of lack thereof - of my dirty rect code.
[10:00] <t0by> Or actually, at which point does computing the minimal list of rects (which is quadratic) overshadows the actual blitting.
[10:00] <fuzzie> but that's mostly done internally to wme?
[10:00] <t0by> So far I'm very happy with the results, but if my OpenGL is a lame duck there is no point.
[10:01] <t0by> [12:00:40] <fuzzie> but that's mostly done internally to wme? ===> precisely. My point was that we do blending internally, so if I have ~60% spent doing GL calls, that can't be blending.
[10:01] <fuzzie> scummvm's opengl backend just uploads one big covering rect I think
[10:01] <fuzzie> yes
[10:06] <t0by> Oh my.
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[10:07] <fuzzie> (and wouldn't be surprised if drivers simply re-upload the whole texture)
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[10:11] <t0by> No, my "oh my" was something else.
[10:11] <t0by> A sec.
[10:15] <t0by> Er.
[10:15] <t0by> Does it make sense that current master is /blazingly fast/ compared to my stuff which I branched a while ago?
[10:16] <t0by> Where "a while" = 2013?
[10:16] <Strangerke|work> maybe because the GL stuff has been merged since then?
[10:16] <t0by> But I'm on SDL.
[10:16] <t0by> I'm having a big wat moment.
[10:17] <t0by> I know for sure it wasn't THIS fast.
[10:18] <Strangerke|work> Or your memory is bad
[10:19] <t0by> Well, I remember having ~1FPS.
[10:21] <Strangerke|work> You remember the last time you used powerpoint...
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[10:36] <t0by> Shoot.
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[11:04] <t0by> Okay, I've got something seriously wrong, here.
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[11:05] <fuzzie> oh?
[11:07] <t0by> I'm seemingly having painfully slow frame rates compared to master even with all my stuff disabled with #ifdef except for a few wrapper functions. This is gonna be fun.
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[11:21] <wjp> I've committed a bunch of things related to rendering in Oct 2013
[11:22] <wjp> but I don't know which of these are already in your branch
[11:22] <wjp> (or which branch you're currently testing)
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[11:23] <t0by> Thanks wjp
[11:25] <wjp> in particular making the ticketing system linear, reducing the number of draw calls for tiles, inlining some blending functions, and some code from SDL_gfx/SDL_rotozoom
[11:25] <wjp> but it's been a while, so the details are a bit hazy
[11:31] <t0by> Forgive me, but aren't assert()s supposed to be completely ignored when building for release/with optimizations?
[11:33] <wjp> not necessarily
[11:33] <t0by> Uh.,
[11:33] <t0by> I see.
[11:33] <wjp> why?
[11:34] <wjp> (it usually depends on the NDEBUG preprocessor directive, which may or may not be defined in release builds)
[11:35] <t0by> Because a. I'm concerned about their performance impact b. I have one failing only when building for release (as in the Release target of create_project), but it could be due to the compiler reordering bits and doing some assorted magic.
[11:36] <fuzzie> well, (a) is a bit complicated
[11:36] <fuzzie> but (b) either means your assert is wrong, or (very unlikely) your compiler is buggy
[11:36] <wjp> or more likely that it's unrelated to asserts?
[11:38] <wjp> (unless you do have an assert with side effects)
[11:38] <t0by> Not really.
[11:39] <wjp> Only slightly? :-)
[11:39] <t0by> Not at all, in fact.
[11:39] <t0by> But I'm going to lunch
[11:39] <t0by> I'll see about this later.
[11:39] <t0by> Probably the assert is wrong
[11:39] <t0by> but hum, weird.
[11:39] <t0by> See ya later.
[11:40] <wjp> I wonder if I ever merged the multi-rect branch with other changes. I may have that at home
[11:41] <wjp> or maybe not. Unsure
[11:42] <wjp> ah, no, it's just online: wme_test in my github repo
[11:43] <wjp> has a few bugfixes to the multi-rect code too
[11:44] <wjp> not entirely in-sync with what I merged into master though, so YMMV
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[12:26] <t0by> [13:41:06] <wjp> I wonder if I ever merged the multi-rect branch with other changes. I may have that at home
[12:26] <t0by> <=== I hope not, I'm doing some work on it. It's finally starting to look decent, I'm gonna be merging it with the latest master and rebasing it today.
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[12:27] <wjp> ...
[12:27] <wjp> just too late to paste the rest
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[12:28] <GitHub115> [scummvm] fedor4ever opened pull request #498: Update surface.h (master...patch-1) http://git.io/3JgVug
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[12:28] <fuzzie> t0by could really do with being a .. little more organised :)
[12:28] <wjp> interesting pull request
[12:29] <fuzzie> needs more commit message
[12:29] <fuzzie> ah, Symbian builder?
[12:30] <wjp> mhm
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[15:48] <GitHub155> [scummvm] somaen pushed 1 new commit to master: http://git.io/hmIUgA

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[16:14] <WooShell> meow =^.^=
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[18:54] <GitHub114> [scummvm] Strangerke pushed 1 new commit to master: http://git.io/n9bGhQ
[18:54] <GitHub114> scummvm/master 4be8aa8 Strangerke: CGE2: Update Polish detection v1.0 freeware
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[19:41] <GitHub95> [scummvm] bgK opened pull request #499: GRAPHICS: Fix TTF rendering with negative left side glyph bearings (master...ttf-left-side-bearing) http://git.io/4v_gWw
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[19:52] <GitHub77> [scummvm] bgK closed pull request #499: GRAPHICS: Fix TTF rendering with negative left side glyph bearings (master...ttf-left-side-bearing) http://git.io/4v_gWw
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[20:29] <Lightkey> http://residualvm.org/news/20140903/ so the third is going to be the first?
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[20:39] <bgK> looks like it is
[20:39] <bgK> though, there is not much missing for Myst I, nothing is impossible ;)
[20:41] <droid2727> (and i'm working on it)
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[20:43] <fuzzie> oh, right, tables
[20:44] <fuzzie> are we also going to get shiny mi4 support in rvm soon?
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[20:58] <LordHoto> bgK: Here you go.
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[20:58] <GitHub65> [scummvm] lordhoto opened pull request #500: Improve TTF Rendering (includes Font API changes). (master...ttf-improvements) http://git.io/GZJZDQ
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[20:59] <LordHoto> bgK: You know, I wanted to start a pull request long ago... So, sorry for wasting your time to come up with another fix. :-)
[21:00] <bgK> LordHoto, that was quick
[21:00] <LordHoto> Well, the changes have been sitting there since June...
[21:00] <bgK> I could have asked. And now, I now more about font rendering, yay
[21:01] <LordHoto> Well, I am not sure whether it's a good thing to know about font rendering... All the FreeType2 business was annoying me way too much...
[21:03] <LordHoto> bgK: But feel free to test it with Myst3...
[21:04] <LordHoto> Guess fuzzie is finally happy to see this too, because she wanted it for AGS? :-P
[21:05] <bgK> LordHoto, oh I'm sure it'll work, and since I'm rendering centerd on a way too big surface, I'm not even sure it's worth querying the bounding box
[21:07] <LordHoto> well, yeah, the only real "problem" could be cut off initial lines if the first character has negative xOffset
[21:08] <LordHoto> the GUI might suffer from these... but our font's dont have any negative x offsets except for \ and _ or something like that... (tooltips might be different, can't remember)
[21:08] <LordHoto> Drawing outside the buffer is really prevented since we pass Graphics::Surface to the font API.
[21:09] <fuzzie> yes, so my AGS branch just has the check commented out ;)
[21:11] <LordHoto> I might look into adapting the GUI properly in case nobody beats me to it.
[21:11] <fuzzie> in your copious amounts of free time?
[21:12] <LordHoto> In exactly those.
[21:12] <fuzzie> I am slowly making my way down my scummvm TODO list, but of course so far it's mostly glaring at RE I promised to do for people years ago..
[21:12] <LordHoto> Reminds me, I still need to test this Windows style bold font support for droid2727.
[21:13] <fuzzie> but we need TTF support for several things I guess
[21:13] <LordHoto> Yet another horrible TTF change...
[21:13] <droid2727> Yes! But it's for a non-pushed engine so far :P
[21:14] <droid2727> Japanese font bolding fun.
[21:14] <LordHoto> I think the bitmap font based code was OK, but we never tested it for outline fonts, right?
[21:15] <droid2727> sounds familiar. except for the number 6
[21:17] <LordHoto> .....
[21:17] <LordHoto> Why did you have to mention the number 6 again? :-P
[21:17] <LordHoto> Also, why do we have faq.xml and faq-xml.xml in our website code?
[21:18] <fuzzie> I hope the second one is an FAQ about our XML parser
[21:19] <LordHoto> It looks really similar
[21:19] <droid2727> LordHoto: :D
[21:19] <LordHoto> except for some extra stuff
[21:19] <LordHoto> but really, if someone wants to adapt the website to reflect our "saved game" choice, please go ahead.
[21:20] <LordHoto> :-P
[21:20] <droid2727> LordHoto: sed!
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[21:31] <t0by> 'nite!
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[23:22] <DrMcCoy> While I loathe Discourse, this here is a very good idea: http://blog.codinghorror.com/standard-flavored-markdown/
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[00:00] --- Thu Sep 4 2014