Goombert
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Posted on: August 28, 2013, 04:10:24 am |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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I believe the issues with the executable have been resolved, it is now working for me again, Harri, polygonz, and frogg. So let's just not mess with the exe quite some time, the only thing it needs is automatic updates to download binaries, I will finish it myself at a later point in time. Polygonz, please try not to do shit like remove glewInit() from OpenGL 1, like seriously, do you even think before you commit anything? This is the kind of responses we end up getting on our Facebook as a result... Yeah... Its crashed on first run for me... I will send bug report next weekend Janko Knez I suggest you focus on the bugs first, then add features. We need to at least try not to break EVERYTHING all at one time ;_;
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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Goombert
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Reply #2 Posted on: August 28, 2013, 07:41:35 am |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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Harri, what did you mean by you can't get shaders working? I thought they were working for you in the past?
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« Last Edit: August 28, 2013, 08:58:48 am by Robert B Colton »
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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polygone
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Reply #3 Posted on: August 28, 2013, 08:55:34 am |
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Location: England Joined: Mar 2009
Posts: 794
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Polygonz, please try not to do shit like remove glewInit() from OpenGL 1, like seriously, do you even think before you commit anything?
I never did that. Please try to stop saying things I've done when I haven't done them.
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I honestly don't know wtf I'm talking about but hopefully I can muddle my way through.
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polygone
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Reply #5 Posted on: August 28, 2013, 09:06:42 am |
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Location: England Joined: Mar 2009
Posts: 794
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@polyfaggot https://github.com/enigma-dev/enigma-dev/commit/06be021c447b430bf9e1723f45d10a40847596e4
CTRL+F for "glewInit()" you did fucking too broke it, but its fine Josh already merged and fixed it.
- GLenum err = glewInit(); - #ifdef DEBUG_MODE + GLenum err = glewInit(); Oh yeah I relocated it because the err variable wasn't used and threw a warning, but I didn't put add the call back in for when not in debug mode. I'm shocked though that Josh just fixed it instead of complaining about it and leaving it broken... ? Maybe he's learnt.
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« Last Edit: August 28, 2013, 09:23:41 am by polygone »
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I honestly don't know wtf I'm talking about but hopefully I can muddle my way through.
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TheExDeus
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Reply #6 Posted on: August 28, 2013, 10:21:00 am |
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Joined: Apr 2008
Posts: 1860
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I'm shocked though that Josh just fixed it instead of complaining about it and leaving it broken... ? Maybe he's learnt. Robert fixed it, not Josh. Harri, what did you mean by you can't get shaders working? I thought they were working for you in the past? They never worked for me. I thought I was pretty clear on that. I will check and see if glsl_shader_get_infolog(id) returns something. In other news, I just upgraded to the newest ENIGMA.exe and you DID break it. That directory check should be this: if (ftyp == INVALID_FILE_ATTRIBUTES || !(ftyp & FILE_ATTRIBUTE_DIRECTORY)) notice the or || instead of and &&. Technically it should work with just ftyp == INVALID_FILE_ATTRIBUTES, but I guess we must make this check in cases when there is a file named enigma-dev. edit: Is it possible to get index for each shader seperatly? Like now shr_cartoon is just one resource.. so how can I link it manually? And how can I get error for each script manually? You didn't add error reporting in OPENGL3std and I did that myself. But to get errors I had to just use glsl_shader_get_infolog(0) and glsl_shader_get_infolog(1) as I cannot set it like glsl_shader_get_infolog(shr_cartoon->vertex) and glsl_shader_get_infolog(shr_cartoon->fragment). So we really need to figure this out.. if we have only one resource then some additional name param for each is needed or something. //Vertex shader output 0(3) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(7) : error C7533: global variable gl_NormalMatrix is deprecated after version 120 0(7) : error C7533: global variable gl_Normal is deprecated after version 120 0(8) : error C7533: global function ftransform is deprecated after version 120 //Fragment shader output 0(3) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(10) : error C7533: global variable gl_LightSource is deprecated after version 120 0(20) : warning C7533: global variable gl_FragColor is deprecated after version 120 So basically they are not working because they use deprecated (and in my case not supported at all) stuff. We need to add matrices and stuff ourselves. edit2: I just remembered you set the version at the top of the shader. So I just changed 330 to 120 and voila.. it works. But we do need to make them 330 compatible with passing our own matrices anyway.
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« Last Edit: August 28, 2013, 11:08:34 am by TheExDeus »
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polygone
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Reply #7 Posted on: August 28, 2013, 11:11:31 am |
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Location: England Joined: Mar 2009
Posts: 794
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After Josh eventually finishes JDI we can make a stable release, I don't see the point until that happens. Also we're still waiting on forthevin's idea of having automated regression testing.
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I honestly don't know wtf I'm talking about but hopefully I can muddle my way through.
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Goombert
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Reply #8 Posted on: August 28, 2013, 12:59:19 pm |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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@Harri just look at the new cubes demo, but please don't touch anything shader related for a few days I am working on the specs and getting everything perfect and also rewriting the OpenGL 3 mesh class to use a single vertex buffer and batch EVERYTHING to triangle list so models will be super fast no matter what primitive type you use. People who want to do multitexturing are advised to use the new vertex functions when I add them as Studio works the same way. When I get all this sorted out I will upload my new version with the extra shaders like bumpmapping/etc Also, I used the directory attributes and Josh said that was the proper way to do it.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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Goombert
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Reply #10 Posted on: August 28, 2013, 08:03:32 pm |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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;_; I didn't test it? I always test it, and everything I commit, especially that zip I sit and reextract when I finish applying patches and make sure each time it goes all the way through a compile for me.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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Goombert
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Reply #12 Posted on: August 31, 2013, 02:35:11 pm |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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I am getting to it, I still have other things to fix in that area.
Harri, if you like you can go ahead and start adding shaders to improve the performance of OGL3, that is why I added the shaders folder a long time ago, our plans however are to integrate the CG shader compiler, so you might want to wait.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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The 11th plague of Egypt
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Reply #13 Posted on: August 31, 2013, 04:12:49 pm |
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Joined: Dec 2009
Posts: 274
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Lol, this is the funniest discussion on commits breaking things I've ever seen! It's good to see things discussed in the open.
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Goombert
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Reply #14 Posted on: August 31, 2013, 04:25:24 pm |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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Yes we like transparency and freedom of speech here.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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