01:02 <+bridge> [ddnet] #3960 01:02 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/3960 02:45 <+bridge> [ddnet] cool changes 09:08 <+bridge> [ddnet] @Jupstar ✪ #4003 works but it looks wrong 09:08 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/4003 09:08 <+bridge> [ddnet] can you specify or send screen? 09:08 <+bridge> [ddnet] oh actually gl3 and gl2 both look wrong, only gl1 looks correct 09:09 <+bridge> [ddnet] 😮 09:09 <+bridge> [ddnet] gl1 09:09 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/874912488263655454/Screenshot_2021-08-11_at_10.09.09.png 09:10 <+bridge> [ddnet] gl2/3 09:10 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/874912533872525312/Screenshot_2021-08-11_at_10.09.35.png 09:10 <+bridge> [ddnet] the missing quad on the top also makes the animations look very weird 09:10 <+bridge> [ddnet] and thats since the patch? 09:10 <+bridge> [ddnet] causes these weird corners etc. 09:10 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/874912758062284860/Screenshot_2021-08-11_at_10.10.32.png 09:11 <+bridge> [ddnet] I will check 09:13 <+bridge> [ddnet] gl3.3 looks correct, gl3 and gl2 were broken before 4003 anyway. So I guess it's not related to the patch 09:13 <+bridge> [ddnet] still weird 09:15 <+bridge> [ddnet] quads use triangles 09:15 <+bridge> [ddnet] directly 09:15 <+bridge> [ddnet] can you see how the HLS color sliders look like in tee settings? 09:15 <+bridge> [ddnet] they also use triangles 09:15 <+bridge> [ddnet] let me run my janky debug build in case we have unhandled gl errors still 09:16 <+bridge> [ddnet] too bad nobody cares about older GL anymore, makes it just harder to find such errors 09:16 <+bridge> [ddnet] sliders seem fine 09:16 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/874914212659486760/Screenshot_2021-08-11_at_10.16.26.png 09:16 <+bridge> [ddnet] really weird xD 09:18 <+bridge> [ddnet] maybe the texture binding somehow fails 09:18 <+bridge> [ddnet] okay, no such luck this time 09:20 <+bridge> [ddnet] So unless there are gl calls outside backend_opengl your gl calls succeed 09:20 <+bridge> [ddnet] mh yeah, and the map triangles also use the gl 1.x method of rendering them 09:21 <+bridge> [ddnet] Maybe some z-ordering issue? my settings screenshot sort of suggests the quad is still there just behind the others 09:22 <+bridge> [ddnet] depth buffer shouldnt be active, so first come first rendered 09:22 <+bridge> [ddnet] maybe the render order is wrong? 09:23 <+bridge> [ddnet] why shouldnt it reproducable in other contexts then 😄 09:23 <+bridge> [ddnet] true, so that's not it 09:23 <+bridge> [ddnet] wait 09:23 <+bridge> [ddnet] are they even quads 09:23 <+bridge> [ddnet] im not even that sure 09:23 <+bridge> [ddnet] I haven't checked 09:24 <+bridge> [ddnet] they are tiles 09:25 <+bridge> [ddnet] in fact we only see quads 09:25 <+bridge> [ddnet] normally quad rendering is checked 09:25 <+bridge> [ddnet] can you try 09:25 <+bridge> [ddnet] gfx_3d_texture_analysis_done 0 09:25 <+bridge> [ddnet] and restart 09:25 <+bridge> [ddnet] maybe your config is in some invalid state 09:27 <+bridge> [ddnet] okay, it decided gl1.5 is the best idea 09:27 <+bridge> [ddnet] so the fallback works? 09:28 <+bridge> [ddnet] i wonder how it passed the fallback thing, can basically only happen if you copy config or change hardware, or the driver gets a nice downgrade 09:28 <+bridge> [ddnet] Now all the versions work, so weird, I guess I had a broken config somehow 09:29 <+bridge> [ddnet] yeah it doesnt allow u to use gl 2.x anymore 09:29 <+bridge> [ddnet] it just downgrades the GL version 09:29 <+bridge> [ddnet] idk why it decided on 1.5 either, 3.3 works fine on macOS, even better 09:29 <+bridge> [ddnet] yeah strange 09:29 <+bridge> [ddnet] gl 2.1+ - 3.0 work with extensions 09:29 <+bridge> [ddnet] Anyway, it won't let me have a 2.1 context anymore, it will indeed fall back to 1.5 09:29 <+bridge> [ddnet] maybe they are wrongly implemented and gl 3.3 just has it as core feature 09:30 <+bridge> [ddnet] yeah 09:30 <+bridge> [ddnet] thats why this 09:30 <+bridge> [ddnet] it somehow passed it before, dunno how, almost impossible without a change 09:31 <+bridge> [ddnet] And if I request a major 3 context it will properly choose 3.3 now, it used to pick 3.0 iirc 09:31 <+bridge> [ddnet] ah yeah bcs minor is set to 5 09:31 <+bridge> [ddnet] bcs it chooses 1.5 09:32 <+bridge> [ddnet] Anyway, I was testing around many different versions/commits it is possible the config broke along the way 09:32 <+bridge> [ddnet] maybe we should just remove these stupid broken GL versions and default to GL 3.3 and remove the texture unit optimization stuff so it won't break on some systems 09:33 <+bridge> [ddnet] with gl 3.3 we have more debugging too 09:33 <+bridge> [ddnet] renderdoc for example 09:34 <+bridge> [ddnet] Eh, quite impossible we have to atleast keep gl1 support because broken drivers 09:34 <+bridge> [ddnet] yeah 09:34 <+bridge> [ddnet] gl 1.x and 3.3 09:34 <+bridge> [ddnet] but no inbetween 09:34 <+bridge> [ddnet] (or we are doing something wrong because I still think it's insane that we can't render a 2d game in 2021 😄 ) 09:34 <+bridge> [ddnet] i play with gl 3.3 since 4 years, all bugs we had were fixed 09:35 <+bridge> [ddnet] Why did we introduce the gl2 stuff anyway? 09:35 <+bridge> [ddnet] mipmaps 09:35 <+bridge> [ddnet] Don't we still have that intel issue? 09:35 <+bridge> [ddnet] for example yes 09:35 <+bridge> [ddnet] they would then get gl 1.x 09:35 <+bridge> [ddnet] which is slower than 2.0 09:35 <+bridge> [ddnet] annoying af 09:36 <+bridge> [ddnet] and iirc our gl1 backend is just flat out inferior, can't zoom out far even, no? 09:36 <+bridge> [ddnet] yeah but gl 2.0 isnt much better 09:36 <+bridge> [ddnet] 2.0 is basically vanilla 0.7 just a little bit different 09:37 <+bridge> [ddnet] so it uses 3d textures, instead of 2d array textures, thus no mipmaps 09:37 <+bridge> [ddnet] and iirc it also doesnt use VBOs 09:37 <+bridge> [ddnet] Hm, I don't even remember what the initial issue was that required the hack of using 3d textures on vanilla 09:39 <+bridge> [ddnet] do you know the border tools? 09:39 <+bridge> [ddnet] they remove some pixels from the tile set images, bcs the UV coordinates aren't correctly calculated with mipmaps 09:39 <+bridge> [ddnet] e.g. 1/1024 is less than 1/512 09:40 <+bridge> [ddnet] so if you get the 512 mipmap the coordinate is wrong 09:40 <+bridge> [ddnet] the problem on vanilla is, it's not worth it 09:40 <+bridge> [ddnet] Ah the old borderfix mess 09:40 <+bridge> [ddnet] 3d textures don't have mipmaps 09:40 <+bridge> [ddnet] well not completly worthless tho tbf 09:41 <+bridge> [ddnet] it still clamps the edges correctly 09:41 <+bridge> [ddnet] but e.g. zoom in the vanilla 0.7 editor on Multimap(the original one) 09:41 <+bridge> [ddnet] and do the same with gl 3.3 on our edtior 09:41 <+bridge> [ddnet] then you see why ddnet's version is supirior 09:42 <+bridge> [ddnet] How does the gl33 renderer handle the old borderfixed tilesets? 09:43 <+bridge> [ddnet] they arent fixed, the mapres will look 2 pixels streetched if u zoom in very much 09:43 <+bridge> [ddnet] but vanilla res for example isnt saved in the map 09:43 <+bridge> [ddnet] so its not alot of maps where you will notice it 09:44 <+bridge> [ddnet] hm, and the gl1 renderer? I assume that looks correct 09:44 <+bridge> [ddnet] (for borderfixed tilesets) 09:44 <+bridge> [ddnet] mhhhhhh 09:45 <+bridge> [ddnet] you could say it looks more correct 09:45 <+bridge> [ddnet] but the math is still wrong 09:45 <+bridge> [ddnet] Only if you get the correct mipmap? 09:45 <+bridge> [ddnet] gl 1.x doesnt have mipmaps anymore 09:45 <+bridge> [ddnet] we could probably calculate the texel offset for that context too, but i assume only few ppl use 1.x and they probs have a poor resolution anyway to notice 09:47 <+bridge> [ddnet] So Q: can't one disable mipmaps? Why did vanilla go with 3d textures if so? 09:48 <+bridge> [ddnet] i dont get your first question 09:48 <+bridge> [ddnet] 09:48 <+bridge> [ddnet] for the second: 09:48 <+bridge> [ddnet] bcs 3d textures exists since gl 1.2 09:48 <+bridge> [ddnet] and 2d array textures are core since 3.0( and over extension for gl 1.2) 09:48 <+bridge> [ddnet] i dont get your first question 09:48 <+bridge> [ddnet] 09:48 <+bridge> [ddnet] for the second: 09:48 <+bridge> [ddnet] bcs 3d textures exists since gl 1.2 09:48 <+bridge> [ddnet] and 2d array textures are core since 3.0( and over extension for gl 2.1) 09:48 <+bridge> [ddnet] vanilla doesnt want modern things xd 09:49 <+bridge> [ddnet] u can disable it by using gl 2.0 and lower, or maybe in ur driver, but else no 09:50 <+bridge> [ddnet] Hm, I thought borderfix was needed to accomodate for mipmaps 09:51 <+bridge> [ddnet] it was needed bcs the texel offset math in gl 1.x context is random 09:51 <+bridge> [ddnet] you could say: 09:52 <+bridge> [ddnet] it works for most cases, bcs most ppl have a resolution of something that only chooses a mipmap of 512x512pixels or more 09:52 <+bridge> [ddnet] i think sdl 2.0.16 broke wayland backend on wlroots 09:53 <+bridge> [ddnet] basically you can imagine it as, just adding an offset of 1/512 09:53 <+bridge> [ddnet] so if you have low res screen it looks ok 09:53 <+bridge> [ddnet] and on higher res it will remove too much from the texture, but the bordertool streetches these pixels, so in the end it looks fine too 09:53 <+bridge> [ddnet] but removing 4 pixels of a 64 pixels tile is quite alot 09:54 <+bridge> [ddnet] rip, have you reported it? 09:54 <+bridge> [ddnet] @Jupstar ✪ do u use wayland 09:54 <+bridge> [ddnet] but bcs its streetched it looks worse on lower res with boridertools.. thus random xd 09:55 <+bridge> [ddnet] not rn, bcs i dont want forced vsync 09:55 <+bridge> [ddnet] but i'd use it, once its stable 09:55 <+bridge> [ddnet] so maybe 1-2 years 09:55 <+bridge> [ddnet] yeah i hear they are obsessed with real fps or smth 09:55 <+bridge> [ddnet] i dont know the word rn 09:55 <+bridge> [ddnet] xd 09:55 <+bridge> [ddnet] the performance is really nice 09:55 <+bridge> [ddnet] everyone these days is using meson instead of cmake 09:55 <+bridge> [ddnet] i get more fps, KDE's compositor doesnt destroy my fps too 09:55 <+bridge> [ddnet] quite an improvement 09:56 <+bridge> [ddnet] yeah i don't even get why xd 09:57 <+bridge> [ddnet] @Jupstar ✪ https://gitlab.freedesktop.org/wayland/wayland-protocols/-/merge_requests/65 09:57 <+bridge> [ddnet] yeah 09:57 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/874924542005497866/unknown.png 09:57 <+bridge> [ddnet] they want it "frame perfecT" 09:57 <+bridge> [ddnet] yeah xD 09:58 <+bridge> [ddnet] he probs doesnt play games 09:58 <+bridge> [ddnet] rule number one 09:58 <+bridge> [ddnet] if a gamer wants smth, they want it xD 09:58 <+bridge> [ddnet] games are for kids tho 09:59 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/874924849309569024/unknown.png 10:00 <+bridge> [ddnet] @Jupstar ✪ found the pr that cause it, i'll report 10:00 <+bridge> [ddnet] I sort of agree that tearing doesn't help much, but you leet gamers are very passionate about it and I've promised myself I won't get mad this month 10:00 <+bridge> [ddnet] it makes insane difference xD 10:00 <+bridge> [ddnet] :greenthing: 10:00 <+bridge> [ddnet] ye 10:00 <+bridge> [ddnet] for ddmax maps it might not matter 10:00 <+bridge> [ddnet] but as soon as you have more action it it, rip 10:00 <+bridge> [ddnet] for ddmax maps it might not matter 10:00 <+bridge> [ddnet] but as soon as you have more action in it, rip 10:01 <+bridge> [ddnet] I've been playing games almost as long as you and I've almost always played with vsync, there is a difference but calling it insane is a bit overreaching 10:02 <+bridge> [ddnet] i get if you'd play on my setup you would never want to go back to another xD 10:02 <+bridge> [ddnet] bet* 10:02 <+bridge> [ddnet] anyway, wayland shouldn't be the one enforcing this, I agree on that 10:03 <+bridge> [ddnet] my brother even uses 144hz just for desktop xD 10:03 <+bridge> [ddnet] scrolling etc just smoother 10:03 <+bridge> [ddnet] mobile phones also get 120hz screen nowadays 10:03 <+bridge> [ddnet] I mean I played on many setups over the years, starting from a janky old crt tv all the way to a 4k 144hz monitor 10:03 <+bridge> [ddnet] maybe vsync will work with 1000hz screens xd 10:04 <+bridge> [ddnet] 60hz to 144hz is indeed a large change, but go back to 60hz and you'll forget about the jerkiness in a matter of days 10:05 <+bridge> [ddnet] 60hz is nice, it made me not playing teeworlds in my holidays anymore 10:05 <+bridge> [ddnet] (unless you obsess about it, then it will stay there forever, the brain is good at making the motion continuous, but if you keep looking for the gap it can't do it's job) 10:05 <+bridge> [ddnet] i am obsess with such stuff 10:06 <+bridge> [ddnet] Anyway, at 144hz vsync is even better for me 10:06 <+bridge> [ddnet] if there would be an OS with lto and Ofast 10:06 <+bridge> [ddnet] i'd use it for the 5-10% performance uplift xD 10:06 <+bridge> [ddnet] https://www.nytimes.com/2021/08/10/world/europe/germany-covid-test.html 10:06 <+bridge> [ddnet] :monkalaugh: 10:07 <+bridge> [ddnet] You can compile most everything with Ofast and LTO on gentoo, I used such a system for a long time 10:07 <+bridge> [ddnet] ah yeah i dont want to compile myself 10:07 <+bridge> [ddnet] Sort of gave up on it tho since LTO was very immature back when I was using it 10:07 <+bridge> [ddnet] takes too much time 10:07 <+bridge> [ddnet] but yeah generally i like the idea 10:08 <+bridge> [ddnet] Doesn't, unless you use a toaster. The initial setup is longer but after that modern compilers and linkers are quite fast 10:08 <+bridge> [ddnet] i want to switch to gentoo so badly but im too lazy to redo my setup 10:08 <+bridge> [ddnet] and i have accumulated lot of files 10:08 <+bridge> [ddnet] i dont know which are important 10:08 <+bridge> [ddnet] I even had distcc setup so I could compile packages on my desktop for my laptop 😛 10:08 <+bridge> [ddnet] well i sometimes compile KDE, takes ages 10:08 <+bridge> [ddnet] maybe if i'd use a home server, so it doesnt block my main setup 10:09 <+bridge> [ddnet] lucky me i use a wm compiling that is probs way faster 10:09 <+bridge> [ddnet] well next debian finally enables lto, thats already a nice step forward 10:09 <+bridge> [ddnet] why have a desktop when rofi/dmenu is all u need 10:09 <+bridge> [ddnet] :greenthing: 10:09 <+bridge> [ddnet] arch probably already has quite alot lto packages i assume? 10:10 <+bridge> [ddnet] https://github.com/davatorium/rofi 10:10 <+bridge> [ddnet] i remember we had an compiler bug once, that destroyed the arch package, i could reprod with lto 10:10 <+bridge> [ddnet] Have you tried the muqss patchset? I compile in the background all the time and my system stays fairly responsive 10:10 <+bridge> [ddnet] you only compile packages from AUR 10:10 <+bridge> [ddnet] ah yeah AUR is the thing 10:10 <+bridge> [ddnet] i wonder how much more speed native arch compilation gives u 10:10 <+bridge> [ddnet] -march=native 10:11 <+bridge> [ddnet] never heard of it 😄 10:11 <+bridge> [ddnet] @Jupstar ✪ what distro u use 10:11 <+bridge> [ddnet] I think ck-sources includes the patch 10:11 <+bridge> [ddnet] ah yeah thats the next step, an OS for AMD CPUs xD 10:11 <+bridge> [ddnet] debian unstable 10:11 <+bridge> [ddnet] mostly bcs i hate when KDE is buggy xD 10:11 <+bridge> [ddnet] and its basically always buggy 10:11 <+bridge> [ddnet] @Jupstar ✪ im surprised AAA games dont give out binaries with amd/intel cpu simd stuff 10:11 <+bridge> [ddnet] ikr 10:12 <+bridge> [ddnet] especially on steam it shouldnt be so hard 10:12 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/874928141129383996/unknown.png 10:12 <+bridge> [ddnet] stockfish does it 10:12 <+bridge> [ddnet] they are years ahead 10:12 <+bridge> [ddnet] maybe steam allows it, dunno, i dont have a dev account there 10:12 <+bridge> [ddnet] Probably not much at all 10:12 <+bridge> [ddnet] if i made a game i would add it as a custom version 10:12 <+bridge> [ddnet] beta 10:12 <+bridge> [ddnet] steam probs allows it that way 10:14 <+bridge> [ddnet] https://openbenchmarking.org/embed.php?i=2106164-IB-CLANGOPTI18&sha=461cf373e986&p=2 10:14 <+bridge> [ddnet] on clang 12 10:15 <+bridge> [ddnet] o3 lto is slower 10:15 <+bridge> [ddnet] than o3 10:15 <+bridge> [ddnet] except for openmp clang is also often faster than gcc, thats also a nice battle 10:15 <+bridge> [ddnet] xd 10:16 <+bridge> [ddnet] yeah really weird 10:16 <+bridge> [ddnet] i think phoronix also has benchmarks showing that O3 didnt change anything over the last 10 years xD 10:16 <+bridge> [ddnet] so sad 10:17 <+bridge> [ddnet] performance wise 10:17 <+bridge> [ddnet] The linux kernel also fares better on gcc still iirc. 10:17 <+bridge> [ddnet] yeah possibly 10:18 <+bridge> [ddnet] still i wonder why gcc almost didnt improve, are the tricks over, or is it bcs gcc fears to break stuff or smth 10:19 <+bridge> [ddnet] So what do you want to do about #4003 @Jupstar ✪? 10:19 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/4003 10:20 <+bridge> [ddnet] just merge i guess, it won't break anything, still better than having it wrong 10:22 <+bridge> [ddnet] `GL_COPY_WRITE_BUFFER` 10:22 <+bridge> [ddnet] So made for copy and writing 10:22 <+bridge> [ddnet] 10:22 <+bridge> [ddnet] but we only bind one buffer at a time in [ddnet] so should be fine 11:16 <+bridge> [ddnet] @Learath2 11:16 <+bridge> [ddnet] https://github.com/Jupeyy/ddnet/commit/3b5eddbe4607f342c8931ff8601eb33220bf6434 11:16 <+bridge> [ddnet] 11:16 <+bridge> [ddnet] This checks glError after every opengl call, and also checks the current attached shader for correct runtime(e.g. missing texture etc.) 11:16 <+bridge> [ddnet] 11:17 <+bridge> [ddnet] If you want you could try to use it with GL 2.1(u gotta enable gfx_3d_texture_analysis_done 1 for that again) 11:17 <+bridge> [ddnet] Maybe it shows why it cant render tile sets 11:20 <+bridge> [ddnet] oh and its only in debug mode 11:48 <+bridge> [ddnet] c 11:57 <+bridge> [ddnet] @Jupstar ✪ I had a very similar patch, I checked the error log after each command and didn't find anything 11:58 <+bridge> [ddnet] k 13:42 <+bridge> [ddnet] free node is wher 13:42 <+bridge> [ddnet] free node is where 18:26 <+bridge> [ddnet] can someone remove this from being counted as worse time on ddnet 18:26 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/875052493854375947/unknown.png 18:26 <+bridge> [ddnet] its on Puzzle Partners, it has a 15min time penalty u can spam 19:27 <+bridge> [ddnet] u 19:31 <+bridge> [ddnet] https://github.dev/ddnet/ddnet 19:31 <+bridge> [ddnet] u dont need ur editor anymore 19:32 <+bridge> [ddnet] just press "." on any github repo 19:32 <+bridge> [ddnet] and it opens this editor 19:41 <+bridge> [ddnet] is that new? 19:42 <+bridge> [ddnet] if yes its suprisingly late considering how long ago ms bought github and gitlab already had a more solid IDE right? I mean wasnt vscode developed as web app and then later "ported" to desktop 19:42 <+bridge> [ddnet] why is is white themed \:D 20:42 <+bridge> [ddnet] i dont see it white themed 20:45 <+bridge> [ddnet] ddnet client white theme when 21:16 <+bridge> [ddnet] @Ryozuki\: do u use dark themed github?= 21:16 <+bridge> [ddnet] y 21:20 <+bridge> [ddnet] like everybody except chiller xD 22:35 <+bridge> [ddnet] I used light github while working outside the last week 22:37 <+bridge> [ddnet] I also use a light themed ide when out, it's actually fairly hard to see when the sun is out, we sort of forget how insanely overwhelming the sun can be compared to our puny indoor lighting 😛 22:47 <+bridge> [ddnet] https://static.wikia.nocookie.net/spongebob/images/0/05/The_SpongeBob_SquarePants_Movie_209.png/revision/latest/scale-to-width-down/1920?cb=20190223034149