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DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2018-04-06 00:00:00Z and 2018-04-07 00:00:00Z
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a01939a Update portuguese.txt (by Rockus) - def-
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don't tae that
07:36
take the other ui sent to deen after that LOL
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bf77276 Update portuguese.txt (by Rockus) - def-
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[freenode] <nemo> Jupstar: does ddnet really have that many changes to text? I'm thinking in particular in context of games
14:24
[freenode] <nemo> Jupstar: we use pre-rendered textures for the time counter just for æsthetics, all other text is generated on the fly from the ttf, the most frequent text changes being either chat or % changes in some game attribute
14:24
[freenode] <nemo> and the latter is only a few characters once a second. big deal
14:25
[freenode] <nemo> in terms of web browsers, I'm not sure what they do. I bet it depends on circumstances.
14:25
[freenode] <nemo> there's all sorts of crazy things one has to support on a web page these days
14:25
[freenode] <nemo> I remember discussing w/ the mozilla guys why adding absolutely any animation to a web page spiked CPU - text was the main culprit
14:26
[freenode] <nemo> these days browser have gotten better about putting that into textures and offloading to GPU - in part because GPUs have gotten better too
14:26
[freenode] <nemo> but regardless, I don't see why the choice of font should have any significant impact at all
14:26
[freenode] <nemo> why not let players use whatever font they want?
14:26
[freenode] <nemo> well. they probably can right?
14:26
[freenode] <nemo> just copy over the asset
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yes, but in many locations we might be assuming the width of the font
15:00
instead of using a calculation to get the actual width
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[freenode] <nemo> huh
15:16
[freenode] <nemo> odd. definitely should be calculating width of the rendered texture from the font
15:16
[freenode] <nemo> well. apart from maybe approximations
15:16
[freenode] <nemo> esp due to unicode
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but lots of UI stuff is fixed size
15:17
boxes having fixed size, would look weird if they were different size in each language
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[freenode] <nemo> ehhhh
15:17
[freenode] <nemo> you could just have a safety margin if it's a key part of the game layout
15:18
[freenode] <nemo> but yeah. overflowing happens
15:18
[freenode] <nemo> you can choose between truncation, animation scroll, or resizing
15:18
[freenode] <nemo> deen: https://issues.hedgewars.org/show_bug.cgi?id=275 this is still open - it bugs wuzzy more than the others I think ☺
15:18
[freenode] <nemo> https://issues.hedgewars.org/show_bug.cgi?id=275#c3 in particular is our problem
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the problem is that in the background is a highly refreshed game, so you cant just invalidate rects and render "a bit"
17:22
so you have to "render" the text textures to the framebuffer every frame anyway
17:22
and that is not necessaraily faster then compute the few vertices
17:23
but that depends on the GPU cache, i cant tell for what GPUs , but i assume modern GPUs just keep pretty much all textures near to the processors
17:23
ofc only bcs teeworlds doesnt use alot of textures
17:24
tripple A games are different level maybe it profits from rendering ready textures instead of swapping the font texture(with the game textures) always (edited)
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[freenode] <nemo> Jupstar: what I mean is, you don't need to rerender the texture itself every frame
18:01
[freenode] <nemo> so... why does changing the font help
18:01
[freenode] <nemo> that's the part I don't get
18:01
[freenode] <nemo> how does any font change at all, result in any significant perf increase
18:02
[freenode] <nemo> since the font should only be regenerating textures in like 0.0001% of the frames
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i dunno what you mean by changing the font
18:13
the theoretic problem i see is, that the text that was rendered on textures to not rerender it every frame also needs processing alpha blending etc
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devs, can you make it so when my friend changes their username for teeworlds, it will change their name in my friends list as well?
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no, that's not possible
Exported 44 message(s)