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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 2022-04-15 00:00:00Z and 2022-04-16 00:00:00Z
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kio
Click to see attachment 🖼️
Solution: gdb not installed lol
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ᶰ°Konͧsti 2022-04-15 02:46:21Z
Is it possible to restore the last save i used on my lan Server? I accidently turned on super which would break all the switches etc
02:48
And i cant just restart the map, the testrun is almost at 4h monkaS
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Maybe we print it out on black console window or in the logfile if you have one activated. Otherwise a backup of the ddnet-scores sqlite file
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[quakenet] ChillerDragon BOT 2022-04-15 07:22:13Z
Wait so you can not cheat on maps with switchers without breaking them?
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…d factor As reported by Derp in Discord: The animation offset should not be affected by the time scale, the offset is a static offset, unrelated to how the animation works WRONG: !Screenshot_39 !Screenshot_40 RIGHT: ![screenshot_2022-04-15_10-04-31](https://user-images...
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chillerdragon BOT 2022-04-15 08:18:04Z
pFont->m_TextureData[0] = new unsigned char[pFont->m_CurTextureDimensions[0] * pFont->m_CurTextureDimensions[0]]; void *pTmpTextData = malloc(NewTextureSize); mem_copy(pTmpTextData, aTextureData[0], NewTextureSize);What happens if one allocates memory to a local scoped pointer then memcopy to another variable.Also I do not understand how this code is not allocating twice or freeing. Im really confused
08:18
Chillers contribution fork of DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/text.cpp at e54da1b396c1f6c11d9f7b01bdc375eac7fa7fcc · ChillerDragon/ddnet
08:18
Chillers contribution fork of DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/text.cpp at e54da1b396c1f6c11d9f7b01bdc375eac7fa7fcc · ChillerDragon/ddnet
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? XD
08:21
the graphics instance deletes the pointer in the backend
08:21
its just for uploading to the GPU
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chillerdragon BOT 2022-04-15 08:21:52Z
but isnt it doing new and then malloc on the same var ?
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malloc is for backend
08:22
new is for local data
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chillerdragon BOT 2022-04-15 08:22:17Z
i dont get shit
08:22
but you saying that the backend deletes the pointer is very helpful alr
08:22
is that in ddnet code?
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mem_copy(pTmpTextData, aTextureData[0], NewTextureSize);
08:22
mem_copy(pTmpTextData, aTextureData[0], NewTextureSize);
08:22
mem_copy(pTmpTextData, aTextureData[0], NewTextureSize);
08:22
mem_copy(pTmpTextData, aTextureData[0], NewTextureSize);
08:22
mem_copy(pTmpTextData, aTextureData[0], NewTextureSize);
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chillerdragon BOT 2022-04-15 08:22:41Z
yes
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new is local
08:22
and copied to the malloc data
08:22
and malloc is used for backend
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chillerdragon BOT 2022-04-15 08:23:07Z
what does local even mean
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yes its ddnet code
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chillerdragon BOT 2022-04-15 08:23:18Z
do you have some url
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its not sent to GPU
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chillerdragon BOT 2022-04-15 08:23:28Z
or func
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its just to prepare the texture if the font texture resizes
08:23
so it can reupload the whole texture at once
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chillerdragon BOT 2022-04-15 08:24:39Z
So where in the code does it get freed?
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imagine it like this: u have font texture u add a "A" to it you want to keep the A for yourself, so if a "B" is added you still have the "A" (even if B increases the font texture) but the GPU generally deletes texture data and it also wouldnbt be thread safe to write to data that you reading from in the GPU thread
08:25
so you need to allocate temporary storage
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chillerdragon BOT 2022-04-15 08:26:03Z
so if i dont use a GPU i have a memory leak?
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yes
08:26
i told ya like 5 times implement a null backend
08:26
its 1000 times cleaner
08:26
that your weird graphics null
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chillerdragon BOT 2022-04-15 08:27:03Z
null backend like next to opengl or what
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that annoys me every 5 days i change something in the header files xD
08:27
yes
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chillerdragon BOT 2022-04-15 08:27:11Z
yea i noticed
08:27
thanks for maintaining that
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a backend that just doesnt use a GPU
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chillerdragon BOT 2022-04-15 08:27:25Z
yea sounds hackerman
08:27
but also hard
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not really
08:27
bcs u can act like a opengl 1.x backend
08:27
but even a opengl 3.3 backend should be ez
08:28
bcs it has no logic
08:28
it just has to make sure to delete pointers
08:28
rest basically doesnt matter
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chillerdragon BOT 2022-04-15 08:28:22Z
yea sounds cool
08:28
and you say its easier maintaince
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yeah i think so
08:28
opengl 1.x backend barely ever changed
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chillerdragon BOT 2022-04-15 08:28:45Z
yea wont happen today
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deen
Maybe we print it out on black console window or in the logfile if you have one activated. Otherwise a backup of the ddnet-scores sqlite file
ᶰ°Konͧsti 2022-04-15 09:16:37Z
Its printed in terminal but i got no clue how to use that output
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[quakenet] ChillerDragon
Wait so you can not cheat on maps with switchers without breaking them?
ᶰ°Konͧsti 2022-04-15 09:16:54Z
no, once u use super it will reset all switches. Pretty annoying
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kio
Solution: gdb not installed lol
have you fixed it? I do not use windows so you have to look it up on the web. Vscode community is big, so you will find out quickly how to compile c++
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ᶰ°Konͧsti
no, once u use super it will reset all switches. Pretty annoying
only if you are alone in a team
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ᶰ°Konͧsti
no, once u use super it will reset all switches. Pretty annoying
add a dummy to your team
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c0d3d3v
only if you are alone in a team
ᶰ°Konͧsti 2022-04-15 10:06:52Z
Funny... Its a solo map
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xD use hacks
10:07
or unsolo the server
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ᶰ°Konͧsti 2022-04-15 10:07:25Z
just fix it pepe
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its because the team is empty then the server thinks you join a new team
10:08
if you unsolo the server it would work with a dummy
10:09
or we would have to reserve the team only for you if you super
10:09
we would have to lock that team anyway, because new players would use your team o.O
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ᶰ°Konͧsti 2022-04-15 10:09:49Z
Its testing, i dont see a problem with that
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and when would the reservation end?
10:12
and would it only be for solo server or also for team server
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ᶰ°Konͧsti 2022-04-15 10:13:27Z
Why would u be alone in a team on a non solo server troll
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so the reservation would end as soon as you unsuper or disconnect?
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⭐♥ST-Chara♥⭐ 2022-04-15 10:38:14Z
Will DDNet update to 0.7 future?
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why would we xD What do you miss from 0.7 features?
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all cool features are actually quality of life stuff by robyte 😄
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Its not impossible. We already have most of the translation layers, we just would need to invert them. but its also not necessary.
10:41
robyte could also implement them for us in our client xD
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oy could also just make robyte maintainer and not care about teeworlds anymore
10:41
and make vanilla mod friendly
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and great again
10:41
xd
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[quakenet] ChillerDragon BOT 2022-04-15 11:06:46Z
@c0d3d3v havent played ctf in years thats what i miss
11:07
also having one united community makes sense. We currently have two playerbases that can not really share all servers
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Mh yes Its anoying that 0.7 players can join owr server, but not the other way arround. the question is, should we also add a translation layer in the client so you can also join 0.7 server xD because there will always be 0.6 servers out there?
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Ryozuki
so weird to have ur ide in a non english language
sorry I did not notice that I had german text in the screenshot xD But since the errors are in english and only vs-code IDE stuff (and some linter problems) are in german its not that bad. (edited)
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c0d3d3v
so the reservation would end as soon as you unsuper or disconnect?
ᶰ°Konͧsti 2022-04-15 11:16:36Z
Yes
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[quakenet] ChillerDragon
@c0d3d3v havent played ctf in years thats what i miss
but are there really ctf players xD
11:21
I think ctf is more like a lan party thing
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you would probalby need a notification system "found a ctf player online, now, run to have a nice 1vs1 ctf game"
11:35
97 servers xD for a hand full players
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c0d3d3v
why would we xD What do you miss from 0.7 features?
⭐♥ST-Chara♥⭐ 2022-04-15 11:38:29Z
also, my friends..
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chillerdragon BOT 2022-04-15 11:38:42Z
There is no need for a translation layer just upgrade to 0.7 is fine there is already bridge degrees
11:38
Severe
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⭐♥ST-Chara♥⭐ 2022-04-15 11:38:59Z
yeah
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chillernobo
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chillerdragon
There is no need for a translation layer just upgrade to 0.7 is fine there is already bridge degrees
and what about the other 0.6 servers?
11:39
ictf
11:39
icity and so on
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chillerdragon BOT 2022-04-15 11:39:51Z
City is Bridge
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⭐♥ST-Chara♥⭐ 2022-04-15 11:40:02Z
ictf already on 0.7
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chillerdragon BOT 2022-04-15 11:40:02Z
Ictf Players are mostly 0.7 anyways
11:40
Kog is bridges
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⭐♥ST-Chara♥⭐ 2022-04-15 11:40:12Z
kog already on 0.6<->0.7 (edited)
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chillerdragon BOT 2022-04-15 11:40:41Z
This discussion is useless. It’s not a design decision. It’s only about developer time
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bridge servers usually have bad 0.7 support
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mh if ddnet would switch to 0.7 all others would probably too, because we have all the users
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chillerdragon BOT 2022-04-15 11:41:55Z
There is not a single relevant server in 0.6
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⭐♥ST-Chara♥⭐ 2022-04-15 11:42:00Z
what about DDNet-PvP? iCTF, iTDM, iDM, gCTF, gTDM, gDM, Catch, zCatch. They all on it.
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chillerdragon BOT 2022-04-15 11:42:12Z
Yes
11:42
Maybe catch not
11:42
But that will come with time
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chillerdragon
Maybe catch not
⭐♥ST-Chara♥⭐ 2022-04-15 11:42:38Z
TsFreddie forgot to add it
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chillerdragon BOT 2022-04-15 11:42:42Z
Also no bomb
11:42
Or ball
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⭐♥ST-Chara♥⭐ 2022-04-15 11:43:16Z
but it already on gamemodes.h
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chillerdragon BOT 2022-04-15 11:43:33Z
If it had players it had severs
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⭐♥ST-Chara♥⭐ 2022-04-15 11:44:09Z
I think 0.7 should be the next step, not the last step
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chillerdragon BOT 2022-04-15 11:44:32Z
??
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⭐♥ST-Chara♥⭐
I think 0.7 should be the next step, not the last step
then get started with it if you have time xD
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chillerdragon BOT 2022-04-15 11:50:27Z
U
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its actually not that hard adding 0.7 support to ddnet client
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chillerdragon BOT 2022-04-15 11:51:02Z
Then go
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⭐♥ST-Chara♥⭐ 2022-04-15 11:51:02Z
F-Client
11:51
guess what, nobody play on 0.7
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⭐♥ST-Chara♥⭐ 2022-04-15 12:11:47Z
sad
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Google has released Chrome 100.0.4896.127 for Windows, Mac, and Linux, to fix a high-severity zero-day vulnerability actively used by threat actors in attacks.
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Anyone here got opinions on typed vs untyped programming languages or do you know some place where I can find a good read about this? I'm not sure how come both typed and untyped languages are still used.
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chillerdragon: idk which city you're talking about, probably iF|City but it's not bridged. Bombay too
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c0d3d3v
have you fixed it? I do not use windows so you have to look it up on the web. Vscode community is big, so you will find out quickly how to compile c++
i was on linux
12:17
im trying to create a dual boot station
12:17
i want kali linux :p
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Cipy29
Anyone here got opinions on typed vs untyped programming languages or do you know some place where I can find a good read about this? I'm not sure how come both typed and untyped languages are still used.
my opinion is that, the more strongly typed the better
12:23
it allows you to reduce bugs at compile time rather than runtime
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can anyone give me a tip of how should i reduce my gfx mem usage? i only have around 20 assets and 60 teeskins, but nothing i did reduced it, so i constantly crash whenever i try to change assets or do anything basically, alot of random crashes
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when i try to install laki from the offical website 😠
12:29
operation failed incomplete file
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Cipy29
Anyone here got opinions on typed vs untyped programming languages or do you know some place where I can find a good read about this? I'm not sure how come both typed and untyped languages are still used.
Untyped languages make programming very accessible, and very quick, that's why they still exist
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bencie
removed in #4391
WHY
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⭐♥ST-Chara♥⭐ 2022-04-15 12:42:27Z
#4391
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We had lots of cases of people having ping filter activated. Ping is now too unreliable to actually filter by it. It can show an old super high value and then you never see the location again. Ch...
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chillerdragon
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[quakenet] ChillerDragon BOT 2022-04-15 13:00:28Z
da?
13:00
doesnt ifcity have 0.7 servers?
13:01
yea but bombay is a trol server
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the 0.7 server is not the official iF|City
13:03
the official 0.7 iF|City is down & is not bridged, it's a 0.7 only version
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[quakenet] ChillerDragon BOT 2022-04-15 13:53:10Z
oh i see
13:53
f city
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bencie
can anyone give me a tip of how should i reduce my gfx mem usage? i only have around 20 assets and 60 teeskins, but nothing i did reduced it, so i constantly crash whenever i try to change assets or do anything basically, alot of random crashes
are you on latest master?
16:05
im on nightly
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⭐♥ST-Chara♥⭐
F-Client
do you want to try implementing the 0.7 protokol in our client or you want to wait till I do it?
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bencie
yes
if you send me your assets folder I test out if it works for me. I also have a weak CPU
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sure, you only need assets, or downloadedskins/maps/ smth else too?
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assets tab only loads things from assets folder, and you said it crashes if you open this tab. So I would only try this first @bencie (edited)
16:14
but you can send all if you want 😄
16:16
does it work if you just rename your teeowrlds folder to teeworlds_backup ?
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fix console help text for callvote parameters

Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://...
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c0d3d3v
does it work if you just rename your teeowrlds folder to teeworlds_backup ?
rename %appdata%\teeworlds folder to teeworlds_backup?
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bencie
can anyone give me a tip of how should i reduce my gfx mem usage? i only have around 20 assets and 60 teeskins, but nothing i did reduced it, so i constantly crash whenever i try to change assets or do anything basically, alot of random crashes
we could also unload the images that get loaded into gfx after closing assets tab, but then we would have to laod them every time you open the tab. Or we can also only load the images visible in the tab and lazy load on scrolling
16:19
%appdata%\teeworlds to %appdata%\teeworlds_backup
16:19
just en empty normal folder 😄
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no it completely went down with that folder renamed (edited)
16:20
0.2 gb tex, 0kb for all others (edited)
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and before?
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is there any high res one?
16:22
high res always kills your VRAM
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before 1.5gb tex and cant remember other 3
16:22
yes there are
16:22
like
16:22
10-15 highres skins
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yeah better dont use them
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okay ^^
16:22
ill try
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if you only on full hd 256x128 should be ok 1024x512 is really max u should ever encounter
16:23
anything above is for 16k screens
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i had 4k skins
16:23
monkaLaugh
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xd
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lemme try to sort all of them out
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lol first time I see that there is a color square if you have debug on ^^
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that was it
16:26
thanks guys
16:26
its way way down now
16:27
i still have 1.5gb for buff tho
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buffer is mostly map data
16:28
maybe menu background if u use that
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default one
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or are u on one of the mega maps rn?
16:28
artic frost or whatever
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nah im in server browser
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so I was kinda right
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yea kinda, but it wasn't cuz of the download skins
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server browser but after joining a map?
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ye, but still about 4k skins xD
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yes haha
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Jupstar ✪
server browser but after joining a map?
im not in any servers
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4k skins are really alot see it like this if you launch the 4k skin completly fullscreen on your 4k monitor, it would fill every single pixel
16:30
and only in width
16:30
since most have 16:9 aspect ratios
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bencie
i still have 1.5gb for buff tho
for me it stays 0 even on arctic forest
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it only shows it in vulkan
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bencie
im not in any servers
try changing the menu background and reload the client
16:31
or did you missread maybe?
16:31
1.5mb maybe?
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yes 500000k on arctic and does not unload in server browser
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next map only adds to it
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bencie
Click to see attachment 🖼️
after clean client start? wtf
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mh no I was wrong
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next map unloads it
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this is after restart
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bencie
this is after restart
lol
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wtf is it loading xD
16:34
let me check if it reads uninitialized values
16:34
ok no its 0 initialized
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bencie
Click to see attachment 🖼️
can you try with teeworlds_backup ?
16:35
and see if a clean config loads less
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ok i got it actually.. there was a huge text file named consolelog.txt, moving that out cleared it out
🤣 1
16:35
cuz i save all my console outputs to that file
16:35
ok nvm
16:35
actually
16:35
didnt change shit
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would be really weird
16:36
try a clean config
16:36
i wonder if thats caused by your settings really
16:36
buff should only be affected by buffered stuff so maybe displayed text, displayed quads or tile layers
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give me a min
16:43
16:44
with clean appdata folder
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enable vulkan
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ok much smaller and more ledit
16:45
is it just the config?
16:45
or anything else
16:45
if just config, just send it to me pm
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this is with default config
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but with normal config dir?
16:46
just config itself changed?
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no this is with everything removed from %appdata%\teeworlds since i renamed that folder
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ok maybe just copy your old config and see if thats enough, even tho it doesnt really make sense in my brain xd
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Jupstar ✪
ok maybe just copy your old config and see if thats enough, even tho it doesnt really make sense in my brain xd
settings_ddnet config?
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yes
16:50
same as before
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so its some files
16:52
really weird, do you use a entities background map?`
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yes, the mapfile is 1mb
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oh thats quite a lot
16:52
maybe its thast
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Jupstar ✪
maybe its thast
seems like it is
16:53
i moved that map out of maps folder
16:53
with my old teeworlds folder
16:54
300mb tex, 24mb buff
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rip 😄
16:56
maybe remove the tile layers that are bigger than 1k tiles
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ill try
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since it only loads the background from the map anyway
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Jupstar ✪
since it only loads the background from the map anyway
1.5g still with only quads
17:03
861kb filesize rn
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ram is there to be used
17:05
GIGACHAD
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there must be some layer that huge
17:06
gamelayer or whatever
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i deleted all tiles from game layer, but quad layer is huge with just a repeating pattern
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its not about tiles
17:06
its about the size
17:06
width & height
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ah yeah i just noticed
17:07
2 layers 5k x 3k
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remove those and it should shrink
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Jupstar ✪
remove those and it should shrink
yea, thanks jupstar <3
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d892de2 Fix editor animation offset time being affected by the animation speed factor - Jupeyy df7bb16 Merge #4987 - bors[bot]
20:25
5d61ad2 add practice tip - murpii f94041d Merge pull request #39 from murpii/patch-1 - def-
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@Jupstar ✪ the map view website uses opengl, right? My main problem rn is that when using webgl with the wgpu library it doesn't offer me a linear color space, because webgl is srgb-only apparently. do you know how the map viewer solves this?
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5401364 Update voting.cpp - bencie 740a184 Merge #4988 - bors[bot]
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if you do callvote option "name of option" then the second argument isn't an id
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aeaaa67 allow freecam to center on world border - C0D3D3V 3435e3a Don't read from backend if Init failed - Jupeyy 18ca71a Close sockets - ChillerDragon e81ebfb Merge #4964 #4984 #4985 - bors[bot]
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Patiga
@Jupstar ✪ the map view website uses opengl, right? My main problem rn is that when using webgl with the wgpu library it doesn't offer me a linear color space, because webgl is srgb-only apparently. do you know how the map viewer solves this?
it uses webgl2 with a translation layer from GLES3 it simply garantuees it i guess can you list all available modes?
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Jupstar ✪
it uses webgl2 with a translation layer from GLES3 it simply garantuees it i guess can you list all available modes?
the list of available formats for the surface is quite short, only Rgba8UnormSrgb. although tbf the webgl backend has only second-class support and made by one person iirc
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Patiga
the list of available formats for the surface is quite short, only Rgba8UnormSrgb. although tbf the webgl backend has only second-class support and made by one person iirc
but that sounds correct
20:57
forget about linear and non linear
20:57
its actually about UNORM
20:57
vs SRGB
20:57
UNORM = the dev has to care
20:57
SRGB = give me some fancy curved color
20:58
u need unorm (edited)
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oh, I didn't know
20:58
no, I only knew about that srgb scaling that is basically ^2.2
20:58
for rgb, not a
20:59
21:00
this is basically the difference
21:01
since we dont do math with the textures and our textures are just plain colors, we need unorm
21:01
else the backend would expect smth like in the curve
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hm, let me check if I can use Bgra8Unorm and Bgra8UnormSrgb changeably on native
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maybe one specifies the color space
21:04
its a bit confusing but there is a color format and a color space
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The texture format of the swap chain. The only formats that are guaranteed are Bgra8Unorm and Bgra8UnormSrgb
21:05
thats the textureformat that is more restrictive on webgl (relevant issue: https://github.com/gfx-rs/wgpu/issues/1925)
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Bgra8Unorm Blue, green, red, and alpha channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader. Bgra8UnormSrgb Blue, green, red, and alpha channels. 8 bit integer per channel. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.
21:07
MHHH
21:07
do they mean fragment shader?
21:07
its quite possible the presentation engine wants SRGB
21:07
i'd test the first tho
21:07
sounds more reasonable in vulkan its a bit different you specify the color space explictly
21:08
kinda makes more sense
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the first one is the one I use on native, there it looks exactly correct (maybe you remember that I needed your help to realize that I needed to specify that texture format to not use srgb ^^)
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so that works, then use it xD
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aah yeah, but its not available on webgl
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ah ok
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so wait
21:10
webgl over webgpu?
21:10
or native webgl
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it compiles to native webgl, not webgpu
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but you use this gpu.rs thing?
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then i'd use Rg8Unorm i think
21:11
for textures it only makes sense to use RGB anyway
21:11
the framebuffer is not in your hand on opengl normally anyway
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Jupstar ✪
then i'd use Rg8Unorm i think
rgba*
21:12
Rgba8Unorm
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its a webgpu crate, allows you to run it on vulkan, dx12, metal, webgpu, but also dx11 and gl as secondary-class support https://docs.rs/wgpu/latest/wgpu/struct.Backends.html
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do you have a screenshot?
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of a rendered example?
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yeah
21:14
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ok thats with Srgb?
21:14
rendered on a website with webgl
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and without it wont start?
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Rgba8Unorm would make more sense i think
21:15
i never seen an native opengl driver not using RGBA
21:15
ok the guy in the issue says only srgb is supported
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I think it differentiates between opengl on native and webgl (I think I use the term 'native' too much and in wrong contexts sometimes)
21:17
hm alternatively I just let the way it is and wait until webgpu is stabilized, will probably only take a few years or so ^^
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but what does it say when u just use Rgba8Unorm
21:17
does it say error?
21:21
uh, broke my setup before, it'll take another min
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my native opengl driver uses rgba my native vulkan driver only allows bgra and i know that the android phones i tested also used rgba for vulkan only
21:24
(its even just RGB) not even RGBA
21:24
so i dunno what webgl allows but honestly opengl normally isnt designed that you should know about the surface
21:24
(at least basic opengl not)
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ah got it, its quite plain here Error in Surface::configure: requested format Rgba8Unorm is not in list of supported formats: [Rgba8UnormSrgb]
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The EXT_sRGB extension is part of the WebGL API and adds sRGB support to textures and framebuffer objects.
21:26
they should add like an "default" surface format or smth xd
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Patiga
ah got it, its quite plain here Error in Surface::configure: requested format Rgba8Unorm is not in list of supported formats: [Rgba8UnormSrgb]
ok i wonder if thats really a webgl limitation
21:26
or if the rust impl just disallows it
21:28
i dunno are there any webgl tools in chrome or firefox? xd
21:28
would really help
21:28
then i could just look in the ddnet web client
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hm the pull request adding the backend doesn't talk about that much either https://github.com/gfx-rs/wgpu/pull/1686
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c0d3d3v
it is in sound.cpp CSound::LoadWV I also looked it up a few days ago. I wanted to implement a assets tab for soundpacks 😄 but if you want to try it, I will wait for your initial implementation 😄 @cauldron (edited)
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hm what do they mean by "Fix lack of sRGB conversion"
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Patiga
hm what do they mean by "Fix lack of sRGB conversion"
IMPLEMENTATION_COLOR_READ_FORMAT: RGBA IMPLEMENTATION_COLOR_READ_TYPE: UNSIGNED_BYTE my firefox uses RGBA uint8
21:40
for the ddnet web client
21:40
but it doesnt mention srgb
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huh, so probably a limitation with the rust implementation for the backend?
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honestly dunno, i will just give you the full output
21:41
maybe it helps u
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Download Spector.js for Firefox. Easily explore and debug any WebGL context.
21:43
21:43
if you want to compare yourself https://aliveclan.de/ddnettest/load_map.html just load a map here
21:44
i gotta sleep now, night 😄
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good night :)
21:45
and thanks a lot!
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