#jogamp @ irc.freenode.net - 20131008 05:05:31 (UTC)


20131008 05:05:31 -jogamp- Previous @ http://jogamp.org/log/irc/jogamp_20131007050531.html
20131008 05:05:31 -jogamp- This channel is logged @ http://jogamp.org/log/irc/jogamp_20131008050531.html
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20131008 13:37:45 <xranby> I am looking for a FOSS text+layout editor that can run on one of my servers, that allows multiple simultaneous editor users, and got typeface import
20131008 13:38:19 <xranby> if it is based on graph would be great
20131008 14:22:57 <monsieur_max> let's CODE THIS !
20131008 14:23:52 <xranby> Yes, because this describe a *TOOL* i want to use!
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20131008 14:44:36 <xranby> monsieur_max: we simply need to write a "massive mult-user online design tool"
20131008 14:45:24 <xranby> we may use git as the storage backend
20131008 14:45:54 <monsieur_max> xranby: I'd lvoe to have enough time for this ;)
20131008 14:45:58 <monsieur_max> *love
20131008 14:46:45 <monsieur_max> but day job + hobby game dev is totally suckind out all my time
20131008 14:46:49 <monsieur_max> *sucking
20131008 14:48:59 <xranby> i wonder how well git can scale for multi user network games? sounds ideal to handle loss of network if the client can commit locally and when connections are re-established push to the server, and if the changes are unmergable then the server will force the user to switch to a different branch
20131008 14:49:32 <xranby> the game will then have a complete transaction log
20131008 14:50:06 <xranby> for example you may rewind the game and retry the same game from 60min ago in multiplayer
20131008 14:50:31 <xranby> which would be totally awesome
20131008 14:52:51 <monsieur_max> haha :) but it'll still be only low latency game i guess
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20131008 18:24:54 <Eclesia> hi
20131008 18:28:31 <Eclesia> gl question : if I have an FBO working on a texture. can I use this same texture as a textureSampler in the fragment shader where the output is this same FBO ?
20131008 18:38:45 <rmk0> Eclesia: nope
20131008 18:39:00 <rmk0> the standard actually forbids it, think they refer to it as "feedback"
20131008 18:39:32 <Eclesia> so if I want to chain effects, I have to switch between 2 FBOs
20131008 18:39:55 <Eclesia> or put everything in the same shader
20131008 18:40:01 <rmk0> yeah
20131008 18:40:17 <rmk0> would prefer the former, personally
20131008 18:40:24 <rmk0> keeps things separable
20131008 18:40:58 <Eclesia> so do I
20131008 18:46:12 <Eclesia> have an idea how many 'phases' a modern game has ? between lights, dof,... must be something like at least 10
20131008 18:47:02 <rmk0> sounds about right
20131008 18:48:03 * Eclesia finally grasp the full mecanic
20131008 19:15:25 <Eclesia> Funny how coding works. At first you make plenty of code, after some time you understand the api and then the more you code, the less code there is.
20131008 19:19:55 <Eclesia> (not sure if I make any sense)
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20131009 05:05:31 -jogamp- Continue @ http://jogamp.org/log/irc/jogamp_20131009050531.html