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[03:00:20] <ra4king> Mazon: damn, that was 6 weeks ago?
[03:01:44] <ra4king> nbf: and yeah, I've used it before, but there so many hassles and pain that I removed it
[03:02:00] <ra4king> !seen sproingie
[03:02:13] <ra4king> Mazon: hey can you see when sproingie was last seen?
[03:02:17] <ra4king> it's been a while :S
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[03:08:43] <jezek2> yeah, package managers of any sort are great only if they do the exact thing you need, anything outside and you're screwed, and there are lot of gaps :)
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[03:29:09] <nbf> <3 stimmed marines
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[06:45:21] <ra4king> nbf: what is that?
[06:49:12] <ra4king> O_o
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[08:21:44] <ra4king> nbf: well I didn't bother watching them til now
[08:25:33] <nbf> bitte
[08:29:56] <ra4king> nbf: :)
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[08:30:08] <ra4king> ZeuPiark: bonjour
[08:31:13] <nbf> everything is bon
[08:33:18] <ZeuPiark> hello
[08:33:59] <MatthiasM> ra4king: stop smoking weed
[08:34:17] <ra4king> nbf: hehe
[08:34:27] <ra4king> MatthiasM: wat
[08:34:46] <MatthiasM> or have you already fried your brain?
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[10:56:03] <ZeuPiark> hello
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[12:12:41] <monty_slate> hello
[12:15:58] <monty_slate> sup
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[13:28:33] <iamtakingiteasy> hi, is there any OpenJDK-compatible TrueType unicode font rendering library for lwjgl?
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[14:24:18] <MatthiasM> iamtakingiteasy: TWL has one :)
[14:26:38] <iamtakingiteasy> MatthiasM: judging by the site, it is more like having a tool for creating bitmap fonts from ttf, rather than providing means to do the same task in run-time
[14:26:57] <MatthiasM> there is a addon lib for that too
[14:27:00] <iamtakingiteasy> ah
[14:27:01] <iamtakingiteasy> nice
[14:27:09] <MatthiasM> based on the same technology
[14:27:28] <MatthiasM> but it's only really useful together with the TWL HTML renderer
[14:27:37] <MatthiasM> as for normal UI fonts using bitmap fonts is much faster
[14:28:53] <MatthiasM> but that is of course not usable stand alone :)
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[14:45:15] <monty_slate> sup
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[16:18:20] <Oebele> hi
[16:18:58] <Oebele> this question has probably been asked 9000+ times, but... any hints on a good opengl tutorial?
[16:19:34] <Oebele> brb, sorry
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[16:29:27] <Oebele> I am back now, so to repeat my question, can anyone recommend an opengl 3 tutorial?
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[18:20:05] <Oebele> jezek2: thanks for replying. maybe I am stupid, but that link seems to only be examples?
[18:25:53] <jezek2> scroll down for the links
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[18:33:46] <Oebele> jezek2: ah, so it is basically a collection
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[18:57:46] <Guest85538> Hi, do you have/know any project with basic setup? I would need basic code that draws a shape on the screen using opengl4. Basicaly I would like the code for setting up array vertex object, an object buffer for vertices, a uniform matrix for the prspective projection and 2 basic vertex and fragment shader and for coloring and positioning.
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[19:01:27] <Guest85538> On the Wiki all I find is code that is not in core profile.
[19:03:20] <Guest85538> ok, mybe I am f**ing retarded. There is a opengl4 tutorial on the offical wiki, let me see.
[19:05:53] <Guest85538> How the f did I miss it!
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[19:08:36] <Oebele> General question: is the idea that I only use the methods provided by GL32 if I want to use opengl 3.2?
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[21:06:08] <Mazon> !seen sproingie
[21:06:08] <lwjglbot> Mazon: sproingie was last seen in #lwjgl 19 weeks, 6 days, 2 hours, 9 minutes, and 6 seconds ago: * sproingie wonders at the energy budget for producing vat meat
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[21:38:04] <ra4king> Mazon: holy shit
[21:38:20] <ra4king> where did he go for 20 weeks!
[21:38:49] <Mazon> he got a life ..
[21:41:33] <ra4king> Mazon: :D
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[22:03:08] <nbf> good old caps lock
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[22:03:48] <monty_slate> hello
[22:04:56] <Agro> where is monty_christo
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[22:31:59] <Simn_> Anyone got any tips to speed up texture loading? If I load one texture (256 x 256), my application needs at least 2 extra seconds to load fully up. :/
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[22:37:01] <Simn_> Oops, mistake by me. Seems like loading textures is quite fast, but that my font class slows in down a bit.
[22:37:19] <Simn_> slows it down*
[22:37:30] <Simn_> Time to find the bottleneck! :P
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[23:09:06] <Simn_> There we go, down to 21 ms now. :D
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[23:28:29] <Simn_> Uhm, no, 21 ms is with my bitmap font class, but with my true type font class is up to roughly 2000 ms.
[23:34:22] <Simn_> Bottleneck is where I need to draw the glyphs to the buffered image. Takes up a decent 1000 ms for all (256) glyphs.
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[23:37:02] <Simn_> Calculating character width with font metrics is a pain in the ass too: roughly 1000 ms.
[23:39:35] <aho> i suggest to do it ahead of time
[23:40:00] <aho> if your game doesn't contain crazy amounts of text, you won't need anything fancy
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[23:40:54] <Simn_> aho While a loading screen for example?
[23:41:23] <aho> no, i mean you do it only once
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[23:41:30] <aho> on your ma...
[23:41:33] <aho> ._.
[23:42:11] <Agro> o
[23:43:38] <aho> all the puppygames stuff
[23:43:48] <aho> with source if the 150k goal is reached :>
[23:45:00] <aho> it's currently at 95.7k
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[23:45:54] <Simn_> aho Yeah, but what if someone wants two fonts in different style or size?
[23:46:00] <aho> Simn_, aot = you do it once. on your machine. elsewhere, that stuff is just deserialized
[23:46:35] <aho> like, i play mario... and then i want to change the font for the score to comic sans? :>
[23:47:01] <aho> you probably won't need that kind of flexibility :>
[23:47:19] <Simn_> aho No, but in the menus, you tend to have a 'titlefont' and a 'buttonfont'.
[23:47:32] <Simn_> That's 4 seconds worth of time. :P
[23:47:34] <aho> yea... so?
[23:47:47] <aho> 4 seconds? for what?
[23:47:59] <Simn_> To load the two fonts.
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[23:49:09] <aho> loading one texture and some json/yaml/xml file for the glyph position/size + kerning pairs certainly won't take 2 seconds
[23:49:58] <Simn_> aho What I do now is to pass it a java.awt.Font and draw a bitmap out of it and then loading it.
[23:50:08] <Simn_> load it.*
[23:50:18] <Simn_> It's like slick_util.
[23:50:59] <Simn_> Maybe I'll just tell the user of the game engine to have paitience with this method and load it in a thread or something.
[23:51:01] <aho> if you want speed, just load the texture and the glyph data
[23:51:05] <aho> done.
[23:51:19] <Simn_> But then I don't have flexibility. :P
[23:51:33] <aho> provide a tool to generate this kind of "font"
[23:51:40] <Simn_> Besides I already have a bitmap font class that basically does that already.
[23:51:42] <aho> or refer them to an existing tool
[23:51:47] <aho> there are dozens of those
[23:52:10] <aho> i think i used the bmfont one
[23:52:25] <aho> yea
[23:52:57] <aho> i used that plus a small tool which converts the xml to json
[23:53:27] <nbf> don't use java2d if you want things to be fast
[23:54:48] <Simn_> Okay, this is what I'm going to do: I'll say that if the user wants flexibility (s)he'll have to use TrueTypeFont, if the person wants speed, just create a bitmap from some sort of tool and give the path of the file to the BitmapFont class.
[23:57:55] <cobolfoo> in the end truetype fonts are rendered to screen as a texture, it is the same, you don't give any choice :)