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19:55:39
Colleen
It seems like a busy time, so I don't want to impose too much. It is likely that I'm making an obvious mistake of some kind. I'll let you know if I produce a reasonable error report as I continue debugging
19:55:39
fullmera
It seems like a busy time, so I don't want to impose too much. It is likely that I'm making an obvious mistake of some kind. I'll let you know if I produce a reasonable error report as I continue debugging
19:57:43
Colleen
Alright. I could upload my code to github; it is close to a minimal case for drawing a vertex entity on screen. I'm just trying to get things together for the new lisp game jam
19:57:43
fullmera
Alright. I could upload my code to github; it is close to a minimal case for drawing a vertex entity on screen. I'm just trying to get things together for the new lisp game jam
20:12:49
Colleen
Thanks. The workbench is fine, and so is Kandria from source. I was trying different things to alleviate the error, and the before I was aware of the target frame time association I had been messing around with render passes. The behavior seems the same with just a render pass entered
20:12:49
fullmera
Thanks. The workbench is fine, and so is Kandria from source. I was trying different things to alleviate the error, and the before I was aware of the target frame time association I had been messing around with render passes. The behavior seems the same with just a render pass entered
20:40:54
Colleen
I can reproduce the issue with the workbench by setting WORKBENCH's :default-framerate initarg to 99 (putting the target frame time just above the delta-time). If an update happens before a render then *context* will be nil
20:40:54
fullmera
I can reproduce the issue with the workbench by setting WORKBENCH's :default-framerate initarg to 99 (putting the target frame time just above the delta-time). If an update happens before a render then *context* will be nil
21:06:25
shinmera
I'm now just rambling, but this kinda dumb shit is why I wince about the Lisp community being so splintered
21:17:36
Colleen
Nice work, and thanks for the fix! Funny kludge. Those opengl errors are hairy for sure.
21:17:36
fullmera
Nice work, and thanks for the fix! Funny kludge. Those opengl errors are hairy for sure.
22:50:59
|3b|
shinmera: https://github.com/Shirakumo/trial/blob/standard-renderer/shader-pass.lisp#L170 typo inptus ?
22:53:18
|3b|
also, a few places, you LOOP over hash keys and values in parallel, which seems odd compared to just for k being the hash-keys of table using (hash-value v)
22:59:39
|3b|
ACTION is also suspicious of your dependencies in .asd... nothing depended on attributes, and only 1 thing depends on gl-features, and nothing depends on that 1 thing?
23:03:01
|3b|
ACTION also would probably use 1,0,1 or something similarly obvious for default color of unknown light types
6:37:08
shinmera
karlosz: the VM will be available all day today, though I won't be home to fix anything if something goes wrong