Re: [warzone2100-dev] Qt branch
On Monday, 11 October 2010 at 9:27, Per Inge Mathisen wrote: I was told by Zarel and cybersphinx earlier that you absolutely needed resolution changing before qt-branch could be merged, and now that I've started working on it, you tell me you do not want it anyway? (http://forums.wz2100.net/viewtopic.php?f=4t=6611) Instead you come up with new arguments why windowed fullscreen is unacceptable, which would have been nice to hear before we spent a ton of time polishing qt-branch to be merge-worthy. Really. Disappointing. The fvwm case is more of an annoyance, since you can e.g. configure a key combo to toggle it. It just was a concrete example for edge-activated things, since I don't know what modern desktop stuff does. I think I've always said that I don't like the qt-fullscreen mode (I can do what qt does with the sdl version already), not sure if I've specified why, since my case is fairly uncommon. My only real concern is resolution switching, sdl's take-over-everything approach works fine there, we'll see how the custom qt version works out. (Well, there's also Windows cross-compiling, but that is Not My Problemâ„¢.) ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Qt branch
On Mon, Oct 11, 2010 at 2:27 AM, Per Inge Mathisen per.mathi...@gmail.com wrote: I was told by Zarel and cybersphinx earlier that you absolutely needed resolution changing before qt-branch could be merged I'm sorry I was unclear, but I meant that we should have true-fullscreen instead of windowed-fullscreen, more for the performance and UI reasons than because of a need to change resolution. I'd always known that was infeasible, so I never strongly disagreed with the idea of merging qt-branch without it. So where does this leave Qt branch? Writing our own support for true fullscreen may be tough. I am not sure if using another library to set true fullscreen then leaving it to Qt to control is even possible. But I could look into it. As I said, I never strongly disagreed with the idea of merging Qt-branch without true fullscreen support. I gave some reasons against it, and I am mentioning them again, but ultimately I leave the decision to you guys to decide whether or not the trade-off is worth it. On Mon, Oct 11, 2010 at 7:05 AM, Christian Ohm chr@gmx.net wrote: The fvwm case is more of an annoyance, since you can e.g. configure a key combo to toggle it. It just was a concrete example for edge-activated things, since I don't know what modern desktop stuff does. It's more of a problem in Windows and OS X, where there is no global shortcut to toggle screen edge behavior. =/ If you have multiple applications with screen edge behavior, you'd have to open each one, go to their preferences dialog box, and turn it off. -Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Qt branch - final call
On Monday, 24 May 2010 at 21:34, Christian Ohm wrote: Two problems I've noticed: 1. Video playback is very jerky (SDL is smooth). I got the impression it is worse for the first video when several are played (view intro for example, or the campaign start), but maybe it's just more noticeable in the first one. I've tried now at 1024x768 windowed, and that is smooth... very strange, qt is jerky at 1600x1200 and smooth at 1024x768, SDL always smooth... 2. Fullscreen performance is lower. Not when comparing at the same resolution, but since Qt lacks resolution switching I can't switch to a lower resolution to get higher FPS (e.g. on fast play I get 60 fps with trunk at 1024x768, 30 fps with qt at 1600x1200). Buginator wants it known that he considers this a blocker for the merge. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Qt branch - final call
On Mon, 2010-05-24 at 10:19 +0200, Per Inge Mathisen wrote: I put the Quesoglc text renderer back in again in the Qt branch, and now text drawing should work as good as before on every platform. Possible other problems related to clobbering OpenGL states should be fixed as well. Can platform maintainers (or others) please update build files and check if there are any further remaining problems before we can merge the Qt branch? Thank you. It would not be accepted on peer review without documentation. My point of view is a no go. Really, even not a line. Not impress by the low level of professionalism. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Qt branch - final call
On Tue, May 25, 2010 at 12:24:12PM -0400, Gilles J. Seguin wrote: On Mon, 2010-05-24 at 10:19 +0200, Per Inge Mathisen wrote: I put the Quesoglc text renderer back in again in the Qt branch,... It would not be accepted on peer review without documentation. My point of view is a no go. Really, even not a line. Not impress by the low level of professionalism. We are rolling back to a previously undocumented state, so it is not a new state of non-documentation but the old, pre-existing one. And yes, it seems like a good thing to do. It lets us go forward, and gives the Qt boys time to work on their OpenGL support. Thumbs up. -- Stephen Swaney sswa...@centurytel.net ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Qt branch - final call
On Mon, May 24, 2010 at 9:34 PM, Christian Ohm chr@gmx.net wrote: Two problems I've noticed: 1. Video playback is very jerky (SDL is smooth). I got the impression it is worse for the first video when several are played (view intro for example, or the campaign start), but maybe it's just more noticeable in the first one. 2. Fullscreen performance is lower. Not when comparing at the same resolution, but since Qt lacks resolution switching I can't switch to a lower resolution to get higher FPS (e.g. on fast play I get 60 fps with trunk at 1024x768, 30 fps with qt at 1600x1200). Can you try now? I removed some text-related hacks in qt branch that fixed performance problems on my end. Also, 3. Qt branch crashes deep inside QuesoGLC somewhere when exiting the program. I have no idea why, and the trace looks really odd when it does. I may need some help with ideas on what is going wrong here. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Qt branch - final call
On May 24, 2010, at 4:19 AM, Per Inge Mathisen wrote: I put the Quesoglc text renderer back in again in the Qt branch, and now text drawing should work as good as before on every platform. Possible other problems related to clobbering OpenGL states should be fixed as well. Can platform maintainers (or others) please update build files and check if there are any further remaining problems before we can merge the Qt branch? Thank you. I have added QuesoGLC back to the mac build; all text issues appear to be gone. When this gets merged back into trunk please just use the macosx directory as it is in the qt-trunk branch; I will fix any issues arise after the merge. -- My Web Sites: http://dak180.users.sourceforge.net/ smime.p7s Description: S/MIME cryptographic signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Qt branch merge?
On Sat, Apr 3, 2010 at 5:47 AM, Per Inge Mathisen per.mathi...@gmail.com wrote: We need to merge some of the large trees into trunk soon. I have a number of things waiting for a merger of the Qt branch, and I am holding off any larger changes to scripting waiting for the lua branch. I am also trying not to change too many things in order/action/net code because of the newnet branch. As this situation is unsustainable, I would like to start merging the Qt branch soon, even though it may still have some sharp edges. Perhaps we merge Qt+newnet into a new experimental branch, then? I have three major objections to merging Qt and newnet in: 1. Some of our users play trunk primarily. jaakan and those MSVC guys, for instance. You can meet them by making a commit that breaks compiles. :P I'm sure they'd rather dislike being unable to play an updated version of trunk for however long it takes to fix them will be an issue. 2. One of the forum users complained about the bugs in Qt branch making it unplayable, and I had to reassure him that Qt branch would not be merged into trunk until those issues were fixed. 3. I develop with Mac OS X and Windows. It is my understanding that once they were merged in, I wouldn't be able to develop with Windows, and I'd come up with several serious bugs in Mac OS X. I think those mean that it's a bit early to be merging them in. -Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Qt branch merge?
On Mon, Apr 5, 2010 at 11:54 AM, Guangcong Luo za...@wz2100.net wrote: Perhaps we merge Qt+newnet into a new experimental branch, then? That only helps if all the developers start working on that branch, instead of trunk. The new 'experimental branch' would then be the new trunk. So what you are in effect suggesting is to copy trunk into a new to-be-stable branch, before merging in Qt and newnet. That only makes sense if we are planning to release a 2.4 from current trunk without Qt and newnet, and I do not think we are. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev