Camelia, the Perl 6 bug

IRC log for #padre, 2010-12-14

| Channels | #padre index | Today | | Search | Google Search | Plain-Text | summary

All times shown according to UTC.

Time Nick Message
01:51 bayashiaway is now known as bayashi
02:04 jazzanova joined #padre
02:50 kthakore Alias: ping?
02:51 Alias pong
02:51 kthakore Alias: what was your question again>
02:51 kthakore ?
02:52 kthakore oh right glTranslatef then glRotatef
02:52 kthakore ok if you want to rotate along another point do
02:52 kthakore glTranslatef to 0,0,0 first then rotate
02:52 kthakore then glTranslatef back to where you want to be
02:52 kthakore Alias: ok?
02:52 Alias OK, so glTranslatef seems to be relative
02:52 Alias Not absolute
02:52 kthakore yeah
02:53 kthakore use push matrix
02:53 kthakore but yeah
02:53 kthakore all is relative
02:53 Alias I don't really get that push/pop matrix does in game world terms
02:53 kthakore no absolute
02:53 kthakore ok well say I have one object
02:53 kthakore then you do push pop for that one object
02:53 kthakore everything outside is kept of the world
02:54 Alias rephrase that last line
02:54 kthakore ok
02:54 kthakore lets say I have a world with 2 objects
02:54 Alias ok
02:54 kthakore I want to move object A (2,0,0) and B(0,1,0)
02:55 kthakore so I do
02:56 kthakore Push glPushMatrix( )
02:56 kthakore then do glTranslatef(2,0,0); THen draw objectA stuff
02:56 kthakore then
02:56 kthakore glPopMatrix();
02:56 kthakore do the same for object B
02:56 kthakore glTranslatef(0,1,0)
02:56 kthakore they will go seperate direction
02:57 kthakore now suppose I want the whole world to move
02:57 kthakore I do glTranslatef(-1,0,0)
02:57 kthakore outside of the glPushMatrix and glPopMatrix
02:58 Alias What happens if you leave the matric pushed?
02:58 Alias matrix
02:58 kthakore nothing
02:59 kthakore it will stay on the matrix stack
02:59 kthakore until you pop it
02:59 Alias And what goes on the screen?
02:59 kthakore it will effect everything else
02:59 kthakore here it is in perl
02:59 kthakore @matrix_transform_stack
02:59 Alias I'm trying to relate what gets rendered to what is on the stack
03:00 kthakore push @matrix_transform_stack, $my_move_left;
03:00 kthakore this @matrix_transfom_stack gets computed to a single matrix when you do
03:00 kthakore pop @matrix_transform_stack
03:00 kthakore or at the end of each frame
03:00 kthakore Alias: make sense?
03:01 Alias So that means every single frame, nothing is remembered?
03:01 Alias You have to rebuild the entire world from scratch?
03:03 kthakore why?
03:03 kthakore the stack is just re run
03:03 kthakore this gets pushed onto the modelview and projection matrices
03:03 kthakore they stay until you change them
03:03 Alias But what if I want to move object A a further (2,0,0) next frame
03:04 Alias Leaving everything else as is
03:04 kthakore just do a variable
03:04 Alias It's all squished into one stack now isn't it?
03:04 kthakore glTranlatef($new_x, $new_y, $new_z);
03:04 kthakore no it isn't
03:04 Alias So if I draw it again, I'd end up with two objects?
03:04 kthakore increment it
03:04 kthakore no
03:04 Alias How do I move only A but not B
03:05 Alias I guess the solution I need is the one everyone else mostly wants
03:06 Alias I want a persistant floor, with N independantly moving bodies, and a mobile camera
03:06 Alias i.e. Your typical game world
03:07 Alias A demonstration of that for the simplest possible case where the floor is a square and N = 2 would let anyone wanting to do 3D games get started
03:07 kthakore do push
03:07 kthakore ok
03:07 kthakore Alias:
03:07 kthakore make a script first for the 2 boxes
03:07 kthakore then I will show how to move
03:07 Alias I'm happy to make this my "game" :)
03:08 Alias A cookbook game world demo for others to build on
03:08 Alias I'll set up a distribution
03:08 kthakore ok
03:08 kthakore Alias: and you though minecraft was easy
03:08 kthakore ....
03:08 kthakore just saying you know
03:08 Alias If I can just get a basic abstraction for a damned world, the rest SHOULD be easy
03:09 kthakore Alias: sure
03:09 Alias I kind of figured that moving a camera would be solved already
03:10 kthakore it is in 3d game engines we don't have one in Perl
03:10 kthakore ...
03:10 Alias Clearly
03:53 nbezzala joined #padre
03:55 nbezzala I have Padre 0.76 running on Linux Mint. It crashes when I run a file owned by root. But when I run padre from the command line as 'sudo padre' it works fine.
03:56 nbezzala Should I update ticket #1030
05:45 kaare joined #padre
05:56 sheepx left #padre
06:02 pece joined #padre
06:08 pece left #padre
06:12 pece joined #padre
06:35 Alias_ joined #padre
07:01 Sewi joined #padre
07:20 marcela joined #padre
07:34 azawawi joined #padre
07:41 azawawi hi
07:41 azawawi interesting... http://www.dagolden.com/index.​php/1186/locallib-for-cpan-pm/
07:53 azawawi left #padre
08:08 danlucraft joined #padre
08:11 sheepx joined #padre
09:05 jq left #padre
09:11 jq joined #padre
10:06 daxim joined #padre
10:07 jazzanova left #padre
10:18 pece left #padre
10:44 Di-ima joined #padre
10:54 rindolf joined #padre
11:18 kaare left #padre
11:21 pece joined #padre
11:42 waxhead left #padre
12:14 nbezzala left #padre
13:02 Sno| joined #padre
13:07 |Sno| left #padre
13:32 Maltus joined #padre
13:41 jnap joined #padre
13:44 kaare joined #padre
13:51 bayashi is now known as bayashiaway
14:11 rindolf left #padre
14:11 danlucraft left #padre
14:11 danlucraft joined #padre
14:43 rindolf joined #padre
14:55 El_Che any good experiences with a CPAN ssh module that is thread safe?
14:56 El_Che net::ssh2?
15:00 daxim what makes you think something is not thread-safe?
15:02 El_Che that "net:ssh:perl break when using threads" seems to be #1 on google
15:02 El_Che and it seems that everyone recommend net::ssh2
15:06 El_Che the doc from libssh2 (the C lib, not the module) says it's threadsafe
16:03 dapatrick joined #padre
16:12 marcela left #padre
16:52 Maltus left #padre
17:26 sheepx left #padre
17:53 danlucraft left #padre
17:54 danlucraft joined #padre
17:59 danlucraft left #padre
18:02 jnap_ joined #padre
18:07 jnap left #padre
18:07 jnap_ is now known as jnap
18:18 sheepx joined #padre
18:21 Di-ima left #padre
18:31 xsheep joined #padre
18:31 sheepx left #padre
18:33 Di-ima joined #padre
18:33 xsheep left #padre
18:34 sheepx joined #padre
19:35 daxim left #padre
20:47 danlucraft joined #padre
20:51 matthias joined #padre
20:54 matthias I have got a question regarding Padre::Plugin::Perl6:
20:54 matthias Everytime I click on View->View document as...->Perl 6, with the plugin being enabled, padre exits with the following error message:
20:54 matthias "Missing or invalid task class 'Padre::Plugin::Perl6::FunctionList' at /usr/local/share/perl/5.10.0/Padre/Role/Task.pm line 87."
20:55 matthias has anybody encountered this behaviour before?
20:56 matthias *did anybody encounter this behaviour before?
21:04 danlucraft left #padre
21:10 rindolf matthias: I can try later.
21:13 matthias Thanks in advance :) For now I commented out the "task integration" in Padre/Plugin/Perl6/Document.pm, so that I do not accidentally close padre this way^^
21:15 matthias I may need to backlog messages regarding this (really not pressing) problem tomorrow, because I may not be awake that long today^^
21:21 [Sno] left #padre
21:22 [Sno] joined #padre
21:26 dj_goku left #padre
21:39 jnap left #padre
21:41 mateu left #padre
21:42 jnap joined #padre
21:46 jnap left #padre
21:46 jnap joined #padre
21:49 Sewi left #padre
21:54 rindolf left #padre
22:13 jnap left #padre
22:16 matthias left #padre
22:23 pece left #padre
22:25 kaare left #padre
23:22 sheepx left #padre
23:24 dapatrick left #padre

| Channels | #padre index | Today | | Search | Google Search | Plain-Text | summary