# IRC log for #padre, 2010-12-14

All times shown according to UTC.

Time Nick Message
01:51 bayashiaway is now known as bayashi
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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
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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
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07:41 azawawi hi
07:41 azawawi interesting... http://www.dagolden.com/index.​php/1186/locallib-for-cpan-pm/
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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
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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:
20:55 matthias has anybody encountered this behaviour before?
20:56 matthias *did anybody encounter this behaviour before?
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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^^
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