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[00:06] <GitHub36> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7MmD
[00:06] <GitHub36> scummvm/master 5a43e35 Paul Gilbert: TITANIC: Add extra Titanic key notes to README
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[00:13] <snover> dreammaster: sorry, i poked at the indeo 4 transparency thing when i wasnt supposed to. as long as i am looking at it to make up for that, do you happen to still have any of your early attempts at processing the transparency data?
[00:14] <snover> i am still just working on familiarising myself with how the known parts of indeo 4 work so i have some better understanding of what to ry.
[00:14] <snover> try*
[00:14] <dreammaster> Hey. No sorry
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[00:15] <dreammaster> It was just mostly stuffing around with the raw data. At that point, I hadn't even found the mention on a website somewhere that the data was 1bit per pixel.
[00:15] <snover> ah, ok.
[00:17] <dreammaster> I'll be great if you can come up with anything. Considering it's only been 24 hours, and there's suddenly another dozen or so bugs created, I'm going to have enough to keep me busy for a bit. :P
[00:19] <snover> ill see what i can do.
[00:26] <dreammaster> Much appreciated
[00:28] <snover> someday i am going to rope someone into tutoring me on the maths behind video coding techniques. having a conceptual understanding of most things is great, but is not helpful enough when it actually comes time to actually figure out what is going on in code.
[00:28] <snover> actually.
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[02:16] <GitHub176> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7McP
[02:16] <GitHub176> scummvm/master c278be9 Paul Gilbert: TITANIC: Fix spelling mistake in Starship Titanic notes
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[04:06] <snover> hmm. I think i may actually (actually actually) be making some progress on this indeo 4 transparency. the transparency data is before this bidirectional mode intra frame data, so the current way of trying to decode transparency at the very end of the decode function is wrong because the start of the transparency data gets skipped by the the bidi intra frame code.
[04:07] <snover> and of course, this makes logical sense, since that other frame data is& for another frame.
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[05:02] <snover> curiously, b2.avi has a separate MS RLE video track for transparency but also has the transparency flag set in indeo, with a very tiny indeo transparency plane
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[07:27] <Strangerke|work> hi guys
[07:32] <Strangerke|work> Is someone around looking for a CD version of Fascination?
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[08:47] <Simei> Hello, everyone
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[08:51] <Simei> I meet a problem when I try to implement sth called "lightmap" in sludge
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[08:52] <Simei> I have a "lightmap" as below :
[08:52] <Simei> https://usercontent.irccloud-cdn.com/file/rRnACizH/image.png
[08:52] <Simei> And I want to mix it to the scene :
[08:53] <Simei> https://usercontent.irccloud-cdn.com/file/W47VqKXw/image.png
[08:53] <Simei> To produce a such effect :
[08:53] <Simei> https://usercontent.irccloud-cdn.com/file/75FiktOE/image.png
[08:54] <Simei> I check the code of the shader, they use :
[08:55] <Simei> https://www.irccloud.com/pastebin/DRhKhFtm/
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[08:57] <Simei> I don't really understand how they mix these two textures. maybe by multiplication I guess? Does there exist sth similar in scummvm to produce such effect? _sev, t0by ?
[08:59] <Simei> The background was originally painted with the lightmap, it's just to mix the character's sprite with it here
[09:19] <t0by> Simei: 5 minutes
[09:21] <Simei> Take your time. There's no rush.
[09:27] <t0by> Simei, it does indeed look as if the each pixel in the second texture is multiplied by the corresponding pixel of the sprite
[09:29] <t0by> You can see that by pasting them as layers in GIMP and selecting "multiply" as blending mode
[09:29] <t0by> Which seems 100% consistent with the code snippet you pasted.
[09:31] <Simei> Ok, I see. I'll give a try
[09:31] <t0by> Simei, IIRC TransparentSurface has blitAlphaBlend, blitAdditiveBlend and a few others, but not blitMultiply
[09:31] <t0by> This looks like a good time to implement it ;)
[09:31] <t0by> *doBlitAlphaBlend, sorry
[09:31] <t0by> of course notice that the texture is applied *only* to the character sprite
[09:31] <t0by> otherwise the upper part of the backdrop would be dark as well
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[09:32] <t0by> by absorbence of the black pixel
[09:32] <t0by> ("absorbence"?)
[09:32] <t0by> (well, it's the absorbing element, you get my gist)
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[09:34] <Simei> t0by, yes, the gimp multiply mode gives the right effect
[09:35] <t0by> Simei, you _might_ want to quickly open a PR for doBlitMultiply - mostly to attract comments and make other potential users of the function aware of it.
[09:35] <Simei> So it's to implement blitMultiply now
[09:35] <Simei> Ok, so, what I will implement it largely similar to the code of the shader?
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[09:41] <t0by> Uhm, well, you *might* want to consider making it polymorphic so as to have doBlitMultiply(... LightMap... ) and doBlitMultyply(... RGB Color...)
[09:42] <t0by> See what you think makes more sense/is more handy for you to call.
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[09:42] <t0by> As for the logic, I think it amounts essentially to taking doBlitAdditive and putting a * inside it.
[09:44] <t0by> Oh, no
[09:44] <t0by> Those are all for the "solid color" case
[09:45] <t0by> So, bottom line:
[09:45] <t0by> I'd say you'd take doBlitAdditive, replace + with * and call it doBlitMultply(... RGB...)
[09:45] <t0by> then you'd extend it to do the same with a light texture
[09:45] <t0by> thus obtaining doBlitMultiply(... LightMap... )
[09:46] <Simei> Ok, I think I get the idea
[09:47] <Simei> Thanks! I will implement it later.
[09:48] <t0by> Simei, oh, no sorry again: the signature looks like doAdditiveBlending is just the solid color case, but it does indeed add ino *to* outo, pixel-wise.
[09:48] <t0by> out[kBIndex] = out[kBIndex] + (in[kBIndex] * ina * cb >> 16);
[09:48] <t0by> But yes, that's the idea.
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[09:49] t0by can't read his own code
[09:50] <t0by> Simei: all clear?
[09:53] <t0by> Give the existing code a thorough read, the idea amounts essentially to take that and making it carry out a * instead of a +
[09:53] <t0by> (At some point we might even want to make a template for those if there begins to be too much repetition...)
[09:58] <Simei> t0by, the solid color case means the 0xffffffff part ?
[10:07] <t0by> Simei, you'll have to do your own reading to infer the semantics of the various doBlitSomething, I don't want to give it a quick glance and mislead you
[10:08] <t0by> *However*, IIRC the if (... 0xffffff...) bit is just to speed up things
[10:09] <t0by> If you take the formula used in the other if-branch and plug in 0xffffff it should amount to exactly the shorter formula used in the first if-branch
[10:09] <t0by> So, disregard that for now
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[10:11] <t0by> Simei, on a closer inspection (sorry, not touched this thing in a while) the semantics of doBlitAdditive are as following: for every pixel in outo, *add* the corresponding pixel of ino *multiplied* by color
[10:11] <t0by> (*as follows)
[10:13] <t0by> The semantics you want are probably something like this:
[10:13] <Simei> Ok, I see.
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[10:13] <t0by> Case 1: multiply each pixel of your argument (let's call it outo for consistency) by a solid color
[10:14] <t0by> Case 2: multiply each pixel of your first argument (outo) by the corresponding pixel of the second argument (ino)
[10:14] <t0by> As an alternative to overloading the signature, you *might* want to pass a nullptr for ino, thus triggering the Case 1 behaviour.
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[10:15] <Simei> Ok, that makes sense
[10:16] <Simei> I will take a thorough read of the code
[10:19] <t0by> The meat of it is really the out[...]=.... formula in the middle
[10:19] <t0by> everything else is boring iteration over an array
[10:20] <t0by> Simei, also notice that the if (__ != 255) bits are another optimization just like the if (... 0xffffff) part
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[10:26] <Simei> Ok, I see
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[14:53] <waltervn> hi
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[16:13] <t0by> Simei: any progress?
[16:13] <t0by> Got stuck or are you fine?
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[16:15] <Simei> I'm fine with the 0xffffffff now
[16:16] <Simei> It's midnight here and I'll continue tomorrow :)
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[16:17] <Simei> Thanks for asking, t0by
[16:19] <t0by> I'm not sure you should concern yourself with that if(0xffffffff) - as mentioned, it is only an optimization, which I don't even think applies to the multiplicative case; just look inside the *else* block for that.
[16:19] <t0by> Good night!
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[16:19] <t0by> "Make it work first, optimize later", they say.
[16:20] <t0by> (And then they don't optimize anyway most of the time :P )
[16:20] <t0by> m_kiewitz: evening!
[16:20] <m_kiewitz> evening
[16:20] <m_kiewitz> a package from Japan has arrived
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[16:22] <Simei> I thought it may be helpful to make a test to see if sth simple works like the 0xffffffff part and then go to the more complicated ones
[16:22] <fydo> m_kiewitz: that's exciting
[16:23] <m_kiewitz> i already know what it is
[16:23] <m_kiewitz> Phantasmagoria 1+2 Japanese
[16:26] <m_kiewitz> can't believe it, I got them for quite cheap
[16:26] <m_kiewitz> and they are almost impossible to find
[16:26] <fydo> great
[16:26] <m_kiewitz> fromjapan packaging top notch as always
[16:27] <fydo> It'd be little use to me because I can't read Japanese, but I did collect super famicom games a while ago so I get the appeal
[16:27] <fydo> and yeah, packaging is always perfect :)
[16:27] <m_kiewitz> Famicom games are strangely quite cheap to get
[16:28] <m_kiewitz> you use fromjapan too?
[16:28] <m_kiewitz> i love them, never had a problem and they support SAL shipping which skips customs most of the time
[16:28] <fydo> not sure, various ebay sellers
[16:28] <m_kiewitz> ah, fromjapan is a proxy service
[16:28] <m_kiewitz> i buy my stuff on yahoo auctions
[16:28] <fydo> oh I see
[16:28] <m_kiewitz> but they ship to within Japan only, so I use that proxy
[16:28] <m_kiewitz> which results in Japanese articles for VERY CHEAP
[16:28] <fydo> ah, that's pretty smart!
[16:28] <m_kiewitz> ebay is crazy expensive most of the time
[16:29] <m_kiewitz> fromjapan allows even sniper bidding
[16:29] <m_kiewitz> and they support all sorts of other shopping sites too
[16:29] <m_kiewitz> they can even go shopping for you somewhere
[16:29] <fydo> I'll have to check that out. Thank you for the info!
[16:29] <m_kiewitz> I mean literally shopping and get it from some Japanese shop (not online)
[16:30] <fydo> wow
[16:30] <m_kiewitz> thats of course not cheap anymore, but well you can get really rare stuff that way
[16:31] <m_kiewitz> and they want like 300 Yen for regular forwarding and 700 yen for 100% insured forwarding
[16:31] <m_kiewitz> in the latter they don't support SAL anymore (obviously) and if anything breaks on the way to them or to your destination they will fully refund
[16:32] <m_kiewitz> as i said, they are trustworthy in any case, but for breakable things it's also quite nice. I got an Okami snowglobe from Japan, still in transit (ground shipping) and I used insured forwarding for that one
[16:32] <fydo> that's very cool
[16:34] <m_kiewitz> oh and i also got a really rare and OOP Silent Hill figure too. Was limited to 1000 or so, Japan only, sold out within no time and I got it from suruga-ya.jp
[16:35] <m_kiewitz> suruga-ya.jp sells tons of stuff for very cheap. they even got a few Lucas Arts FM Towns games for sale (those aren't that cheap of course)
[16:35] <m_kiewitz> and the best part: they don't charge for shipping at all in case the order total is 2000 Yen or more
[16:36] <m_kiewitz> got a rare Silent Hill DVD from there, which goes for 70 or 80+ pounds on ebay
[16:36] <fydo> 2000 Yen isn't much at all
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[17:02] <GitHub140> [scummvm] bgK pushed 3 new commits to master: https://git.io/v7DKT
[17:02] <GitHub140> scummvm/master 5a4400e Bastien Bouclet: MOHAWK: Riven: Stop using varargs to list hotspot names...
[17:02] <GitHub140> scummvm/master 18fe4ce Bastien Bouclet: MOHAWK: Riven: Trigger the try to open the back rotating room door...
[17:02] <GitHub140> scummvm/master cf9646e Bastien Bouclet: MOHAWK: Myst: Stop gears video before calling elevator on mechanical...
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[18:10] <GitHub119> [scummvm] bgK pushed 1 new commit to master: https://git.io/v7DSY
[18:10] <GitHub119> scummvm/master 22ed7eb Bastien Bouclet: MOHAWK: Riven: Neutralize the timer when moving the Ytram trap up...
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[19:09] <GitHub109> [scummvm] bgK pushed 2 new commits to master: https://git.io/v7DFM
[19:09] <GitHub109> scummvm/master fb26a42 Bastien Bouclet: MOHAWK: Myst: Restore the backbuffer after toggling off fireplace buttons...
[19:09] <GitHub109> scummvm/master 79102d8 Bastien Bouclet: MOHAWK: Myst: Fix showing the white page after dropping it...
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[22:45] <GitHub50> [scummvm] sev- pushed 2 new commits to master: https://git.io/v7ysD
[22:45] <GitHub50> scummvm/master 6541ada Eugene Sandulenko: WAGE: allow using LET with negative number literals
[22:45] <GitHub50> scummvm/master 7e9b8cb Eugene Sandulenko: WAGE: support chr<scene conditionals
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[23:49] <GitHub14> [scummvm] digitall pushed 2 new commits to master: https://git.io/v7yWO
[23:49] <GitHub14> scummvm/master 3c94775 D G Turner: WAGE: Fix GCC Compiler Warnings.
[23:49] <GitHub14> scummvm/master fbd1e87 D G Turner: GRAPHICS: MACGUI: Fix GCC Compiler Warnings.
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[23:55] <GitHub9> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7yWP
[23:55] <GitHub9> scummvm/master 2df37f4 Paul Gilbert: TITANIC: Fix starting playback in music room
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[00:00] --- Fri Aug 11 2017