07:34 < ddnet-commits> [ddnet] def- pushed 1 new commit to master: https://git.io/vxSQe 07:34 < ddnet-commits> ddnet/master a01939a Dennis Felsing: Update portuguese.txt (by Rockus) 09:36 < bridge> [ddnet] don't tae that 09:36 < bridge> [ddnet] take the other ui sent to deen after that LOL 10:46 < ddnet-commits> [ddnet] def- pushed 1 new commit to master: https://git.io/vxSh0 10:46 < ddnet-commits> ddnet/master bf77276 Dennis Felsing: Update portuguese.txt (by Rockus) 16:23 < bridge> [freenode] Jupstar: does ddnet really have that many changes to text? I'm thinking in particular in context of games 16:24 < bridge> [freenode] Jupstar: we use pre-rendered textures for the time counter just for æsthetics, all other text is generated on the fly from the ttf, the most frequent text changes being either chat or % changes in some game attribute 16:24 < bridge> [freenode] and the latter is only a few characters once a second. big deal 16:25 < bridge> [freenode] in terms of web browsers, I'm not sure what they do. I bet it depends on circumstances. 16:25 < bridge> [freenode] there's all sorts of crazy things one has to support on a web page these days 16:25 < bridge> [freenode] I remember discussing w/ the mozilla guys why adding absolutely any animation to a web page spiked CPU - text was the main culprit 16:26 < bridge> [freenode] these days browser have gotten better about putting that into textures and offloading to GPU - in part because GPUs have gotten better too 16:26 < bridge> [freenode] but regardless, I don't see why the choice of font should have any significant impact at all 16:26 < bridge> [freenode] why not let players use whatever font they want? 16:26 < bridge> [freenode] well. they probably can right? 16:26 < bridge> [freenode] just copy over the asset 17:00 < bridge> [ddnet] yes, but in many locations we might be assuming the width of the font 17:00 < bridge> [ddnet] instead of using a calculation to get the actual width 17:16 < bridge> [freenode] huh 17:16 < bridge> [freenode] odd. definitely should be calculating width of the rendered texture from the font 17:16 < bridge> [freenode] well. apart from maybe approximations 17:16 < bridge> [freenode] esp due to unicode 17:17 < bridge> [ddnet] but lots of UI stuff is fixed size 17:17 < bridge> [ddnet] boxes having fixed size, would look weird if they were different size in each language 17:17 < bridge> [freenode] ehhhh 17:17 < bridge> [freenode] you could just have a safety margin if it's a key part of the game layout 17:18 < bridge> [freenode] but yeah. overflowing happens 17:18 < bridge> [freenode] you can choose between truncation, animation scroll, or resizing 17:18 < bridge> [freenode] deen: https://issues.hedgewars.org/show_bug.cgi?id=275 this is still open - it bugs wuzzy more than the others I think ☺ 17:18 < bridge> [freenode] https://issues.hedgewars.org/show_bug.cgi?id=275#c3 in particular is our problem 19:21 < bridge> [ddnet] the problem is that in the background is a highly refreshed game, so you cant just invalidate rects and render "a bit" 19:22 < bridge> [ddnet] so you have to "render" the text textures to the framebuffer every frame anyway 19:22 < bridge> [ddnet] and that is not necessaraily faster then compute the few vertices 19:23 < bridge> [ddnet] but that depends on the GPU cache, i cant tell for what GPUs , but i assume modern GPUs just keep pretty much all textures near to the processors 19:23 < bridge> [ddnet] ofc only bcs teeworlds doesnt use alot of textures 19:24 < bridge> [ddnet] tripple A games are different level maybe it profits from rendering ready textures instead of swapping the font texture always 19:24 < bridge> [ddnet] tripple A games are different level maybe it profits from rendering ready textures instead of swapping the font texture(with the game textures) always 20:01 < bridge> [freenode] Jupstar: what I mean is, you don't need to rerender the texture itself every frame 20:01 < bridge> [freenode] so... why does changing the font help 20:01 < bridge> [freenode] that's the part I don't get 20:01 < bridge> [freenode] how does any font change at all, result in any significant perf increase 20:02 < bridge> [freenode] since the font should only be regenerating textures in like 0.0001% of the frames 20:12 < bridge> [ddnet] i dunno what you mean by changing the font 20:13 < bridge> [ddnet] the theoretic problem i see is, that the text that was rendered on textures to not rerender it every frame also needs processing 20:13 < bridge> [ddnet] 20:13 < bridge> [ddnet] alpha blending etc 22:46 < bridge> [ddnet] devs, can you make it so when my friend changes their username for teeworlds, it will change their name in my friends list as well? 22:58 < bridge> [ddnet] no, that's not possible