<cr1901_modern>
whitequark: When you get the chance, could you please test the three.js viewer in a browser on a _non mobile device_, and tell me if panning works?
<whitequark>
the one in the master branch?
<whitequark>
yes, panning, rotation and scaling works
<whitequark>
via mouse
<whitequark>
via touch, only rotation and scaling works
<whitequark>
but it's all screwed up if devicePixelRatio != 1
<cr1901_modern>
whitequark: Ack, I was planning on looking at the devicePixelRatio tonight, but something on my end is screwy; panning isn't working at all.
<cr1901_modern>
Great! So why the hell did it ever work at all in the first place o.0;?!
<cr1901_modern>
whitequark: This is a stretch, but what Chromium version are you using?
<cr1901_modern>
I wonder if mousemove was implemented improperly in older Chrome versions and was fixed recently...
<whitequark>
59.0.3071.86
<cr1901_modern>
I'm using version 60, and right-click, which should _pan_ the model, is _rotating_ the model in my browser, due to aforementioned bug. Wonder what's different about Chromium 60.0.3112.101 on Linux
<cr1901_modern>
But I can't do anything about it tonight. I'm in no frame of mind to work on anything
* cr1901_modern
takes a snooze
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<cr1901_modern>
Of course I still can't build solvespace, not even cross compiling on Linux. Ultra-shiny new compiler version required for goddamn ID3D11Debug. Why is this so hard?
<cr1901_modern>
whitequark: What's your mingw version? I've upgraded mingw-w64-gcc on ubuntu to the one provided by artful, and angle still refuses to compile "ID3D11Debug" does not exist. I simply cannot build solvespace for Windows with the resources I have at home.
<cr1901_modern>
whitequark: Changed my mind again: by any change what version of mingw distro do you use (mxe? debian packages?). Problem is bigger than ID3D11Debug not existing
<cr1901_modern>
whitequark: You said the VS build was broken and pointed me to the issue where it was broken. And anyways, I got it to compile; see pull request
<cr1901_modern>
whitequark: I'll try OPENGL=1 in a bit
<whitequark>
cr1901_modern: oh
<whitequark>
I should just apply the patch from Qt
<cr1901_modern>
whitequark: I agree that is preferable to my method, but it applying that patch as-is didn't fix my issues (at least, a bunch of D3D11 typedefs were still missing, and versionheaders.h was completely nonexistent).
<whitequark>
that's because my ANGLE is very old
<whitequark>
I need to look up whatever version of ANGLE Qt used
<cr1901_modern>
Alright, cool. I will also test a native Windoze build at that point.
<whitequark>
why can't you just run it on linux if you're building it on linux?
<cr1901_modern>
B/c headless :P
<whitequark>
or build it on visual studio?
<cr1901_modern>
You said VS build was broken
<whitequark>
there's a one-line patch in the issue I gave you
<cr1901_modern>
Oh...
<whitequark>
it's not applied because [reasons]
<cr1901_modern>
I... think I totally missed that ._.
<cr1901_modern>
So I went through all this trouble b/c I didn't read closely enough... go figure