<waddlesplash>
now that the bulk of the work is done to get GTK up and running, I should really get back to work on Haiku itself
<waddlesplash>
hopefully someone else can pick up where I left off and start polishing things
<M3dEyes[m]>
waddlesplash: hm. very strange, but I have no problem with gdk_pixbuf + librsvg plugin
<waddlesplash>
M3dEyes[m]: not sure what's the problem on my end. I opened a ticket at HaikuPorts, there is a "SVG" entry in my gdk-pixbuf-loaders settings file
<waddlesplash>
but the SVG icons just won't load
<waddlesplash>
PNGs do work now at least, that part seems solved
<waddlesplash>
not sure what or why. my clever hack to get cairo-xlib may have been a bad idea...
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<waddlesplash>
M3dEyes[m]: the Inkscape recipe only "Somewhat" works. Inkscape crashes on startup unless you work around xlibe#8, and also specify INKSCAPE_DATADIR=/system/apps/Inkscape/...
<waddlesplash>
M3dEyes[m]: if you would like to work on it, I can push it and let you take it from here...
<M3dEyes[m]>
Just a hack to enable the system icons themewithout gtk patching: mkdir ~/.icons && ln -s /system/data/icons/haiku ~/.icons/Adwaita
<waddlesplash>
well, that doesn't really seem to be the problem
<waddlesplash>
as Inkscape has a ton of custom icons that are all failing to load
<Not-c620>
[haikuports/haikuports] waddlesplash c5a400e - Inkscape: add recipe (disabled, needs hacks to start without crashing.)
<waddlesplash>
well, there's the recipe
<waddlesplash>
probably the no-poppler hacks can be dropped and just compile with poppler...
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<M3dEyes[m]>
<waddlesplash> "3dEyes: if you would like to..." <- First, we need to understand why the svg icons don't work. It was interesting to run Inkscape, but I'm busy finalizing OpenGL support in Qt
<waddlesplash>
very good. :)
<M3dEyes[m]>
Not being able to add subwindows to windows in haiku makes it difficult. I have to emulate this behavior in QPA.
<waddlesplash>
hm? what's the problem?
<waddlesplash>
aren't all QPA windows *both* a BWindow and a BView?
<waddlesplash>
just add the BView to a different BWindow...
<waddlesplash>
and hide the "original" parent
<M3dEyes[m]>
)) That's exactly what I'm doing right now.
<waddlesplash>
ah :)
<waddlesplash>
yes, libX11 does the same, basically
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<AlienSoldier>
M3dEyes[m] any ETA when falkon could get a 32bit build?
<waddlesplash>
I don't think anyone's working on that.
<M3dEyes[m]>
AlienSoldier: I only use a 64bit Haiku, I don't have any others on my PC.
<AlienSoldier>
M3dEyes[m] i could test a build if you ever want to try.
<M3dEyes[m]>
It takes a lot of resources to build qtwebengine. I'm not sure if it is possible to do this for 32bit at all, but maybe I'm wrong.
<AlienSoldier>
i am currently running out of multi browser strategy to be able to continuously work in haiku
<AlienSoldier>
you mean it take more memory to build than what 32 bit can adress!?
<M3dEyes[m]>
Building qtwebengine on my AMD Rizen7 X3700 with 32 gigabytes of RAM and NVRAM disk takes over 2.5 hours.
<AlienSoldier>
ok, you mean the lenght of time
<M3dEyes[m]>
Building with -j16 requires about 25 gigabytes of RAM.
<M3dEyes[m]>
I'm not sure how to do it on a 32bit system with a 4 gigabyte limit per process.
<AlienSoldier>
ok, at least now i know why it it was not appearing in the depot
<M3dEyes[m]>
It might be easier to do this through cross-compilation
<AlienSoldier>
yes, that is was i was expecting it to appear eventually. I was originally thinking somekind of missing 32bit lib was needed or that some inline assembler code made compilation abord.
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