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IRC log for #minetest-dev, 2013-06-27

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03:02 hmmmmm i updated the TODO http://dev.minetest.net/TODO
03:03 hmmmmm why does it seem like i get more and stuff TODO, never less
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03:44 D-Man you guys should add a portion of the game where the user can create a server while using the game, and/or local servers people on the same wifi can play.
03:46 kaeza ?
04:06 ShadowNinja Isn't there a pull request for mod .confs? I have use for it in three mods now...
04:15 ShadowNinja Yippe, down to 66 pulls...
04:27 ShadowNinja https://github.com/minetest/minetest/pull/484 I could try to split that out if you want.
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06:33 hmmmmm ugh
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10:19 Calinou http://forum.minetest.net/viewtopic.php?pid=95633#p95633
10:19 Calinou why every 5.3 seconds?
10:19 Calinou would increasing it increase performance?
10:19 Calinou or decrease it?
10:33 Jordach i'd set it to 180 seconds
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11:15 PilzAdam "* Add block tinting (grass, water, sky, etc.) (for biomes)" <- no way, I hate this in Minecraft
11:15 Exio make it a setting
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11:25 Jordach make it a settting
11:25 PilzAdam call it "mc = <bool>"
11:28 arsdragonfly :set compatible
11:28 arsdragonfly :P
11:28 Zeg9 there should be a color paramtype2
11:29 Zeg9 if only I wasn't lazy
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17:23 hmmmm having a bit of a lighting problem
17:24 hmmmm doesn't seem like the vmanip's contents get messed with in any way at all after finishBlockMake... can't really figure it out
17:24 hmmmm and this is with a single thread, so i can only imagine how screwed up multithread generation would be
17:25 hmmmm in theory, there's absolutely no reason why the on_generate lighting calculation should be different from the one in makechunk
17:26 hmmmm everything starts off zeroed out, lighting gets calculated, then it's envlocked, the vmanip is written back and some mapblock things are set, but all that is irrelevant because everything happens within the same exact envlock
17:28 hmmmm if i disable lighting and merely call calc_lighting in on_generate, the entire thing gets lit up; if i zero it out beforehand with setLighting, i get dark shadows at block boundaries
17:28 hmmmm there is no reason why this should be happening
17:28 hmmmm freaking toughest bug i've wrestled with in a while
17:30 hmmmm looking at the games directory just gave me an idea... might be the other mods
17:30 hmmmm shit
17:31 hmmmm let's see without the flowers mod
17:33 hmmmm which isn't the problem
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17:37 RealBadAngel hi all
17:39 sfan5 hi
17:44 hmmmm oh fuckme
17:44 khonkhortisan "this shouldn't be happening" one of the well-known phrases programmers say
17:44 hmmmm :(
17:44 hmmmm wanna know what the problem is
17:44 hmmmm i only write data modified in lua to the vm on write_chunk
17:45 hmmmm so when i call calc_lighting before write_chunk, it calculates it with everything as an air node
17:45 hmmmm the same principle would affect set_lighting and update_liquids as well
17:45 hmmmm this was a pretty big showstopping bug
17:47 hmmmm hmmm, unrelated, but i wonder how to get rid of those dumb "star destroyer" shapes in 3d noise terrain
17:49 sapier is there any reason for "merge lua main menu" not beeing on todo list?
17:58 celeron55 is beeing somehow related to bees? 8)
17:58 hmmmm sapier, what do you mean?  http://dev.minetest.net/TODO#Things_to_do_right_away
17:58 sapier oh sorry
17:58 hmmmm lol i just added it
17:59 sapier argh :-)
17:59 hmmmm alright so here's how i'm going to do it
18:01 hmmmm i think i'm going to separate some api:  there's going to be a emerged_minp, emerged_maxp = vm:emerge(p1, p2);  *then*   data = vm:read_data(); which is a simple copy of the vm data contents to a lua table, then vm:write_data(data) writes your data back to the vm, but then you have to call vm:commit_data(); in order to vm->blitBackAll();
18:03 hmmmm and there's no breakage because i made the wise decision of not pushing any of this to upstream individually
18:04 sapier sounds reasonable ... I'd prefere if you not called it "write" as nothing is written in this step
18:04 sapier what about fetch/pull?
18:04 hmmmm get set
18:04 sapier yes
18:07 RealBadAngel guys, when next freeze is planned?
18:08 celeron55 i guess it's not planned
18:09 RealBadAngel i would like to pull bumpmapping code this weekend, thats why im askin
18:10 RealBadAngel ive tested it for over month when i was cut off (played offline and legacy world) so i think its tested enough already :)
18:11 RealBadAngel one thing i must say i felt a bit weird when i downloaded latest code without bumpmapping and tried it
18:12 RealBadAngel it really changes the feel
18:12 hmmmm i wanted an "early" release of the next version, because of the massive performance improvements, but i guess it's not happening
18:13 celeron55 hmmmm: it's mostly up to you, really
18:13 hmmmm people expect big things
18:13 hmmmm but they shouldn't
18:13 celeron55 no they don't
18:14 hmmmm there are at least quite a couple who *do*, i know this for a fact
18:14 celeron55 and even if they do, the only way to make them not is to stop following the imaginative expectations
18:14 hmmmm then they cry about how nothing changes in minetest and it's all worthless
18:14 RealBadAngel whinners will always do so
18:14 hmmmm that one guy pops into my mind in particular..... who was that.. he quit coming around because he was buttravaged
18:14 hmmmm ragequit
18:15 celeron55 well ask yourself: even if you work more, will you finish something that looks like a big change in their eyes?
18:15 celeron55 i guess you'll simply just work more on things that they don't see
18:15 hmmmm but he was basically saying that engine development is "worthless" because it's "good enough" at this point
18:15 hmmmm i told him to get fucked basically
18:16 RealBadAngel he was obviously wrong and we know it
18:16 hmmmm i have a feeling you guys know who i'm talking about but i forget his name
18:16 sapier "nothing changed"? imho even if there is not a single feature added but lots of critical bugs removed or performance increased is worth a release
18:17 VanessaE hmmmm: prestidigitator?
18:17 celeron55 i've never heard that discussion
18:17 hmmmm RealBadAngel, yeah of course he was wrong, but the thing is, he's somewhat representative of the way other casuals feel about minetest development who have no idea what's actually going on
18:17 hmmmm no, not prestidigitator
18:17 VanessaE hrm, dunno then
18:17 hmmmm he wasn't a developer type
18:17 RealBadAngel this one was a really strange one
18:18 hmmmm it wasn't mauvbic, i'm pretty sure...
18:18 RealBadAngel produced really weird code, psedo java style
18:18 hmmmm oh, prestidigitator?  yeah
18:18 hmmmm he's a total java fanboy
18:18 celeron55 well actually whether MT is good enough completely depends on what one wants to do with it
18:18 VanessaE can't remember who then
18:18 sapier it's not important who said what just looking for big changes is a bogus aim
18:18 hmmmm meh.  if i remember i'll say it
18:19 RealBadAngel not important really
18:19 celeron55 anyway, releasing about now would be a very nice move towards more frequent releases
18:19 RealBadAngel what is important, project like this is never finished
18:19 celeron55 i would approve such highly
18:19 hmmmm me too
18:19 hmmmm but i have a boatload of features that i know lots of people would love
18:19 hmmmm same with RBA as well
18:19 RealBadAngel could we make it with bumpmapping added?
18:20 celeron55 why does it matter? you'll be developing them in no time anyway and they won't be really delayed at all
18:20 hmmmm because he's been waiting since 0.4.6 for this
18:20 sapier imho if we release now we shouldn't add any big feature not already added yet
18:20 celeron55 think about it
18:20 RealBadAngel code is over 1 month old
18:20 celeron55 it's not the version number that matters
18:20 celeron55 it's time that matters
18:20 RealBadAngel no point to keep it away
18:20 hmmmm and as for me, this is sort of a complement to schematic decorations, and if there were a split in between the two, people would start abusing them too much
18:21 hmmmm also
18:21 sapier rba how many ppl have tested it?
18:21 hmmmm different versions do matter, because a lot of people do lots of stuff for releases
18:21 hmmmm they have to update distro repositories etc.
18:21 celeron55 hmmmm: well, a chance of people abusing an incomplete API is a real reason to delay a release
18:21 RealBadAngel many, code is aviable for download for all this time
18:21 celeron55 hmmmm: nothing else that you've said is
18:21 RealBadAngel and more, there are already 3 texture packs that use it
18:22 sapier beeing available doesn't say anything ;-)
18:22 RealBadAngel Haven, HDX and Sphax's
18:22 sapier ok so at least some test
18:23 RealBadAngel also theres script to produce normal maps for any texture pack out there
18:23 VanessaE RealBadAngel: that reminds me, I have an update for you for that
18:23 RealBadAngel the script?
18:23 VanessaE yeha
18:24 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/generate-texture-normals.sh
18:24 sapier I guess we should really rethink if "merge window" concept wouldn't be an option
18:24 VanessaE it's multithreaded now thanks to xargs.
18:25 RealBadAngel sapier: http://imgur.com/a/Eq09o#0
18:25 RealBadAngel take a look
18:26 sapier I don't have any concerns about it beeing worth  added, it's great! just adding big features right before a release .... ;-/
18:27 RealBadAngel it was ready before 0.4.7
18:27 khonkhortisan that image has more bump mapping than color
18:27 RealBadAngel i was waitint to test it more
18:27 sapier if there's no quick release to happen I sugges adding all those features as soon as possible and do bugfixing until release
18:28 RealBadAngel i just need to check if files i modified were touched lately
18:29 khonkhortisan Does bump mapping work correctly with facedir? - if I rotate a node 180° on the front face, will the lighting be reversed?
18:29 sapier you should rebase it ;-)
18:29 RealBadAngel bump mapping has nothing to do with facedir
18:30 VanessaE RealBadAngel: maybe he means the current lighting bug where lighting rotates with facedir.
18:30 RealBadAngel ah ah
18:30 RealBadAngel i already fixed that, will pull it soon also
18:31 RealBadAngel sync to current tree is all i need
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19:16 PilzAdam RealBadAngel, side note: Taoki wants to talk with you about skydome
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19:21 Taoki RealBadAngel: Was mostly curious if you're still working on the skydome. I'm still very unsure of the concept itself, and if it involves a sphere mesh following the player's origin I disagree with the idea (for upstream, of course any optional mod is ok)
19:22 Taoki If anyone wants a skydome, the only way I'd personally vote for and consider ok is a way in the code to automatically generate the mapping (cubemap or spheremap) and give the sky an infinite distance (simply map it to the "infinite" space)
19:24 VanessaE I thought the latter was the plan anyway?
19:25 Taoki But yeah. From my experience at least, the method of having an inside-out textured mesh follow the player is the most hacky and bad way to do a sky. Wouldn't wanna see anyone working hard on doing something in a broken way too
19:25 VanessaE but there were possible plans to make the ecliptic variable based on the player's Z coordinate also
19:26 Taoki VanessaE: Not sure how possible it is with Irrlicht. But the right way is ti somply map the texture to the cackground (in a way that considers view angle) and deform it in such a way so it's a sphere / cube map
19:26 Taoki I'd be tempted to go with a cubemap sky, since that's a lot simpler. But in that case it's harder to animate layers over it, such as the red horrizon color at sunset.
19:27 Taoki Personally, I'd say the current sky system is good in essence. Just needs improvements
19:27 Taoki But as RBA did prove, being able to add textures to the sky is very useful
19:27 VanessaE quite so
19:27 celeron55 i have a branch that implements a basic per-player skybox lua interface
19:28 Taoki I think most importantly, the sun and moon should be possible to texture. For a while I thought it already is... I was pretty sad to hear the sun and moon textures are code-generated
19:28 Taoki celeron55: Does it use the "inside-out mesh following the player" approach?
19:28 celeron55 https://github.com/celeron55/minetest/tree/set_sky
19:28 celeron55 Taoki: of course not
19:28 celeron55 who would do anything like that
19:28 Taoki Good then :) And that sounds like a good idea (your branch)
19:29 Jordach what does the set_sky branch do specially?
19:29 Taoki Any estimation to when that branch will be in? I'd really love to see it
19:29 Taoki celeron55: Also, don't kill me for even remotely suggesting something that Minecraft also has (and therefore "copying it" :P ). But I think this would be very worth considering: http://forum.minetest.net/viewtopic.php?id=6375
19:30 Taoki The screenshot comparison I added in the first post speaks a lot I think
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19:30 celeron55 i implemented it because i wanted to try to make this: http://c55.me/random/2013-05/screenshot_1726656136.png http://c55.me/random/2013-05/screenshot_1726683685.png
19:31 celeron55 there's no intention from my part for putting that in; it's up to others
19:32 Taoki ok. And I like that (your screenshots)
19:32 celeron55 that's partly the reason i wanted to add in the singlenode mapgen too 8)
19:33 Taoki What I'd really love to see regarding a Lua API for the sky though, in a way to set any planets and lights at any hour. So you can specify a "sky planet" as a texture, and a position + amount / color of light it emits at any hour
19:33 VanessaE that volumetric colored fog looks beautiful.
19:33 Taoki Similar to how Second Life has the Windlight editor for its sky
19:34 Taoki VanessaE: Yes. That's something that would be lovely for MT too
19:34 Taoki More likely with shaders though
19:34 PilzAdam https://github.com/PilzAdam/minetest/commit/7af479cba466f801c5cb648c8a449877957cb723
19:34 VanessaE I don't think shaders are needed, but what do I know?
19:35 VanessaE (unless piping the fog through a shader will result in better performance, of course)
19:35 celeron55 eh what
19:35 celeron55 so where's the volumetric fog you are talking about
19:35 PilzAdam celeron55, if you are still interested: it turned out that there is no second leak in VBO, you just have to decrease client_unload_unused_data_timeout
19:35 celeron55 is this once again some funky technical term that people have started using without any reality
19:35 Taoki PilzAdam: Looks good to me
19:36 Taoki celeron55: In Minecraft, fog color depends on sun and moon directionally. If the sun is setting for instance: The fog around the sun is orange, while behind the sun (where the moon is rising) it's a plale white
19:36 Taoki In other words, fog matches horrizon + sun / moon color in any direction and position
19:36 celeron55 Taoki: none of your screenshots show the fog being different color at different position
19:36 Taoki Which looks very beautiful and immersive
19:37 celeron55 the fog is continuously the same color in each of them
19:37 Taoki celeron55: They're screenshots so I didn't turn aroun 180*. But trust me, it works that way
19:37 Taoki I checked
19:37 Taoki If you look in one direction in Minecraft when the sun is setting, for is orange. If you turn around 180*, it's pale blue
19:37 celeron55 i still think it just sets the fog color based on what you're mainly looking at
19:37 celeron55 that's not anything more fancy than just dynamically adjusting the fog color
19:38 Taoki Not sure. I think I can see the transition, but I never used a field of view wide enough to cover an 180* area
19:38 celeron55 in any case, it's not volumetric fog
19:38 celeron55 even if it's actually how you explain it, that's just roughly a simple shader line
19:39 * Taoki looks closely at the screenshots, trying to figure out if there is a color fading of the fog or it's all based on where you look at and always the same color at one time
19:39 celeron55 i hate it when people think good-looking stuff requires some fancy technology
19:39 celeron55 it just doesn't make things go forward at all
19:39 VanessaE "fancy technology"?
19:40 VanessaE (shaders are still considered "fancy"?)
19:40 Taoki http://i43.tinypic.com/fnzq0l.png I think the fog riht around the edges is darker and more blue than in the center (where the moon is). Can't quite tell
19:40 Taoki There's likely some gradient there. But to see it all at once it would take a big FOV
19:40 celeron55 VanessaE: yeah sure, thanks for not reading what i said
19:40 RealBadAngel Taoki: sky sphere is centered always, its a different piece of the scene than world
19:41 VanessaE Taoki: definitely a different amount of saturation at the moon versus the horizon, but the hue seems to be the same.
19:41 Taoki RealBadAngel: ok. Does it still require a mesh file though? And does it have unlimited distance?
19:41 VanessaE celeron55: stop being an asshole.
19:41 VanessaE If I missed something, next time try saying "actually I meant X".
19:41 RealBadAngel mesh and unlimited (but for testing purposes i limited it)
19:42 celeron55 VanessaE: frankly i haven't seen any benefit from not being an asshole towards you
19:42 Taoki RealBadAngel: ok. The only way I'd personally consider it correct is finding a way to map it in the code. Sky meshes are really bad IMO, especially when there's a way to generate it more easily
19:42 Taoki It should be possible to generat ea hemisphere and texture it with a simple code. That would also allow it to have a geometry LOD
19:43 RealBadAngel sky model requires moon, sun, star sky, and blue map for dusk to dawn transitions
19:43 VanessaE celeron55: your being an asshole is precisely what's turned me off to the idea of even trying to contribute to (as in, writing more code for) the engine or the main game.
19:43 Taoki RealBadAngel: Yes, the idea is prolly good. But doing it with meshes sounds wrong. It should be possible to do it in code
19:43 VanessaE whether you see previous contributions as a benefit, I don't know, but at least others do.
19:44 Taoki RealBadAngel: Personally though, I like the current sky system. Would love some way to improve that instead, so sphere maps won't be needed
19:44 celeron55 VanessaE: when i try to help you, you just consider it being an asshole too; i've simply stopped trying by now
19:44 RealBadAngel Taoki, meshes are basic of the engine, whats wrong with them?
19:44 RealBadAngel also using meshes make it moddable
19:44 Taoki RealBadAngel: True. It's only for the sky that I find them wrong. I think better formulas for the existing skybox would be bette
19:45 Taoki I'd love to see it moddable. But if possible, with the current system mostly
19:45 RealBadAngel existing method is drawing pixels and boxes
19:45 RealBadAngel which is not moddable at all
19:45 VanessaE Taoki: you're thinking more of a mathematically-defined sphere then?
19:45 Taoki I know. That's what I'd like to see changed
19:45 Taoki VanessaE: Yes, if we really must go for a sphere map
19:45 RealBadAngel wait a bit for my model
19:45 PilzAdam RealBadAngel, only the textures should be modable, the sky itself not
19:46 RealBadAngel you mean meshes
19:46 PilzAdam yea, whatever
19:46 Taoki RealBadAngel: My ideal implementation of a moddable sky is a Lua method to define planets, which are textured sprites that have different positions at each time of day (and emit various lights)
19:46 RealBadAngel and thats the point
19:46 celeron55 Taoki: skybox/skyspehere/whatever is always an actual mesh AFAIK; altough it isn't usually loaded from a file
19:46 VanessaE Taoki: I can see the advantage to it, for sure, but I have to wonder what kind of performance you'd get out of it, since you'd have to basically deform everything that's placed onto the surface of that sphere (at least, at init time)
19:46 RealBadAngel lemme implement real lighting first
19:46 celeron55 (they are easy to generate on the fly)
19:46 RealBadAngel then we can go for modding it
19:47 Taoki RealBadAngel: Yes for real lighting :D
19:47 Jordach RealBadAngel, thats if you ever finish it
19:47 PilzAdam RealBadAngel, have you looked at celeron55's branch?
19:47 Taoki RealBadAngel: But as for the sky, it's the only thing that's worrying me. Since at least / especially for Minetest, I like the current sky system omst. What I don't like about it is that it's currently fixed and un-customizable
19:48 Taoki Yeah, c55's branch for customizable sky sounds like a great start :)
19:48 Taoki **omst = best
19:48 RealBadAngel i havent checked that branch yet
19:49 Taoki So what I'd wish instead is 1 - De-hardcode the sun and moon pixels (horrid implementation IMO) and replace them with a texture, 2 - Remove sun and moon from the code and att a Lua API to define sky planets (shouldn't be hard)
19:50 Taoki Each sky object would have an array of tables under the form { daytime, position_at_this_daytime, light_at_this_daytime }
19:50 celeron55 the sun and moon aren't made of pixels; they're simply untextured polygons
19:51 celeron55 as well as stars
19:51 Taoki yeah. IMHO that's the biggest emergency about them... making them textured at least
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20:11 Taoki celeron55: Can you confirm PilzAdam VBO code he linked earlier is fine? Waiting eagerly for it to be in upstream and usable, and he found the solution to all problems with vbo
20:17 Taoki From what I last tested, it's all good now
20:20 celeron55 oh i needed to comment on that
20:21 celeron55 PilzAdam: if that's so, then the Right Way(tm) to do it is to keep the mapblocks in memory equally long as before but delete the meshes earlier
20:21 celeron55 (that's some work though)
20:22 Taoki Currently he added a note about setting the client caching limit very low. Till that bigger work can be done, does that work too (considering it's off by default)
20:22 celeron55 probably no server admin would approve pushing a considerable lower upstream default deletion time
20:22 celeron55 because it increases traffic for no good reason
20:23 Taoki No defaults would change upstream. People would manually have to change it in their minetest.conf together with enabling VBO
20:23 Taoki But current defaults stay the same
20:25 celeron55 in that case i don't really care, but somebody must promise to finish it sometime if it's put in that way
20:26 RealBadAngel in my model sky color is a map
20:27 RealBadAngel very same idea as hmmmm's grass tinting etc
20:28 RealBadAngel sky is shaded basing on sun position
20:29 RealBadAngel when touchin the horizon map causes dawn/dusk effect
20:30 Taoki RealBadAngel: Nice. But if possible, no fixed meshes involved is my suggestion
20:30 Taoki For the sky that is. Everything else is mesh-based of course
20:31 PilzAdam celeron55, would be unload time for meshes be configureable too?
20:31 PilzAdam *the
20:31 RealBadAngel you have seen the screenshots
20:31 RealBadAngel effects are really nice
20:31 RealBadAngel and every piece is moddable
20:32 Taoki They are. But I couldn't get myself to say the method is good still. I'd go for the branch celeron55 posted earlier, which seems to do what I suggested (customization of the current sky and texturing of sun and moon)
20:32 RealBadAngel thats why i got sun smiling, death star or milky way photo
20:33 celeron55 PilzAdam: umm... well i guess so
20:33 RealBadAngel sun and moon are already textured in my model
20:34 RealBadAngel i dont get the point
20:34 celeron55 configuring it will be quite silly though
20:34 celeron55 it should work so that enabling the vbo setting will also enable a lower mesh unload time
20:34 celeron55 oh and now that i think of it
20:35 RealBadAngel celeron55, configuring in a way of putting sun.png into textures/all
20:35 celeron55 remaking the meshes from the mapblocks in memory is going to be a problem
20:35 celeron55 RealBadAngel: i'm talking to PilzAdam
20:35 Taoki RealBadAngel: My point is that IMO doing the sky with meshes is a wrong and hacky way, as a technical concept. And instead I'd rather make the existing sky configurable
20:35 Taoki Ah, sorry
20:35 RealBadAngel i think i shall publish my sky code for you to read it first
20:36 celeron55 because on some GPUs the first time a new mesh is shown creates a small frametime spike, which is diminished currently by mesh generation being spread due to the limited flow of mapblocks from the server
20:36 RealBadAngel i deleted almost whole old sky code and wrote it from scratch
20:36 celeron55 so that requires experimenting and finding some way to not make it horrible
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20:38 RealBadAngel Taoki: meshes allows customization. Hardcoded stars dont.
20:38 Taoki I think start should be a texture too
20:38 Taoki **stars
20:39 RealBadAngel they are
20:39 Taoki ok
20:39 RealBadAngel properly mapped in blender ofc
20:39 RealBadAngel but its a texture
20:40 Taoki RealBadAngel: Is at least the sky sphere mapped to infinity? And no longer a model attached in any way to the player and centered to the FOV?
20:40 RealBadAngel sky is another scenenode
20:40 Taoki Ok
20:40 RealBadAngel independent from world
20:41 Taoki That part sounds good at least. If it's mapped to the "background" without having to be attached to anything, the idea might be good
20:41 Taoki If only the sphere was realtime in code too
20:41 RealBadAngel it is
20:42 RealBadAngel i rotate the sphere real time
20:42 PilzAdam celeron55, yea, the meshes get only regenerated if you are really close to them
20:42 Taoki Yeah, I mean not a .x or .b3d file :P
20:42 RealBadAngel so the basic idea is the sphere holds the stars
20:43 RealBadAngel and it rotates with time
20:43 RealBadAngel then comes the sky dome
20:43 Taoki Is the horrizon at sunset + sun & moon also a sphere? And is the sky color itself still a background color?
20:43 RealBadAngel which is coloured
20:43 PilzAdam celeron55, how would that be properly fixed?
20:43 RealBadAngel and covers the sphere
20:43 Taoki If this model happens to be chosen, sun a& moon should be textured planes
20:44 RealBadAngel at night dome is not blueish, so you can see stars
20:45 RealBadAngel at day its blue and covers the stars
20:45 Taoki Ok. Is all of it defined in Lua? I mean, are there no more sun / moon references in the code, and the sky is completely mode-based now?
20:45 RealBadAngel its not lua at all atm
20:45 * Taoki would like to see some screenshots with the default texture set for it
20:45 Taoki ok
20:45 celeron55 PilzAdam: don't ask me 8)
20:46 RealBadAngel Taoki, wait a sec
20:47 celeron55 PilzAdam: how low the timeout must be set for it to work?
20:49 PilzAdam 120 or so
20:49 PilzAdam it depends on how many RAM you want to spend for it
20:49 celeron55 PilzAdam: and do you know why there is so much memory consumption? the reason (i think) is that many meshes get generated up to four times before they are left to stay, as they need to be generated after the neighboring mapblocks are received; as the EHM_STATIC flag is immediately set, the short-time lived meshes are transferred to the GPU too and irrlicht then wants to keep them there for a ridiculously long time
20:49 PilzAdam 120 takes about 900 MiB
20:49 celeron55 one solution there could be to set EHM_STATIC only after the mesh has existed for certain time
20:50 celeron55 and lower the mapblock deletion timeout a bit but not so much
20:50 kahrl the proper solution would be to not generate meshes if they need to be regenerated immediately after :P
20:50 celeron55 kahrl: of course
20:50 kahrl but that would mess with TOSERVER_GOTBLOCKS etc
20:50 celeron55 it's just not quite trivial 8)
20:53 celeron55 in any case there will be a lot of memory consumption on clients of a busy server
20:53 celeron55 as stuff is placed and dug, there is a constant regeneration of meshes
20:53 celeron55 probably filling any amount of RAM if it's up to irrlicht's timeouts
20:54 celeron55 so really, eh, the proper solution would be to have irrlicht actually delete them when minetest wants to
20:54 celeron55 as MT already has proper management for them
20:57 celeron55 maybe we should assign some person to send patches to irrlicht that make it behave sanely
20:57 celeron55 8)
20:58 Calinou but people would need an uptodate version of irrlicht
20:58 Calinou the land would be full of screaming debian and ubuntu users
20:59 RealBadAngel Taoki, http://i.imgur.com/2xEp8Ow.png
20:59 RealBadAngel sphere itself
20:59 sokomine /me screams a bit
20:59 Taoki RealBadAngel: Sadly that's exactly what I was fearing to see :P
20:59 RealBadAngel http://i.imgur.com/xngqHYo.png
21:00 sokomine i think it depends on how difficult irrlicht is to compile. i have no idea about that. generally, linux-users have to compile their own mt
21:00 RealBadAngel glare effect using map
21:00 Calinou sokomine: but they do not want to compile their own deps. at all.
21:00 Calinou I'll never do that
21:00 Calinou RealBadAngel: looks nice
21:00 RealBadAngel http://i.imgur.com/wP3g7FK.png
21:00 RealBadAngel at night
21:01 Taoki RealBadAngel: No more blocky-llooking sun by default? :P
21:01 celeron55 Calinou: but at least stuff would be fixed on *some* time
21:01 celeron55 in
21:01 celeron55 *
21:01 Calinou yeah, still
21:01 RealBadAngel and with textures: http://i.imgur.com/W9vgYNr.jpg
21:01 Calinou Taoki: fun fact: blocky sun looks terrible without AA
21:01 Calinou i'm not against using actual skyboxes, like RealBadAngel pointed
21:01 RealBadAngel blocky? http://i.imgur.com/ETkhTnV.png
21:01 Calinou lol
21:01 Taoki Calinou: Not that terrible, but I can tell the edges
21:02 Calinou Taoki: we can avoid these edges, so why not do it :P
21:02 Taoki RealBadAngel: So... will the spheres be optional? What happens with the actual sky colors? Do they exist, and become customizable in Lua too when you get to that
21:02 Calinou customisable fog, sky colors would be nice
21:03 RealBadAngel you can achieve it with changing the color file
21:03 RealBadAngel no need for lua stuff
21:04 RealBadAngel its all texture pack thing
21:04 RealBadAngel not the code
21:06 * Taoki is still very skeptic and would prefer the current sky system being made texturable. Hopes RBA isn't discouraged though... the idea isn't bad by itself either I guess
21:06 Calinou [Taoki tomorrow: replacing the sun image with a pony]
21:06 Calinou RealBadAngel commits it, gets merged in master
21:07 Taoki haha, that would be one thing to see :)
21:08 Taoki But currently, I'm more in favor of celeron55 addition here (the configurable sky). Would like to see that upstream and how it goes. If that's not good enough either a sphere system could be considered
21:09 Taoki (and if we can't texture the stars some other way)
21:14 PilzAdam celeron55, I tried setting the EHM_STATIC static flag only if the mesh existed for 10 seconds, but there is no noticeable performance benefit left and the RAM increases too (not so fast, though)
21:20 celeron55 PilzAdam: maybe it's not so simple then; i don't really know anymore
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21:31 arsdragonfly|pho PilzAdam : https://github.com/minetest/minetest/pull/790 I put the screenshot here
21:33 PilzAdam seems good
21:33 arsdragonfly|pho https://github.com/minetest/minetest/pull/790 and here's another commit
21:34 arsdragonfly|pho Are there any other core devs around?
21:36 arsdragonfly|pho https://github.com/minetest/minetest/pull/783 oh wait the second one should be this one
22:45 Taoki PilzAdam: So... can we still have the VBO setting with manually setting the client data limit, if that system doesn't work?
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