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IRC log for #minetest-dev, 2014-08-10

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All times shown according to UTC.

Time Nick Message
01:01 twoelk joined #minetest-dev
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02:30 RealBadAngel celeron55, please stop offending me all the time. Changes to faces (levels) were made after many talks and tries in the channel
02:30 RealBadAngel if it looks slighlty different than before, happens. everybody liked the effect
02:31 RealBadAngel also, the very same thing was applied in 3 or 4 places around, using absurdly costly code
02:32 RealBadAngel i just unified it, applied it in just one right place
02:32 RealBadAngel so contrast (yes, its contrast manipulation  and always was) is exactly the same for all the 3 possible modes (no smooth, smooth and shaders)
02:35 RealBadAngel and when i mean FIX i do mean it.  old code was damn broken and introduced before many lighting bugs.
02:35 RealBadAngel im still fighting and lookin for many bugs hidden in old code
02:36 RealBadAngel and btw, that particular change, the tiles shading you were previewing on your own before i pushed it
02:38 RealBadAngel dont you remeber your comments on the values?
02:39 RealBadAngel about paramat's issue, yes we can make the effect deeper, but what if some1 will say its too deep? another tuning?
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17:19 sapier why do I get a 502 on trying to open mmdb?
17:21 sfan5 because it's broken
17:21 sfan5 go bug xyz
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21:05 RealBadAngel ok, i have played a bit with new values for faces shading and got some results
21:07 RealBadAngel http://i.imgur.com/4WIpaHJ.png
21:07 RealBadAngel these are the new values
21:08 RealBadAngel left column - without shaders, right column with shaders
21:08 RealBadAngel top row - no smooth, bottom - smooth lighting
21:08 RealBadAngel as you can see there is a difference between columns
21:09 RealBadAngel its is caused by bug in the engine
21:09 RealBadAngel https://github.com/minetest/minetest/blob/master/c​lient/shaders/nodes_shader/opengl_vertex.glsl#L109
21:09 RealBadAngel https://github.com/minetest/minetest/b​lob/master/src/mapblock_mesh.cpp#L328
21:10 RealBadAngel idk which value is right since Kahrl coded that
21:11 RealBadAngel ive chosen that 23.0 is correct (colors are somehow better)
21:11 sfan5 isn't the sand too bright?
21:11 RealBadAngel http://i.imgur.com/5pXdLlC.png
21:11 RealBadAngel sfan5, i will upload it in a few minutes so you can try
21:12 RealBadAngel meanwhile screenshot above is with same values for c++ side and shaders
21:13 RealBadAngel sfan5, also i dont think its too bright, there are no more boosting the colors over 1.0
21:13 RealBadAngel top has colors as the original texture
21:13 RealBadAngel except for the lights ofc
21:14 RealBadAngel but is no more boosted by 1.3 factor like before
21:14 RealBadAngel also the code will fix several very related things
21:15 RealBadAngel different brightness for flowing and sources
21:15 RealBadAngel and lightsources being shaded
21:16 RealBadAngel all this things were related and affected by Kahrl's bug
21:17 RealBadAngel thats why i was unable to fine tune the values for all the possible modes
21:19 RealBadAngel and btw, celeron55, thx for blaming me for all the possible bugs out there again :P
21:40 paramat joined #minetest-dev
21:48 paramat faces shading looks okay to me. 'RBA > ive chosen that 23.0 is correct (colors are somehow better)'. colours look fine to me as they currently are with no shaders, the right column images are too sickly-yellow, so i would say 13 is the correct value. people will go nuts if daytime is made sickly-yellow ;)
21:49 paramat left #minetest-dev
21:51 RealBadAngel i made 13.0 in the pull
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22:19 PenguinDad RealBadAngel: I'd like to try it but it fails to compile :/
22:20 RealBadAngel try again
22:20 RealBadAngel i missed a bracket
22:27 RealBadAngel PenguinDad, and ?
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22:31 PenguinDad looks better now especially things like the glowlights from homedecor
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22:36 RealBadAngel all the light emmitng nodes are not shaded
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23:08 kahrl RealBadAngel: actually it was you who changed one of those two places to 13 in a0f78659, don't blame me :P
23:09 RealBadAngel in shaders it was like that for ages
23:09 RealBadAngel if it was really me, then sorry Kahrl
23:10 kahrl no problem :)
23:10 RealBadAngel i just dont remember changing that in shaders, that code was copied over and over
23:11 RealBadAngel anyway, 13 and 23 pair is desired one?
23:11 kahrl I don't really have an opinion, I have bad eyesight and uncommon color perception anyway
23:11 RealBadAngel 13 and 23 makes it looks a bit more saturated
23:12 RealBadAngel and imho a bit better
23:19 VanessaE if saturation seems too low, fix the textures
23:19 VanessaE not the lighting.
23:19 RealBadAngel kahrl, can you check the pull?
23:39 kahrl RealBadAngel: code looks ok, but someone else has to check how the colors look
23:41 RealBadAngel paramat and VanessaE have already agreed
23:41 RealBadAngel how about you?
23:41 VanessaE I'll re-iterate my agreement after I check this latest version of the patch
23:41 VanessaE :)
23:42 VanessaE (indeed, kahrl you should probably pull and re-check it just to see)
23:43 VanessaE RealBadAngel: ok, this is good.  I like this brightness level.
23:44 VanessaE at least as it looks with smooth lighting on, shaders off anyway
23:44 * VanessaE checks the other modes
23:44 RealBadAngel http://i.imgur.com/EDcScf1.png
23:45 RealBadAngel i dont remember such small piece of code resolving that many issues ;)
23:46 VanessaE seems okay in all four modes, you should do a four-up screenshot like before
23:48 VanessaE lighting/contrast looks good to me
23:48 VanessaE adequate.
23:48 VanessaE wish paramat were here.
23:50 VanessaE and with the light sources not being shaded anymore, they actually look like the emit light, they're no longer dull
23:52 kahrl RealBadAngel: looks fine to me too
23:53 RealBadAngel btw, some1 could make those damn floating in the air caves not casting the shadows on the ground
23:53 RealBadAngel i dont fucking believe that we are still generating them over ground
23:54 kahrl I haven't seen those in a while
23:54 kahrl oh, but that's a mgv7 feature, right?
23:54 RealBadAngel i just spotted one
23:54 RealBadAngel mg6
23:54 VanessaE no, mgv6
23:54 VanessaE and I see them from time to time also
23:54 kahrl I always use mgv6 for my test worlds (well, except when testing mgv7) and I never see those
23:54 RealBadAngel going to apply mese to it again right now and check
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