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IRC log for #minetest-dev, 2016-01-17

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All times shown according to UTC.

Time Nick Message
00:02 Megaf RealBadAngel, meh, thats indeed a block of useless code
00:03 Megaf kahrl, suppose we remove what RealBadAngel suggested and client tried to connect to old server, worst case scenario, what would happen?
00:04 RealBadAngel kahrl, http://i.imgur.com/1IvaaF3.png
00:04 RealBadAngel ^^ i can see wielded glitch on a system that was previously non affected
00:05 RealBadAngel only difference now is that im rendering to texture instead of directly
00:05 kahrl Megaf: I think you'd get lots of "WARNING: ClientActiveObject: No factory for type=..." and won't be able to see or interact with dropped items
00:05 Fixer RealBadAngel, yes, that is it
00:06 Megaf RealBadAngel, something similar happens to me when I hold a boat
00:06 Megaf but the axe looks normal
00:06 Fixer RealBadAngel, please find nearest snow biome with forest
00:06 Megaf (shaders off)
00:06 kahrl RealBadAngel: interesting
00:06 RealBadAngel ok
00:06 kahrl what is the difference between rendering to screen and rendering to texture?
00:06 Fixer I've tried it with literally ALL settings, and bug won't go away
00:06 Fixer including changing driver settings
00:07 Megaf and for me the thing on http://i.imgur.com/1IvaaF3.png is not even a bug, just a bummaping thing...
00:07 Fixer RealBadAngel, find some tree with snow on it, go above it, increase height, move mouse a lit, look when ripples on snow appear
00:07 RealBadAngel Fixer, ok
00:08 RealBadAngel ok i can see it
00:08 RealBadAngel hold on a sec
00:08 kahrl Megaf: that would be a pretty crappy bump map if you ask me :P
00:08 Fixer RealBadAngel, finally
00:09 RealBadAngel http://i.imgur.com/ozXnPCT.png
00:09 Fixer RealBadAngel, can you post a pic?
00:09 RealBadAngel kahrl, those are not shaders related things at all
00:09 Fixer RealBadAngel, YES
00:09 Fixer RealBadAngel, that is that s--t
00:09 Fixer confirmed
00:09 sofar ugh crap, backface culling doesn't work for mesh nodes
00:09 Fixer RealBadAngel, so weild mesh problem is also related to texture tear, it seems
00:10 Fixer or it is the same problem actually
00:10 Fixer RealBadAngel, if you go higher above trees they will look more horrible
00:10 Fixer crappiness increases with distance
00:10 RealBadAngel i believe we set the materials somehow wrong way
00:10 RealBadAngel since now i can see the glitches i will find a reason
00:11 Megaf kahrl, low resolution, I never fully undestood all shaders and mapping for minetest
00:11 Megaf with such low res textures
00:11 Megaf minetest was never abut eye candy
00:11 RealBadAngel Megaf, actual texture resolution is not important in opengl
00:12 RealBadAngel texture coords are always 0-1, no matter its size
00:12 RealBadAngel so i can shade 1px texture or 2048x the very same way
00:12 Megaf now, speaking of OpenGL, couldnt we drop OpenGL and Direct3Dx and use only OpenGL ES 2.x?
00:12 RealBadAngel no we cant
00:13 Megaf about texture size, the memory use changes
00:13 Megaf GPU memory use
00:13 RealBadAngel ES is too limited
00:13 Megaf are you sure we need stuff from OpenGL?
00:13 RealBadAngel ES is meant for mobile stuff, not regular PC and powerful GPUs
00:13 Megaf I have seen lots of ES games and they look pretty awesome
00:14 Megaf and if it is menat for mobile, I think its more efficient
00:14 RealBadAngel ive developed ES version of shaders
00:14 sapier megaf it's hard enough to get working opengl drivers on some windows machines ;-) I doubt it'll be better if we'd use opengles
00:14 RealBadAngel we can have both versions
00:15 Megaf sapier, maybe if we used only a single version of OpenGL then? like 3.1 or 2.x
00:15 RealBadAngel sofar, you need backface culling for meshes?
00:15 Megaf (PS, I don't know what I'm talking about in case you didn't notice)
00:15 sapier for what I understand most of that stuff is done by irrlicht (except shaders of course)
00:16 sapier and as of windows there's still some gpu's out there where you can only reasonably use directx ... and I guess it's gonna get even worse as pc market started to fragment even more since microsoft force installs win10
00:16 sofar RealBadAngel: it's hardcoded disabled in minetest/nodedef.cpp#912
00:17 RealBadAngel https://github.com/minetest/minetest/pull/3391
00:17 RealBadAngel sofar, this PR allows to define backface culling for each tile
00:17 sofar I don't need it per tile
00:17 sofar of course that's not a bad idea
00:17 RealBadAngel mesh textures are stored as a tile
00:18 sofar but I have only 1 texture
00:18 RealBadAngel so 1 tile
00:18 sofar IC
00:18 RealBadAngel then you could set the flags for that tile (material)
00:18 sofar all I want is backface_culling = true to apply to mesh nodes
00:18 RealBadAngel heres the code that does that and a few more things
00:19 RealBadAngel happily was rejected because of ability to force filters
00:19 Megaf RealBadAngel, I removed the code you said about CAO, could connect to my server, and my server is a now old build
00:19 Megaf no problem with dropped items
00:20 RealBadAngel Megaf, you should propably try to connect some ancient build
00:20 RealBadAngel something like at least 1-1,5 yrs old
00:20 Megaf meh, who uses that?
00:21 Megaf I actually have a 3 or 4 years old backup of an old server
00:21 Megaf somewhre
00:21 Megaf anyway, I believe we shouldnt worry about that
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00:38 sofar RealBadAngel: there's so many arbitrary restrictions on node visual attributions :(
00:39 RealBadAngel i havent invented that
00:39 sofar can't we make mesh nodes default to backface_culling = false
00:39 sofar and allow nodedef's to enable it?
00:39 sofar I tried but I can't seem to get that to work
00:39 RealBadAngel best way is to enable defining that by mods
00:39 sofar that's what I want to
00:39 sofar but it's hardcoded disabled for mesh nodes
00:39 sofar which is dumb
00:40 sofar I mean, if it looks like shit, people won't use it
00:40 sofar but in my new door case, I need it, and it works
00:40 sofar it even shows a problem with one of my meshes
00:41 RealBadAngel either we can set default to false (but then propably some1 would like it to true)
00:41 RealBadAngel or merge my patch
00:41 sofar yeah but, this should be a 2-line change
00:41 RealBadAngel then the problem is gone
00:41 sofar your patch is... not a 2-liner
00:41 sofar 2-liners are easy to merge
00:41 RealBadAngel what if you will need backface culling set to true?
00:42 RealBadAngel you will make next 2 liner or revert previous one? ;)
00:42 sofar https://gist.github.com/sofar/971b26ffbff16e1183d4
00:42 sofar I was thinking something like that
00:42 sofar default to off, enable when mod tells it to
00:43 RealBadAngel but theres no way to do that without my patch
00:43 sofar I see backface culling work
00:43 sofar with my patch
00:43 sofar I just can't turn it OFF
00:44 sofar oh, hmm
00:44 RealBadAngel what?
00:49 sofar So ContentFeatures enables backface_culling at object creation
00:49 sofar nodedef.cpp disables it when NDT_MESH
00:50 sofar https://gist.github.com/sofar/363ea387e054f88c2b0c
00:50 sofar I'm thinking, once we see the "drawtype" == NDT_MESH, we set it to false
00:50 sofar and if it's then read to be true, enable it
00:51 sofar oh hum, probably needs to be serialized/unserialized too
00:51 RealBadAngel theres a case that already let that
00:51 RealBadAngel see water node  defs
00:52 RealBadAngel my patch just extends that for regular tiles
00:53 sofar got it to work
00:53 sofar yeah I understand your patch
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00:57 RealBadAngel funny, that texture tear is visible on top of snow slab, but not on regular snow node
01:00 sofar ugh why does blender make such a mess of meshes when I export them?
01:00 sofar somehow even recalculating normals it just doesn't do the right thing
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01:03 RealBadAngel blender is weird, i was fighting with it a few hours lately to rescale and rotate stargate mesh
01:03 RealBadAngel this is really a tool for geeks
01:04 kaadmy if you know it ;)
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01:20 luizrpgluiz which would be responsible for leaving the file faster minetest?
01:24 sofar luizrpgluiz: I can't make sense of that sentence
01:26 luizrpgluiz Paramat said that in minetest, when you leave the game options without leaving the most beautiful game like shaders, he has loss 20-70% drop frames per second
01:27 sofar right
01:28 luizrpgluiz I had an idea to try to resolve this issue it would load the shader as a non-binding option
01:30 luizrpgluiz because disabling all the graphics options of the game, it was to have a very good improvement in frames per second
01:33 sofar next up: replace chests with an animating chest!
01:33 * sofar giggles
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01:53 RealBadAngel 70% fps drop, wow
01:54 RealBadAngel paramat is doing here excellent job at making chaos
01:55 sofar he's being misquoted
01:55 sofar please
01:56 RealBadAngel whatever
01:56 RealBadAngel fiddling now with wielded glitch, cant find a difference why the same node is displayed properly as entity and wrong in hand
01:58 RealBadAngel im not sure whats that in fact, frontface culling?
01:58 sofar hand culling
02:00 RealBadAngel but noticed something else
02:00 RealBadAngel http://i.imgur.com/izVO2Ex.png
02:01 sofar why is it fuzzy?
02:01 RealBadAngel it looks like wielded mesh is somehow broken anyway, see that cube attached to the original one?
02:01 RealBadAngel fuzzy, because client started in window and then i rescaled it
02:02 RealBadAngel posprocessing works on the resolution set at the start, havent fixed that yet
02:03 RealBadAngel also im trying all the possible material flags one by one
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02:04 RealBadAngel i think i will try another wield mesh generator
02:06 RealBadAngel heh
02:07 RealBadAngel looks like also cubes are displayed wrong way
02:07 RealBadAngel ive made series of screenshots to catch swinging the wield item
02:08 RealBadAngel http://i.imgur.com/c62Jt8y.png
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02:09 Fritigern Looks like the faces are displayed inside-out
02:10 RealBadAngel or some faces are missing
02:11 sofar did you mess up the normals? ;)
02:11 RealBadAngel no
02:11 RealBadAngel maybe i should recalculate them
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02:24 RealBadAngel that doesnt help
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02:43 paramat hmmmm (or anyone) minetest.place_schematic_on_vmanip() seems to cause a memory leak https://github.com/minetest/minetest/issues/3566
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03:11 hmmmm how was it determined to be the API itself?
03:11 hmmmm what if it's an error in the mod, holding onto references of the vmanip?
03:12 paramat it could be the mod
03:12 paramat i couldn't see an error though
03:13 hmmmm could you see an error in l_place_schematic_on_vmanip?
03:13 paramat not yet
03:15 hmmmm the standard method of determining a memory leak is by running minetest under valgrind
03:15 hmmmm i'd start with that
03:15 paramat ah ok
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04:12 sofar heh, how well does it run under valgrind? I should try...
04:25 hmmmm in any case, i'm skeptical of the assertion that the API is bugged because it doesn't make any allocations except for schematic loading, but that's managed by the schematic manager and has very well-defined lifetimes
04:26 hmmmm it's much more likely that the mod is bugged by holding onto references or the author doesn't realize the GC just hasn't run yet
04:29 sofar holy crap can we tell valgrind to ignore luajit?
04:29 hmmmm yes, there is a way to do this
04:30 sofar yeah, I know ... just haven't done it myself
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04:33 sofar well I'm glad my culling change is getting a quick thumbs up already
04:33 sofar otherwise I would have seen the doors rewrite strand pretty quickly
04:41 sofar possibly lost:124 bytes
04:41 sofar well now, that doesn't look so bad
05:00 sofar https://github.com/dear-github/dear-github
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06:09 paramat 'Liquid flow: Prevent water spreading on ignore WIP' https://github.com/minetest/minetest/pull/3581
06:10 sofar that's some progress
06:19 paramat hopefully. the abm i tried worked but to be lightweight would need a low chance, and therefore would take a while to have effect
06:22 sofar it doesn't need to fire often
06:22 sofar who cares if water takes a bit to self-repair?
06:22 paramat exactly
06:23 paramat i'll look into a new API for adding a liquid node to the liquid queue
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07:52 paramat ahh there is already an API for adding a node to the liquid queue =)
08:04 paramat doesn't work, back to plan A
08:07 paramat actually it does, nice
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18:45 Topic for #minetest-dev is now Minetest core development and maintenance. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/
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20:09 paramat can anyone review this simple improvement for water on ignore? https://github.com/minetest/minetest/pull/3581
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20:10 paramat will merge 3578 later
20:37 Fixer paramat, interesting, is ABM for liquid activation included in that patch?
20:38 paramat no, the ABM is hacky and experimental, and would be in mtgame anyway
20:39 paramat the ABM could be added by anyone in a mod though
20:40 Fixer nah, please make it included, those horrible liquid bugs should be fixed away from MT entirely
20:43 paramat if i can make the ABM work well i'll open a PR for MTGame
20:46 Fixer do you need some world 'production' copy with liquid bugs for testing?
20:47 paramat no thanks, luckily liquid bugs are super easy to create =)
20:48 Fixer try adding several water source and dump them over each other in different places ._.
20:48 Fixer i guess you know it anyway
20:48 Megaf I wonder if I could get the source code for all libs that the buildbot download and build them myself
20:49 Fixer paramat, there was also liquid bug that thin diagonal water 'slab' remained after some exting-ed flowes
20:49 Fixer i have no idea wth was that
20:51 Fixer paramat, ABM could be also tested in valleys caves that got planty of stuck lava over ignore, seen it yesterday a lot
20:51 paramat ah yes
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20:52 Fixer with fixed flows that caves will be so hardcore to explore
20:58 sofar paramat: stuck with kiddos for a bit, can maybe test later
20:58 paramat no prob
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22:00 RealBadAngel kahrl,  here?
22:04 RealBadAngel wielded item glitch basically is zbuffer not working i think
22:05 RealBadAngel changing order of planes in extruded mesh buffers changes the visual effect
22:05 RealBadAngel if we add z+ and z- planes at the end of the buffer instead of at the start we get another looking wiedled item
22:07 RealBadAngel http://i.imgur.com/8fiu26Z.png
22:08 RealBadAngel side of the item is now lookin correct
22:08 RealBadAngel but notice the waves on the inner one
22:09 RealBadAngel http://i.imgur.com/DxmgIby.png
22:09 RealBadAngel especially visible on hand
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23:54 est31 anybody want to fix https://github.com/minetest/minetest/issues/3512
23:54 est31 build failure is big bug, supporting future compilers is as important as supporting old ones.
23:54 sofar c++11 isn't something we want to avoid either
23:55 est31 keeping the bug in master ruins bisect once we switch to c++11
23:55 est31 requiring c++11 != being able to build with -std=c++11
23:55 RealBadAngel btw, i think i know the real reason for wielded glitch
23:56 RealBadAngel im pretty sure i will have working fix soon
23:56 RealBadAngel extruded mesh was broken
23:57 est31 if anybody wants to reproduce the build failure, run cmake with -DCMAKE_CXX_FLAGS="-std=c++11"
23:59 est31 I'll keep the offer to fix the bug around for one week, after that I'll try a fix myself

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