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IRC log for #minetest-dev, 2016-02-08

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Time Nick Message
00:41 Fixer RealBadAngel, mrt_5 is 40% slower than normal one
00:42 RealBadAngel paramat, est31 #3671
00:42 ShadowBot https://github.com/minetest/minetest/issues/3671 -- Use inventory_image in the first place for inventory item mesh by RealBadAngel
00:42 kaadmy huh
00:43 kaadmy i'm getting these messsages printed about 10 a second
00:43 rubenwardy Will this make inventory images appear in hand instead of weild meshes?
00:43 paramat ok
00:43 kaadmy 2016-02-07 16:42:47: WARNING[Main]: Irrlicht: Could not open file of texture: character.png
00:43 Fixer seen that
00:43 RealBadAngel Fixer, what is slower?
00:44 Fixer RealBadAngel, mrt_5 branch that i've compiled some days ago, with shaders and stuff
00:44 RealBadAngel can be ofc
00:44 Fixer did a very big testing this evening
00:45 RealBadAngel its almost complete deferred rendering chain + some heavy duty shaders effects
00:46 RealBadAngel final wont be much slower than that, theres not much more left to add there
00:48 RealBadAngel but also keep in mind thats still WIP, many things can change here
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03:29 kaadmy joined #minetest-dev
04:06 RealBadAngel hmmmm, here?
04:11 VanessaE clearly not :)
04:15 hmmmm joined #minetest-dev
04:23 RealBadAngel or maybe?
04:24 hmmmm ??
04:25 RealBadAngel hmmmm, ive updated #3662
04:25 ShadowBot https://github.com/minetest/minetest/issues/3662 -- Cleanup selection mesh code, add shaders for halo and selection boxes by RealBadAngel
04:25 hmmmm ok
04:26 hmmmm why did you change some of these video::SColors to const &?
04:26 hmmmm do you realize they're only 4 byte structures?
04:26 paramat http://i.imgur.com/U8Nd9u7.png
04:26 paramat left #minetest-dev
04:26 RealBadAngel nerzhul wants everything to be const &
04:27 hmmmm eh....
04:27 hmmmm video::SColor doesn't need to be
04:27 hmmmm in fact I'd say it makes the code slower instead, and it's messier looking
04:27 RealBadAngel now youre saying? when ive put that on all pos, colors and everything around?
04:28 hmmmm I didn't know that you were going to do that or nerzhul was saying so
04:28 RealBadAngel not to mention endless testing if it still compiles and works
04:28 hmmmm I am not the same person as nerzhul
04:28 hmmmm if the code works as const &, it should work as not-const &
04:29 RealBadAngel btw that *& you mentioned. idk whats that and what for its made like this
04:29 hmmmm maybe it was a typo?
04:29 RealBadAngel ive just removed one parameter in that line, nothing more
04:29 hmmmm oh
04:30 hmmmm well somebody should fix that separately...
04:30 hmmmm why is the node selection part of hud?
04:30 RealBadAngel logical
04:30 hmmmm yes but the hud refers to the heads-up display
04:30 RealBadAngel turn off hud, you dont see selection
04:30 hmmmm i.e. the text and pictures right on the screen
04:30 hmmmm the 2d things
04:31 hmmmm i don't think the selection mesh should be part of that subsystem...
04:31 hmmmm when you turn off the hud, it'd turn off selection as well
04:31 hmmmm is this really what you want...?
04:31 RealBadAngel it was designed like that already
04:31 hmmmm but why
04:31 RealBadAngel and yes, we dont want selection when hud is off
04:31 hmmmm who's we
04:32 hmmmm what do others say about this??
04:32 RealBadAngel everybody?
04:32 hmmmm and what about the wield tool?  why is that disabled along with the hud now??
04:32 RealBadAngel now?
04:32 RealBadAngel since always
04:32 RealBadAngel why you think ive changed the design?
04:32 hmmmm https://github.com/minetest/minetest/pull/3662/​files#diff-3caa81f71bc3ee0838c9b7a1cfcfa6acL492
04:32 hmmmm not the design
04:33 hmmmm look, if (draw_wield_tool) ... is inside of if (show_hud) {. ..
04:33 hmmmm think long and hard about these design consequences
04:33 RealBadAngel hold on a sec
04:33 hmmmm are they actually how the players want minetest to behave?
04:33 hmmmm this is what's most important
04:34 RealBadAngel turning off hud turns off wielded and selection
04:34 RealBadAngel i havent changed that
04:34 RealBadAngel just run the game and see
04:34 hmmmm alright fine
04:34 hmmmm i hate having to load up minetest though
04:35 RealBadAngel go on, i did
04:35 hmmmm yeah but you're actually working on it, I'm not
04:35 hmmmm you still didn't fix the missing space in getPointedThing's declaration
04:36 RealBadAngel looks like you dont remember default behaviour just, you dont play too much, do you? ;)
04:36 RealBadAngel oops
04:37 hmmmm alright, you're right it isn't drawn
04:37 hmmmm and same with selection
04:37 hmmmm this isn't what I would have guessed, but as long as it doesn't change existing behavior on accident
04:38 hmmmm what the hell, getPointedThing() is a mess
04:38 hmmmm THIS is where cleanup is needed
04:38 hmmmm not logging or threading or whatever
04:39 hmmmm i also don't like this "f32 d" - wtf is 'd'?
04:39 hmmmm dong?
04:39 RealBadAngel lookin at me? ;)
04:39 RealBadAngel not mine
04:39 hmmmm but it's not your doing, this is something to be fixed another day
04:39 hmmmm i'm just going to note it and move along
04:40 hmmmm the D value is over 18 inches
04:40 RealBadAngel but i know whats that ;)
04:40 hmmmm also, RBA, you are welcome just as much as everybody else to clean up existing code
04:41 hmmmm for what it's worth, I especially enjoy commits that have more red than green in them
04:41 RealBadAngel slight offset to make lines visible and not mess with face surface
04:41 hmmmm that ^ is totally obvious if you are intimately familiar with the code and understand the convention of "D"
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04:42 RealBadAngel but, wheres that space you said i havent fixed?
04:42 RealBadAngel cant see that
04:42 hmmmm PointedThing getPointedThing(Client *client,Hud *hud, const ...
04:42 hmmmm -----------------------------^
04:42 hmmmm -------------------------------------^
04:44 RealBadAngel awwwww
04:44 RealBadAngel 6 am, thats why ;)
04:44 hmmmm excuses aside
04:44 hmmmm what happens when tsrc->getTextureForMesh() fails?
04:45 hmmmm what does it return?
04:45 RealBadAngel cant fail
04:45 hmmmm why not
04:45 RealBadAngel it will generate fake one
04:45 RealBadAngel random colors
04:46 RealBadAngel that was made propably to prevent random crashes when you forget to supply texture or make a typo in its name
04:50 hmmmm mmm
04:50 hmmmm the ternary operator was supposed to be in the parameter list like so
04:51 hmmmm u16 shader_id = shdrsrc->getShader(mode == "halo" ? "selection_shader" : "default_shader", 1, 1);
04:52 hmmmm the idea behind that is to cut down on repetitive code
04:52 hmmmm in general it's bad to repeat yourself because it puts a greater mental strain on future developers to remember to change every instance of the repetition
04:52 hmmmm and more likely to make a mistake
04:53 hmmmm anyway, isn't there a Settings::getEnum()?
04:53 hmmmm huh guess not.
04:53 RealBadAngel i havent thought to code it that way, thats indeed better
04:54 hmmmm also I'm not saying this is something to be done right now, but in the future it would be HIGHLY APPRECIATED to start using constants in place of numeric literals for texture layer numbers
04:55 hmmmm only people who work with the graphics a lot know that 0 is the main texture, 1 is something else, 2 is an options texture to be passed along to the shader, etc.
04:55 RealBadAngel thats not any general rule
04:56 hmmmm does it really need to be a rule in order for you to do it?
04:56 hmmmm doesn't it intuitively make sense why this is a good thing?
04:56 RealBadAngel i mean what which layer is
04:56 hmmmm right and this is a cause for confusion
04:56 RealBadAngel thats not a rule
04:56 hmmmm maybe there should be a general rule
04:56 hmmmm or at least a piece of documentation somewhere
04:56 hmmmm /**************
04:57 RealBadAngel in fact in each material each layer is something different
04:57 hmmmm *  Shader texture positions for <thingiehere>:
04:57 hmmmm * 0 - This is the main texture
04:57 hmmmm * 1 - This is the whatever texture
04:57 hmmmm so on
04:57 hmmmm do you not see how that could be helpful at all...?
04:57 RealBadAngel hold on
04:58 hmmmm source code does not need to be a cryptic, secret code
04:58 RealBadAngel https://github.com/minetest/minet​est/blob/master/src/game.cpp#L872
04:59 hmmmm uhhhm
04:59 hmmmm is it just me or is that code completely faulty?
05:00 hmmmm the memory layout of an integer with the value of "1" is not the same as the memory layout of a float with the value of "1.f"
05:00 RealBadAngel whats wrong with it?
05:01 hmmmm that code doesn't smell right at all
05:01 RealBadAngel hm, i havent thought bout it, the code was propablty copied from some irrrlicht example
05:02 RealBadAngel but i saw it being used in many irr apps
05:02 hmmmm well, I'd take a closer look
05:02 hmmmm it could be the source of bugs
05:02 RealBadAngel possible
05:03 RealBadAngel in fact im fighting with something that could be related
05:03 hmmmm right
05:03 hmmmm so listen
05:04 hmmmm I think what that code is trying to do is use the overloaded f32 * version of that function for older irrlichts
05:04 RealBadAngel thx for pointing it out, because it can be really the reason for textures going nuts when i use MULTIPLE shaders
05:04 hmmmm the int layer2 = 2; ... declares and initializes an integer variable with the integer value of 2
05:04 hmmmm the address of that is 0x59405405945 or whatever
05:05 hmmmm now, that ADDRESS is casted to an irr::f32 * without any conversion, because on the x86 architecture at least, you don't need to perform any conversion for different pointer types
05:05 hmmmm so the actual underlying value of "2" is not converted to a floating point "2.f"
05:06 hmmmm in any case, why did you show me this block of code?
05:06 RealBadAngel to show that layers are actually described here
05:06 RealBadAngel by respective uniform sampler names
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05:06 hmmmm inside of a random chunk of code?
05:07 hmmmm what are the odds that somebody will actually stumble across that
05:07 hmmmm it needs to be way more visible
05:07 RealBadAngel its general shaders callback
05:07 hmmmm so?
05:07 RealBadAngel where else could it be?
05:07 RealBadAngel if not here, then api
05:07 hmmmm somebody who isn't familiar with the graphics code wouldn't know that
05:07 hmmmm it's not impossible to figure out
05:08 hmmmm but it requires a higher mental load to figure it out
05:08 hmmmm why would you make somebody work harder to understand a piece of your code?
05:08 hmmmm it's not just for you, i hope you realize, it's for everybody
05:09 RealBadAngel do you realize that this demand to comment out setting each texture is kinda absurdly?
05:09 hmmmm how is it absurd?
05:09 hmmmm jeez, you know what, I'll do it if you don't want to
05:09 hmmmm clear, easy-to-understand, maintainable code
05:10 RealBadAngel im not talking about it being clear or something
05:10 RealBadAngel im talking bout that you want commenting out obvious thing being done hundreds of times in the engine
05:11 hmmmm make it self documenting then, by using a constant
05:11 hmmmm instead of writing "1", write "TEX_LAYER_BASE"
05:11 hmmmm or rather 0
05:11 hmmmm TEX_LAYER_NORMAL in place of 1
05:11 hmmmm see?
05:12 RealBadAngel that would mean another PR that introduce that method and use it everywhere
05:12 hmmmm yeah, so?
05:12 RealBadAngel so out of scope of my PR
05:12 hmmmm yes, I know that
05:12 RealBadAngel but indeed good idea for the future
05:12 hmmmm I mentioned earlier "By the way, this is something that would be nice to do ..."
05:12 RealBadAngel ok, i will code that
05:12 hmmmm [11:54 PM] <hmmmm> also I'm not saying this is something to be done right now, but in the future it would be HIGHLY APPRECIATED to start using constants in place of numeric literals for texture layer numbers
05:13 RealBadAngel ok ok, ack
05:13 hmmmm okay, back to the PR
05:13 RealBadAngel since im messing all around now with renderer i can easily code it btw
05:14 RealBadAngel whats next?
05:14 hmmmm nothing yet I just want to make a note of something
05:15 hmmmm when to use const <type> & vs. <type>
05:15 RealBadAngel that could be said once for all and just used
05:15 hmmmm prefer const <type> & when you want to pass along a value without copying it, i.e. when creating a copy would be costly
05:15 hmmmm const v3f &?  I can see the argument for that
05:15 hmmmm sizeof(v3f) == 16
05:16 hmmmm 8 < 16
05:16 hmmmm in practically every case it'd be more efficient to use const v3f &
05:16 hmmmm const MapNode &?
05:16 hmmmm not so much
05:16 hmmmm sizeof(MapNode) == 4
05:16 RealBadAngel what about const boxes & ?
05:17 hmmmm a pointer is either going to be 4 or 8 so it's not worth it to pass along to a constant
05:17 hmmmm a box is 4 floats, right?
05:17 RealBadAngel iterators fail on that
05:17 hmmmm so that's at least 16 bytes
05:17 RealBadAngel see comment in PR with error
05:18 hmmmm use const_iterator
05:21 hmmmm if a compile error is preventing you from doing something that you should be doing, try to figure out why and fix that, instead of shrugging your shoulders and moving along to the next thing
05:24 RealBadAngel using consts wasnt my goal there
05:24 RealBadAngel i was in that function with small visit btw
05:25 hmmmm in modern minetest code, non-const reference parameters are prohibited
05:25 hmmmm there is a good reason behind this...
05:26 RealBadAngel ok, i can understand that, but i cannot alter code everywhere because im just close to it
05:26 hmmmm it requires adding literally 6 characters
05:26 hmmmm come on
05:26 hmmmm type "const_"
05:27 RealBadAngel it ends up with asking me whats that *&
05:27 hmmmm this is a parameter YOU added
05:27 RealBadAngel no
05:27 RealBadAngel it was here
05:28 hmmmm we're talking about 'boxes' in convertNodeBoxesToMesh, are we not?
05:28 RealBadAngel yeah, just slight offtopic
05:28 RealBadAngel im trying now to change it
05:28 hmmmm well, I won't +1 the code unless this shit is fixed
05:28 hmmmm just fix it, come on..
05:28 hmmmm i gave you the reason why it won't compile and how to fix it
05:28 hmmmm it requires adding a 6 character string
05:29 hmmmm this is really easy
05:30 RealBadAngel i said im compiling it now
05:32 RealBadAngel ok, const_iterator work
05:33 RealBadAngel pushed
05:33 RealBadAngel anything more?
05:33 hmmmm i haven't gone through everything yet
05:34 hmmmm and still with the f32 *txc
05:34 hmmmm god dammit RBA
05:34 hmmmm okay first of all, is txc modified at all?
05:35 RealBadAngel i told you i havent changed it but put extra comments on it
05:35 hmmmm what's wrong with what I proposed earlier?
05:35 RealBadAngel absurdly long lines
05:35 hmmmm change the name of the parameter, and then use a local variable "txc" for shorthand
05:36 hmmmm this is not an absurdly long line
05:36 RealBadAngel ok, that i can do
05:36 hmmmm you're only modifying *one* line
05:36 hmmmm change f32 *txc to f32 *node_texture_coords or something
05:36 hmmmm then right before you start using txc
05:36 hmmmm add f32 *txc = node_texture_coords;
05:37 RealBadAngel http://pastie.org/10713042
05:38 RealBadAngel before i did that
05:38 RealBadAngel but as you wish
05:38 hmmmm keep that comment too
05:38 hmmmm also I like how you wrote [24]
05:39 hmmmm now finally, are any elements of "txc" modified by convertNodeboxesToMesh?
05:39 RealBadAngel no
05:39 hmmmm then maybe you should make that clear in your code by adding a const modifier
05:40 hmmmm const f32 *
05:45 RealBadAngel table cant change in function, but im not passing a table
05:45 RealBadAngel im passing a pointer, which can change
05:45 hmmmm right, do you know what const f32 * means?
05:46 hmmmm what is the thing that's constant?
05:46 RealBadAngel that i cant alter it
05:46 hmmmm the variable's value, or the value of the f32 being pointed at?
05:46 hmmmm which one?
05:46 RealBadAngel the pointer itself
05:46 hmmmm nope
05:47 hmmmm f32 foobar = 5.f;   const f32 *foobarp = NULL;  foobarp = &foobar;
05:47 hmmmm now try *foobarp = 2.f;
05:47 RealBadAngel i dont wanna change whats being pointed
05:47 hmmmm correct
05:47 RealBadAngel im changing the pointer itself
05:48 hmmmm const f32 * does what you want
05:48 RealBadAngel and const just forbids me to change the pointer
05:48 hmmmm f32 const * does what you're talking about
05:48 hmmmm const f32 * forbids you from changing the values that the pointer is pointing at
05:49 hmmmm const f32 const * does both
05:52 RealBadAngel http://pastie.org/10713050
05:53 hmmmm dammit no
05:53 hmmmm const f32 *
05:53 hmmmm then change f32 *txc = ... to const f32 *txc = ...
05:57 RealBadAngel if i define const f32 *txc = uv_coords;
05:58 RealBadAngel and wanna try later on change it?  txc = txc_default
05:58 hmmmm that's fine
05:58 RealBadAngel logically const here should mean i cannot change it
05:59 hmmmm no, dammit
05:59 hmmmm I already explained this
05:59 hmmmm const before a "type *" means that the underlying values being pointed at are the constant things
05:59 hmmmm const between type and the * means that the pointer cannot be changed
05:59 hmmmm here, let me show an example
06:00 RealBadAngel ah now i get it
06:00 hmmmm you have an int foobar[] = {1, 2, 3};
06:00 hmmmm now you don't actually intend to modify foobar
06:00 hmmmm you just need to pass it along to a function so it know which foobar values to use
06:00 RealBadAngel ok, i got it
06:00 hmmmm so you define int foo(const int *TheFoobar);
06:00 hmmmm foo(foobar);
06:01 hmmmm inside of foo you might have
06:01 hmmmm int a = TheFoobar[0];
06:01 hmmmm that's fine
06:01 hmmmm TheFoobar = SomeDefaultFoobar; also works fine
06:01 hmmmm but when you try to do
06:01 hmmmm TheFoobar[0] = 5;
06:01 hmmmm that's going to fail compilation
06:01 hmmmm get it?
06:01 RealBadAngel yeah
06:01 RealBadAngel pushed changed code
06:02 hmmmm fantastic
06:02 hmmmm now one last thing with that function
06:02 hmmmm the use_default_txc - this is totally unnecessary
06:03 hmmmm why not replace that line with:
06:03 hmmmm no
06:03 hmmmm const f32 *txc = uv_coords ? uv_coords : txc_default;
06:03 hmmmm and move the definition of txc_default before it
06:03 hmmmm and make txc_default a static const too
06:04 RealBadAngel default is calculated per box
06:05 RealBadAngel you can have shitload of boxes passed in
06:05 hmmmm I don't get what you mean
06:08 RealBadAngel i need to pass there some complex nodes with more than 1 box to check it
06:09 hmmmm yeah but I don't get how that has to do with what I recommended...
06:11 RealBadAngel i get what you mean, ok
06:12 RealBadAngel but now i would need to predefine txc_default pointer
06:12 hmmmm so what?  the way it is right now, that array will get filled with constant values every time that loop is run
06:12 RealBadAngel and then how the heck im supposed to define the table?
06:12 hmmmm unless it gets optimized somehow
06:13 hmmmm with a static const it'll only get filled once and never again
06:13 hmmmm and you can be sure of that by the standard of the language
06:13 RealBadAngel its not static
06:13 RealBadAngel it gets calculated per each box
06:13 hmmmm ohh wait a minute
06:14 hmmmm hold up
06:14 hmmmm you're right it does
06:14 hmmmm okay, you can't make it static const then
06:14 RealBadAngel also if i define pointer before, im not allowed to create a table
06:14 hmmmm I see
06:15 RealBadAngel unless i set specific compiler options
06:15 hmmmm you want to use that array initialization syntax
06:15 hmmmm but it varies for each loop
06:15 RealBadAngel yeah
06:15 hmmmm so you declare it inside of the loop
06:15 hmmmm why not move the const f32 *txc = ... inside of the loop, then?
06:16 hmmmm it takes just as much cpu power as what your code currently does
06:18 RealBadAngel that works
06:18 RealBadAngel lemme just check multiple boxes
06:19 hmmmm and you reduced your code by 3 lines too
06:19 hmmmm isn't that a win?
06:20 RealBadAngel ive cut more like 50 after those comments already
06:20 RealBadAngel i was coding it for both cases using mesh and textures before
06:20 RealBadAngel so thats why there were  different scales etc
06:21 RealBadAngel now ive cleaned all those remains
06:21 RealBadAngel pity that we cant texture the simple boxes and have then such thin lines equally visible
06:22 RealBadAngel i kinda liked textured ones
06:22 RealBadAngel like this one for example: https://cloud.githubusercontent.com/assets/2177790​/12862216/ba648e94-cc69-11e5-89d2-fdef378cb6eb.png
06:23 RealBadAngel anyway, theres no 100% good code from the start, also man is learning whole life and dies stupid ;)
06:23 RealBadAngel thx for all those clues
06:27 RealBadAngel rebased all those updates, need now to check if everything works as it should
06:27 hmmmm some more minor things
06:27 hmmmm https://github.com/minetest/minetest/pull/3662/​files#diff-70868aa6d6b96c0c1623c761500d23c4R975
06:27 hmmmm does convertNodeboxesToMesh(...) really need to be on a separate line?
06:28 RealBadAngel it was too long before
06:28 hmmmm it seems like it's 74 columns if it's put onto the same line
06:29 hmmmm that's well within the acceptable length limits
06:29 RealBadAngel but i added txc = NULL in def , and then removed , NULL from call
06:29 RealBadAngel now it does fit the 80
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06:29 hmmmm note that 80 is not a hard limit
06:29 hmmmm 90 is the hard limit
06:29 hmmmm it's just preferred to keep it 80 or smaller if you can help it
06:30 RealBadAngel i just forgot to put it back into one line after removing , NULL from call
06:30 RealBadAngel anythin more?
06:30 hmmmm yes
06:31 hmmmm in Hud::updateSelectionMesh you have two if statements that are the exact same thing
06:33 RealBadAngel you mean dropping old mesh?
06:33 hmmmm yes
06:35 RealBadAngel ok, fixed, whats next?
06:36 hmmmm you never answered me before about why you have m_camera_offset = camera_offset everywhere
06:36 hmmmm is m_camera_offset ever read in a function without a camera_offset parameter?
06:37 RealBadAngel yes
06:37 hmmmm okay then
06:37 RealBadAngel i have to add offset to mesh coords just before displaying it
06:38 hmmmm and another thing
06:38 hmmmm unless I'm mistaken, every single frame, the selection mesh is copied and then freed
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06:38 hmmmm is there a more efficient way to do this?
06:39 RealBadAngel i think not, mesh is updated only when pointed thing changes
06:39 RealBadAngel not on every frame
06:40 hmmmm but I see hud.drawSelectionMesh() drawn in draw_*
06:40 hmmmm isn't that called every frame?
06:40 RealBadAngel draw is done each frame
06:41 hmmmm right
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06:41 hmmmm so that means the mesh is cloned translated and dropped each frame
06:41 hmmmm but this only needs to be done inside of setSelectionPos(), no?
06:42 RealBadAngel cloned yes
06:42 RealBadAngel but not created
06:42 hmmmm that's still a deep copy of each mesh buffer
06:42 RealBadAngel no
06:42 RealBadAngel it copies vertices only
06:42 hmmmm okay then
06:42 RealBadAngel without materials
06:42 hmmmm still unnecessary copying
06:42 RealBadAngel i have to
06:42 hmmmm and what about indicies
06:43 RealBadAngel i need to apply new colors
06:43 RealBadAngel they do change with daytime and halo fluctuations
06:43 hmmmm yeah i see that
06:43 hmmmm in getPointedThing()
06:44 RealBadAngel once i apply new colors i cannot reuse it
06:44 hmmmm ugh
06:44 hmmmm well it shouldn't be too bad as long as the mesh isn't overly large
06:44 hmmmm or complicated
06:44 RealBadAngel its single mesh anyway
06:44 RealBadAngel its also now way faster than before
06:45 RealBadAngel whole damn mapblock
06:45 hmmmm that was ridiculous
06:45 RealBadAngel cracks are too
06:45 RealBadAngel next step will be those cracks
06:46 RealBadAngel harder to make but in general same way as with halo
06:47 RealBadAngel and btw, thats why we do have cloneMesh here, for speed sake
06:47 RealBadAngel irrlicht one was copying materials too
06:48 hmmmm yea
06:48 hmmmm good thing we don't
06:54 RealBadAngel ok, pushed recent changes
06:54 RealBadAngel anything left?
06:55 hmmmm one nitpick
06:55 hmmmm in updateSelectionMesh, since you're returning right after the selection boxes size check, why have the rest of the function in an else statement?
06:56 hmmmm you can save a line of code and a level of indentation by removing it
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06:57 RealBadAngel now thats true
06:59 RealBadAngel done
07:01 hmmmm +1
07:01 RealBadAngel not yet
07:02 RealBadAngel we have missed one thing
07:02 RealBadAngel halo colors doesnt have to be calculated in case of boxes used
07:03 RealBadAngel neither the light level
07:03 RealBadAngel but wait a sec
07:04 RealBadAngel if you specify white boxes in non modified game, arent they fully visible in complete darkness even?
07:04 RealBadAngel need to check that
07:04 RealBadAngel if they are, colors are needed for boxes too
07:08 RealBadAngel hmmmm, http://i.imgur.com/xGTSYcI.png
07:08 RealBadAngel i consider it to be a bug
07:08 hmmmm oh, that's swell..
07:09 hmmmm i don't think there's a way out of this without querying the surrounding 6 nodes' light levels
07:11 RealBadAngel there isnt, but look at the screenie
07:12 RealBadAngel thats "before"
07:12 RealBadAngel if you set boxes color to white, its visible no matter how dark is around
07:12 RealBadAngel halo responds to light level, so its not visible in complete darkness
07:12 RealBadAngel imho i shall apply the same to boxes
07:13 RealBadAngel that "feature" wasnt just visible with default black lines
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07:27 RealBadAngel hmmmm, what do you think about it?
07:27 hmmmm i don't really have an opinion
07:27 hmmmm it needs to be fixed
07:27 RealBadAngel easily now, just multiply boxes colour by vertex colour calculated for mesh
07:28 RealBadAngel but then color calculations have to stay no matter method used
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07:34 RealBadAngel damn, SColors cannot be multiplied
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08:20 RealBadAngel hmmm, ok fixed the issue with box colors
08:21 RealBadAngel http://i.imgur.com/XluQXAJ.png
08:21 RealBadAngel so the "cheat" is gone
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08:33 hmmmm selection meshes are already shaded according to the background?
08:33 RealBadAngel yeah
08:33 RealBadAngel i did the same with boxes now
08:33 RealBadAngel you wont notice any difference with black ones ofc
08:34 RealBadAngel but if you set it to white, effective color will depend on surroundings
08:34 hmmmm oh that was a simple solution
08:35 RealBadAngel just theres no color*color in irrlicht, funny
08:36 hmmmm what does color * color even mean
08:36 hmmmm cross product?
08:36 hmmmm inner product?
08:36 hmmmm something else?
08:36 RealBadAngel blending colours
08:36 RealBadAngel + would be additive blending
08:37 hmmmm https://en.wikipedia.org/wiki/Blend_​modes#Simple_arithmetic_blend_modes
08:37 hmmmm ?
08:37 hmmmm Divide?
08:39 RealBadAngel https://en.wikipedia.org/wiki/Blend_modes#Multiply
08:39 RealBadAngel thats what im using
08:39 hmmmm oh derp
08:40 hmmmm "Multiply blend mode multiplies the numbers for each pixel of the top layer with the corresponding pixel for the bottom layer. The result is a darker picture."
08:40 hmmmm are each of these floating point values ranging from 0.0 to 1.0?
08:40 RealBadAngel yes
08:40 hmmmm i guess that'd work
08:41 hmmmm when i looked at that code I thought it was the actual pixel intensity value
08:41 RealBadAngel well, in range 0 -255 (we do use SColor here)
08:41 hmmmm ahh
08:41 RealBadAngel SColorf would be 0 - 1.0
08:41 hmmmm okay nevermind, that answers my question
08:42 hmmmm i was mistaken in thinking that'd cause an integer truncation
08:42 hmmmm looks good to me, then.
08:44 RealBadAngel ok, squashed again
08:44 RealBadAngel seems to be complete right now
08:46 hmmmm aren't you going to push it to upstream?
08:49 RealBadAngel mine upstream?
08:49 hmmmm upstream upstream
08:51 RealBadAngel PR is squashed and rdy
08:51 nrzkt RealBadAngel, link ?
08:51 RealBadAngel https://github.com/minetes​t/minetest/pull/3662/files
08:52 hmmmm oh, you don't have access anymore do you
08:52 hmmmm i forgot about the time you ragequitted
08:52 RealBadAngel lol
08:52 RealBadAngel thats why i couldnt understand what u are talkin about ;)
08:52 hmmmm i'll push it for ya ol buddy ol pal
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08:54 RealBadAngel okay, one next thing solved for deferred rendering
08:54 hmmmm you have a merge conflict with upstream mine
08:54 RealBadAngel ouch
08:54 RealBadAngel hud?
08:54 red-001 nrzkt could you reconsider your -1 for #3657 ?
08:54 ShadowBot https://github.com/minetest/minetest/issues/3657 -- Allow players to drop unknown items and add a setting to remove them on drop. by red-001
08:55 RealBadAngel ofc its hud, inventory meshes
08:57 RealBadAngel i thought ive rebased it?
08:57 Gael-de-Sailly bug with node highlighting: http://i.imgur.com/YOakPa5.png
08:57 Gael-de-Sailly beautiful but not normal
08:58 hmmmm nice
08:58 RealBadAngel Gael-de-Sailly, have you compiled #3662 ?
08:58 ShadowBot https://github.com/minetest/minetest/issues/3662 -- Cleanup selection mesh code, add shaders for halo and selection boxes by RealBadAngel
08:59 Gael-de-Sailly i don't know, that's daily builds PPA
08:59 Gael-de-Sailly that's not merged so, no.
09:00 Gael-de-Sailly trying now
09:00 RealBadAngel i thought youre testing the code we have discussed atm
09:01 RealBadAngel anyway im pretty suprised with that bug screenie, havent heard about any errors with it before
09:01 hmmmm i can't reproduce it
09:01 RealBadAngel and the halo code is here for quite a long time
09:03 RealBadAngel hmmmm, so shall i rebase the PR or you can apply it somehow?
09:03 hmmmm i fixed it
09:04 RealBadAngel thx
09:05 RealBadAngel hmmmm, so, theres a small hotfix needed
09:05 hmmmm ugh what
09:05 RealBadAngel not for this one
09:05 RealBadAngel hold on
09:06 RealBadAngel #3671
09:06 ShadowBot https://github.com/minetest/minetest/issues/3671 -- Use inventory_image in the first place for inventory item mesh by RealBadAngel
09:06 nrzkt red-001, i commented a little thing, else +1
09:06 RealBadAngel i need to remove wield_inventory from here at all
09:06 RealBadAngel wield_image i mean
09:07 Gael-de-Sailly no node highlighting
09:08 hmmmm what about the thing that rubenwardy said about it?
09:08 Gael-de-Sailly i have the black line
09:08 Gael-de-Sailly but in minetest.conf, node highlighting is active
09:09 RealBadAngel Gael-de-Sailly, setting has changed
09:09 hmmmm wieldmesh isn't used at all?
09:09 hmmmm wield image i mean
09:09 RealBadAngel use config menu, under Basic
09:10 RealBadAngel hmmmm, looks like it shouldnt be used for inv at all
09:10 hmmmm getItemMesh is only used for inventory?
09:10 RealBadAngel yes
09:10 hmmmm but it's in wieldmesh.cpp
09:11 RealBadAngel becase it is using its methods
09:11 hmmmm totally obvious
09:11 hmmmm ugh
09:11 hmmmm okay, so does the wieldmesh use getExtrudedMesh then?
09:12 RealBadAngel i plan to unify that later on
09:12 RealBadAngel so both inventories, and hand will be using same meshes
09:12 hmmmm i'd rather wait for others to verify the expected behavior
09:12 hmmmm i don't know how to test this
09:13 RealBadAngel if youre able to see inventories that means it is working
09:13 Gael-de-Sailly node highlighting works
09:13 Gael-de-Sailly the halo is much darker. normal?
09:13 hmmmm alright, fine
09:14 hmmmm will you squash?
09:14 RealBadAngel only screwed thing was using wielded here
09:14 RealBadAngel Gael-de-Sailly, yes i have fine tuned it
09:14 RealBadAngel it was barely visible on bright surfaces
09:14 RealBadAngel hmmmm, a sec
09:15 RealBadAngel done
09:16 RealBadAngel Gael-de-Sailly, with bloom on snow you couldnt actually see it at all
09:17 RealBadAngel now its a bit darker and pulsation is made a bit more visible
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09:17 hmmmm wow water nodes in the inventory are very bright
09:18 RealBadAngel hmmmm, minetest game shall remove now all inventory_cube uses
09:18 RealBadAngel engine will render real meshes instead of flat images
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09:19 hmmmm ehh
09:19 hmmmm the new wielditems stick out more
09:19 hmmmm is this the way it's supposed to be?
09:19 RealBadAngel wield item?
09:19 hmmmm the wielded item
09:20 RealBadAngel that i havent touched, you must be mistaken
09:20 RealBadAngel mesh changes are about inventories
09:21 hmmmm http://imgur.com/a/VekRJ
09:21 RealBadAngel turn on inventory items animations to see what ive changed
09:21 hmmmm the top is with your commit
09:21 hmmmm the bottom is without
09:22 RealBadAngel i can see snow darker too
09:22 RealBadAngel havent time of day changed? :)
09:22 hmmmm yeah by like 5 seconds
09:23 hmmmm but seriously look at the difference in length between the two wieldmeshes
09:23 hmmmm what is up with that
09:23 RealBadAngel my code havent changed wielded at all
09:23 hmmmm durr
09:23 RealBadAngel i will make build before and after
09:23 hmmmm this is just a magic trick then, right?
09:23 RealBadAngel and compare
09:23 hmmmm ;
09:23 hmmmm :\
09:24 RealBadAngel propably :)
09:24 RealBadAngel hold on, need to build it
09:24 Niebieski Why the shovel icon looks to the left on one pic and to the right on the other ?
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09:25 hmmmm in the bottom image, the inventory mesh is actually the wield mesh
09:25 hmmmm the top is the correct one i think
09:26 RealBadAngel Niebieski, enabled inventory animations
09:26 RealBadAngel selected items do spin around
09:27 Niebieski Oh, well done.
09:28 RealBadAngel hmmmm, but despite using same extrusion cache, meshes are kept separate for both wielded and inventories
09:29 RealBadAngel my code havent messed a bit with wielded
09:32 hmmmm maybe, just maybe, the wieldhand code is using getItemMesh
09:33 RealBadAngel no its not
09:33 hmmmm both getInventoryTexture and getWieldMesh use getClientCached
09:34 RealBadAngel that i modified
09:34 hmmmm in that PR?
09:34 hmmmm that PR only modifies one line
09:34 RealBadAngel no
09:34 hmmmm did you modify it again
09:34 RealBadAngel its the one which made inventories using meshes
09:35 hmmmm i'm talking about 3671
09:35 hmmmm all 3671 does is removes the wield_image check from getItemMesh
09:35 RealBadAngel https://github.com/minetest/minetest/commi​t/6cd2b3b445bf558fda1e5a7908adef8e3a45449a
09:35 hmmmm but getItemMesh is used in createClientCachedDirect
09:35 hmmmm which is used in getClientCached
09:36 hmmmm which is used in both getInventoryTexture and getWieldMesh
09:36 hmmmm ergo the wieldhand and inventory are using the same mesh
09:36 hmmmm and 3671 just changes that so they're both using the inventory mesh instead of the wield mesh
09:36 RealBadAngel no
09:37 RealBadAngel youre wrong
09:37 hmmmm where
09:37 hmmmm also i've gotta go
09:37 RealBadAngel wield hand is not using client cached
09:37 hmmmm seriously
09:37 RealBadAngel ofc not
09:37 RealBadAngel since long time ago
09:37 hmmmm ??
09:37 hmmmm look at itemdef.cpp getWieldMesh
09:37 hmmmm ohhhhhh
09:38 hmmmm wohops
09:38 hmmmm nevermind that then
09:38 RealBadAngel that was some old stuff
09:38 hmmmm nvm i missed something
09:38 RealBadAngel kahrl when made wieldmesh scene node made that code obsolete
09:38 hmmmm both of them use clientcached but they access different members
09:38 RealBadAngel ehhhh
09:39 RealBadAngel wield hand is not using client cached at all
09:39 hmmmm seriously g2g
09:39 RealBadAngel nor texture or mesh
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11:22 red-001 what is the reason for mods not being able to use aysnc?
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16:28 RealBadAngel hmmmm, ive compared colors before (a few commits behind) and current one: http://i.imgur.com/5sSib3x.png
16:29 RealBadAngel none of the last commits could cause that change as i saw in your screenshot imho (do note that you had overall darker world, not only wield mesh)
16:33 RealBadAngel also, #3671 is good to go
16:33 ShadowBot https://github.com/minetest/minetest/issues/3671 -- Use inventory_image only for inventory item mesh by RealBadAngel
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16:36 Obani RealBadAngel, your feature of items turning in inventory is really cool )
16:36 RealBadAngel thx
16:37 red-001 obani !title https://github.com/minetest/minetest/pull/3657
16:37 red-001 !title https://github.com/minetest/minetest/pull/3657
16:37 ShadowBot red-001: Allow players to drop unknown items and add a setting to remove them on drop. by red-001 · Pull Request #3657 · minetest/minetest · GitHub
16:37 Obani red-001, ?
16:37 Obani Also weren't you told to stop acting like this for your PRs ?
16:37 Obani :p
16:38 red-001 ?
16:38 red-001 I don't recall
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16:40 RealBadAngel #3612 is also good to go
16:40 ShadowBot https://github.com/minetest/minetest/issues/3612 -- Filmic HDR tone mapping by RealBadAngel
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16:41 RealBadAngel now its time to make sky, player and item nametags rdy for deferred rendering too
16:41 RealBadAngel and that should be all the obstacles
16:42 RealBadAngel maybe i will fix and cleanup cracks before introducing new renderer
16:43 RealBadAngel that shouldnt be that hard since i already did almost the same with halo
16:45 RealBadAngel i really would drop them and use particles and fading halo instead but i feel that force is strong with those cracks ;)
16:48 red-001 RealBadAngel so are you planning to add shadow?
16:48 RealBadAngel shadows?
16:48 red-001 yes
16:48 RealBadAngel ofc
16:49 RealBadAngel i do have SSAO workin, later on maybe something better
16:50 RealBadAngel with real renderer many things will be possible
16:51 RealBadAngel well, i dont say that what we have its not real in fact
16:51 RealBadAngel that will stay as default for non-shader version
16:51 RealBadAngel simply the new one will be far better
16:52 RealBadAngel allowing almost everything we could imagine to have
16:53 red-001 that sounds awesome
16:53 RealBadAngel you propably saw some screenies from WIP branch
16:53 RealBadAngel those were just a teaser
16:55 RealBadAngel and tests shows that we gonna be way faster than other games with similar quality
16:56 RealBadAngel if on my box terasology is a slideshow (10-15fps) and i get 60 fps, that speaks for itself
16:56 RealBadAngel not to mention mc with SEUS
16:57 RealBadAngel also soon im gonna get occulus, that will be FUN :)
16:57 red-001 SEUS?
16:58 RealBadAngel Sonic Ether Unbeliveable Shaders (or something like that)
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16:59 RealBadAngel google for "minecraft SEUS" and images
17:04 red-001 RBA in cel shading mode the hand is drawn normally
17:04 red-001 could the wuild
17:04 red-001 nvm
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17:05 RealBadAngel i dont think that hand should be cel shaded
17:05 red-001 why?
17:05 RealBadAngel but thats doable ofc
17:05 RealBadAngel idk, just thought so
17:06 red-001 it looks a bit strange to me
17:06 RealBadAngel atm im trying to get rid of more strange lookin things that are shaded and shouldnt
17:06 RealBadAngel makin one to be shaded is way simpler than that ;)
17:07 RealBadAngel selection, sky have to be able to write depth (selection can now)
17:07 RealBadAngel nametags should become part of hud
17:08 RealBadAngel clouds cant also write the depth
17:10 red-001 what's the reason behind mods not being able to use async?
17:11 red-001 main menu has async
17:11 RealBadAngel no idea, not my department
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17:14 kaadmy RealBadAngel: any info about progress on SSAO?
17:15 RealBadAngel kaadmy, atm im removing all the obstacles to make renderer and PP working flawlessly
17:15 RealBadAngel i have to
17:15 kaadmy ok ;)
17:16 kaadmy good luck
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17:16 RealBadAngel when i solve all the issues i can focus on details like lighting, specific effects etc
17:17 RealBadAngel and yes, lighting will become small detail then
17:18 RealBadAngel ssao for example is far more complicated than that
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21:36 kahrl made a new PR: #3673
21:36 ShadowBot https://github.com/minetest/minetest/issues/3673 -- Add '/clearobjects quick' by kahrl
21:36 kahrl comments/reviews welcome
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21:54 Krock kahrl, code looks good
21:55 paramat any comments/reviews for #3649 ?
21:55 ShadowBot https://github.com/minetest/minetest/issues/3649 -- FindSpawnPos: Let mapgens decide what spawn altitude is suitable by paramat
21:57 Fixer https://forum.minetest.net/v​iewtopic.php?f=3&amp;t=14023 did few tests, I hope I have not missed anything
21:58 paramat #3671 seems well tested so +1, anyone else want to approve?
21:58 ShadowBot https://github.com/minetest/minetest/issues/3671 -- Use inventory_image only for inventory item mesh by RealBadAngel
21:59 paramat Fixer i'm concerned about alledged extra stutter when shaders are disabled
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21:59 Fixer paramat, yeah, I made some graphs about that, it is strange thing
21:59 paramat perhaps it should be better due to no vertextangents? < RealBadAngel
22:01 Fixer paramat, i got 0-2% fps loss with that tangents patch %)
22:01 Fixer paramat, when shaders are disabled
22:01 Fixer paramat, https://cloud.githubusercontent.co​m/assets/16494741/12893390/902c2bd​2-ce99-11e5-9791-2b2ce72dc565.png
22:01 paramat i get 19% increase
22:02 paramat with intel integrated graphics
22:02 red-001 fixer shouldn't that be in engine development ?
22:02 red-001 not general discussion
22:02 Fixer red-001, dunno
22:03 Fixer feel free to move it %)
22:03 red-001 I can't
22:03 paramat it's ok
22:04 Fixer paramat, and you are not conserned with usual stutter :V ?
22:04 paramat i am
22:04 paramat i mean that thread is ok in general
22:04 Fixer that's far from smooth gameplay
22:05 Fixer paramat, try this mg_valleys_spflags = noaltitude_chill,nohumid_rivers is it slow as hell for you?
22:06 paramat those flags shouldn't make it slower
22:06 paramat discuss it with duane
22:10 Fixer paramat, just wanted someone to test, have a strange feeling, will look at it more
22:11 Fixer RealBadAngel, you here?
22:11 Fixer RealBadAngel, have you changed the way meshes uploaded to GPU?
22:13 Fixer or maybe it is mapgen slowness
22:14 paramat the bottleneck is usually mesh rendering not mapgen speed
22:14 Fixer i'm confused
22:14 Fixer now it is really good in singleplayer, and meshes unload regularly in low portions
22:14 Fixer smoother
22:14 Fixer :S
22:15 Fixer this thing is driving me crazy
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22:15 Fixer will look more
22:17 Fixer i will make automated mapgen test
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22:26 nrzkt Fixer are your running in singleplayer or dedicated server ?
22:27 nrzkt for your tests
22:27 Fixer singleplayer
22:29 nrzkt use the server tab
22:29 nrzkt singleplayer is stupid because server run on the same thread than client
22:29 nrzkt and redo your tests
22:29 nrzkt performance should be better
22:29 Fixer can redo some tests
22:29 nrzkt i think singleplayer method for spawning a server should be removed to use the embedded server method
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22:29 Fixer let me test it :}
22:30 Fixer i was thinking earlier about singleplayer and server tabs
22:48 paramat RealBadAngel if you haven't seen this, #3672
22:48 ShadowBot https://github.com/minetest/minetest/issues/3672 -- Inventory items are covering item_image_button labels since 6cd2b3b
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23:25 Fixer !tell nrzkt practically same results, will see if stutter is different
23:25 ShadowBot Fixer: O.K.
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23:46 Fixer paramat, weird, redone tests, results with shaders enabled look the same, but without shaders has much better performance with less stutter (57 fps instead of 51 fps), can't explain that
23:47 Fixer than previous tests without shaders
23:49 paramat ok good news i guess
23:56 Fixer paramat, it is not good news, for some strange reason results for shader disabled got much better (and less stutter) and very slightly for other cases, that means that smth changed and tests can be debuted
23:59 Fixer maybe it is videocard powersaving
23:59 Fixer creepy stuff

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