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IRC log for #minetest-dev, 2012-12-10

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All times shown according to UTC.

Time Nick Message
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14:25 Taoki celeron55_: http://minetest.net/forum/viewtopic.php?pid=55888 More people are starting to ask about using shaders to add post-processing like in those images. Any chance you might look into adding a second render pass during the next days? If that's added I can try to find some freebie GLSL filters and add them to the shader file, once there is one for that
14:26 Taoki days / weeks / etc. It's ok if you can't but that would be a really nice thing
15:15 celeron55_ Taoki: no
15:17 Taoki ok
15:18 celeron55_ the main thing in those images is lighting and shadows
15:19 celeron55_ you're not going to get anything like that with post-processing
15:22 Taoki Well bloom is a post-process, since it's not applied to speficic textures
15:22 Taoki As well as light rays
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15:23 celeron55 you can't have meaningful bloom or light rays without first having some kind of a thing that emits "brighter than the screen can show" light in such a way that it's detectable in a post processing step
15:24 Taoki ah, right
15:25 Taoki For bloom you can, since you can just over-brighten and blur bright areas of the image at each step
15:25 celeron55 that would be horrible
15:25 Taoki With that render pass
15:25 Taoki Why? I use it in photoshop on images and it looks nice
15:25 celeron55 it needs more than that to not be only a huge headache
15:27 celeron55 well i guess you can do something
15:27 celeron55 at least i wouldn't use it...
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16:06 thexyz celeron55: https://github.com/celeron55/minetest/pull/344
16:07 celeron55 lol, just as if i didn't have anything to do tonight already 8)
16:07 thexyz k
16:07 celeron55 i'll look at it
16:08 celeron55 where is the font from?
16:08 celeron55 i don't see any license additions for it
16:09 thexyz it's dejavu sans mono
16:09 thexyz same as the one used in console
16:12 VanessaE http://dejavu-fonts.org/wiki/License
16:13 VanessaE if that's of any use.
16:13 celeron55 currently reading that
16:13 celeron55 seems quite useless; this is mostly just ambiguous to someone who hasn't dealt with legal texts for 10 years
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16:14 VanessaE well, debian distributes deja-vu sans, so the license is probably compatible with minetest.
16:15 VanessaE (considering how license-obsessive they are :-) )
16:16 celeron55 i think a mention of the font being dejavu sans and a link to http://dejavu-fonts.org/wiki/License should be added to README.txt
16:17 celeron55 (or, well, whatever the proper name for it is)
16:17 VanessaE meh.  that License file ^^^ is the same one they include with the debian package
16:17 VanessaE that's about useless.
16:17 VanessaE (well in part it's the same)
16:18 thexyz celeron55: the last readme.txt section is about DejaVu Sans Mono
16:18 thexyz though it's missing this link
16:18 VanessaE celeron55: it looks like your idea should work.  link to the license from README.
16:18 celeron55 hmm, i see
16:19 celeron55 i guess the existing text can suffice
16:19 VanessaE as I read it:  make any change you want and distribute it as you see fit, as long as you include the copyright notice and don't use the words "bitstream" or "vera" in the names.
16:23 Calinou "don't use the words "bitstream" or "vera" in the names" < huh, why
16:24 Calinou i know a lot of games where fonts are called bitstream/vera
16:24 VanessaE because bitstream vera is a font of its own
16:24 VanessaE deja-vu sans is a modified version of it, and the Bitstream team claims trademark on the name.
16:24 VanessaE "All Rights Reserved. Bitstream Vera is a trademark of Bitstream, Inc."
16:25 VanessaE so telling downstream packagers to just use a different name was probably the easiest way to avoid a conflict or confusion without restricting derivative works.
16:26 celeron55 oh dog
16:26 celeron55 more utf-16
16:26 celeron55 i don't understand why somebody even invented utf-16
16:26 celeron55 it should burn deep in hell
16:26 VanessaE the rest of this reads almost like a modified version of the warranty disclaimer included with most GNU software.
16:27 celeron55 it has all the cons of utf-32, AND it has all the cons of utf-8
16:27 VanessaE heh
16:27 celeron55 and no pros whatsoever 8D
16:28 celeron55 i guess it's fine as long as we have all protocols and files in utf-8
16:29 VanessaE well, aside from being just plain overkill for this project, is there any functional negative for using a UTF-16-based resource?
16:29 VanessaE (and aside from it obviously being a pain in the ass in general ;-) )
16:29 celeron55 utf-16 is bad because it's not compatible with ascii and is not 8-bit, yet still it has the extended characters (which are familiar from utf-8) because 16 bits will not fit all of unicode (not even close)
16:30 celeron55 noobs like it because it will usually work for many languages even if you use it like a fixed 2-byte character set
16:30 celeron55 but it's not
16:30 VanessaE "not compatible with ASCII" and they thought it was a good idea?
16:31 celeron55 if you want to use a character set like that, utf-32 is the only one that will do the job
16:31 VanessaE wtf did they want to work with, EBCDIC?
16:31 celeron55 it is not compatible with ascii, but it is fixed width
16:32 celeron55 i guess utf-16 was made because windows uses 16-bit characters
16:32 celeron55 or something like that...
16:32 VanessaE meh.
16:33 celeron55 and irrlicht uses wchar_t, which can be 16 or 32 bit depending on the system 8D
16:33 celeron55 more namely, on windows it's 16, on *nix it's 32
16:33 celeron55 completely useless nonsense
16:34 VanessaE "So jurisdictionally it's..."  "--a g*ddamn nightmare."
16:34 celeron55 with some luck, the things available in non-extended utf-16 characters will work for us
16:35 celeron55 the rest, whatever
16:35 celeron55 i won't even try
16:35 VanessaE yeah.. There's really no need for anything outside of the basic Latin character set anyway in this game.
16:36 VanessaE it's not like you're writing a word processor something.
16:36 celeron55 nope
16:36 celeron55 the chat and some mod need to support many languages
16:36 celeron55 mods*
16:37 VanessaE hrm.
16:37 celeron55 the currently used latin-1 (or something like that) doesn't even support all european languages
16:37 celeron55 then there is russian and all that
16:37 celeron55 greece, whatever
16:37 celeron55 supporting chinese and japanese is a good idea too
16:38 VanessaE *looks at basic multilingual plane*
16:38 celeron55 but those do probably require some rarer characters from the higher parts of unicode, not sure
16:38 VanessaE all of this shit looks like the same stuff UTF-8 already has..
16:39 VanessaE (ignoring the multi-byte char encodings for a sec)
16:39 celeron55 utf-8 has all of unicode
16:39 celeron55 it just works for ascii too, and has no endianess problems and... ehm... is just the sane thing to use
16:40 celeron55 anyway, whatever; i hope this thexyz's thing works 8)
16:40 VanessaE heh
16:41 VanessaE famous last words? :D
16:41 thexyz i've disabled it by default though
16:42 celeron55 it probably should automatically enable itself if freetype is available
16:42 celeron55 hmm... that would mean that the option is enabled by default but it just falls back to not using it if it's not available
16:42 celeron55 it's how gettext is used
16:43 celeron55 it always kicks in on linux but on windows it's not on anyone's way
16:43 celeron55 i guess nobody has heard any problems caused by that behavior of gettext in minetest?
16:44 celeron55 i haven't, at least...
16:44 VanessaE the only text entry issue I've ever seen, you already know about (copy&paste).
16:44 VanessaE everything else seems to work pretty much as one would expect.
16:45 VanessaE of course that's just the user-facing stuff, I've no idea what goes on under the hood.
16:45 celeron55 by the way, the minetest network protocol does use 16-bit strings in chat messages...
16:45 celeron55 should make that utf-8
16:45 celeron55 VanessaE: that is up to irrlicht
16:46 VanessaE right.  minor confusion there, don't mind me.
16:47 celeron55 // As linux is successfully switched to UTF-8 completely at about year 2005
16:47 celeron55 // Windows still uses obsolete codepage based locales because you
16:47 celeron55 // cannot recompile closed-source applications
16:47 * celeron55 smiles
16:47 VanessaE heh
16:48 thexyz celeron55: does minetest use utf-8 for formspec text?
16:49 celeron55 it should, but i wouldn't be surprised if it doesn't work
16:49 celeron55 the protocol uses 8-bit strings for them
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16:53 VanessaE bbl, time to head out.
16:55 celeron55 thexyz: src/guiChatConsole.cpp
16:55 celeron55 why does that need only the font filename while src/main.cpp uses a full path?
16:56 thexyz oops
16:57 thexyz oh, and by the way, where should the font.ttf be stored?
16:59 celeron55 probably client/fonts/font.ttf (client/ was added to contain shaders in client/shaders/)
16:59 celeron55 or, well
17:00 PilzAdam to follow this textures/ should be moved to client/
17:00 celeron55 they kind of could be all flat in /shaders and /fonts (like /textures is), but i think that will create too many flat directories in the long run
17:01 celeron55 on the other hand they were intentionally made all flat (by me and kahrl) in the directory rearrangement that was done in the early days of 0.4...
17:01 doserj don't you want mods to be able to supply fonts?
17:02 celeron55 that doesn't matter
17:02 celeron55 there always has to be a client-side default font
17:02 doserj oh, sure
17:05 celeron55 i think we'll keep it all flat
17:06 celeron55 there won't be that many different things and it is fun to make people immediately see what the thing consists of 8)
17:07 celeron55 so this being the way, font.ttf should be /fonts/font.ttf, and /client/shaders/ should be moved to /shaders/
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17:16 PilzAdam whats about this: https://github.com/celeron55/minetest/pull/345
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17:39 thexyz celeron55: https://github.com/minetest/minetest/commit/efc3bb513c8c0411b2251ae652ffe7cf624db30f
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21:27 celeron55 thexyz: i don't think that works
21:28 celeron55 oh...
21:28 celeron55 no, yes it should 8)
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