Time Nick Message 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 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... 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 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 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/ 17:16 PilzAdam whats about this: https://github.com/celeron55/minetest/pull/345 17:39 thexyz celeron55: https://github.com/minetest/minetest/commit/efc3bb513c8c0411b2251ae652ffe7cf624db30f 21:27 celeron55 thexyz: i don't think that works 21:28 celeron55 oh... 21:28 celeron55 no, yes it should 8)