Time |
Nick |
Message |
00:00 |
RealBadAngel |
just tried |
00:00 |
RealBadAngel |
i already implemented missing stuff as helper functions |
00:00 |
hmmmm |
quaternions are rotation matricies |
00:01 |
RealBadAngel |
found a function to make quaternion out from axis and angle |
00:02 |
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00:02 |
RealBadAngel |
but cant get rotation matrix from it |
00:02 |
RealBadAngel |
which obiously is not the same |
00:04 |
hmmmm |
oh that |
00:05 |
RealBadAngel |
definitely is not the same, mainly because now the code works ;) |
00:05 |
RealBadAngel |
when engine will move to irrlicht 1.8 helper functions can be just replaced by native ones |
00:11 |
hmmmm |
you might want to read up on how quaternions work http://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation |
00:11 |
hmmmm |
it's always good to know |
00:12 |
RealBadAngel |
thx i will |
00:28 |
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00:56 |
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02:24 |
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02:24 |
VanessaE |
jin |
02:36 |
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03:34 |
hmmmm |
ha ha... |
03:34 |
hmmmm |
i just got mapgenv6 working again with the new fast perlin noise |
03:34 |
hmmmm |
shit's just as slow |
03:34 |
hmmmm |
man.. |
03:36 |
hmmmm |
well i can't really make a fair comparison |
03:39 |
hmmmm |
ah, i forgot i'm doing all this in -O1 |
03:50 |
VanessaE |
oops :-) |
04:03 |
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04:05 |
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05:40 |
hmmmm |
https://github.com/kwolekr/minetest/commits/master |
05:40 |
hmmmm |
ugh |
05:40 |
hmmmm |
feels so hacky |
05:40 |
hmmmm |
I even screwed up the push |
05:40 |
hmmmm |
but i mean it's usable |
05:40 |
hmmmm |
if anyone wants a super fast V6 mapgen |
05:41 |
hmmmm |
set mgv6_use_smooth_biome_trans = false if you don't like the dithering thing |
06:31 |
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08:01 |
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08:21 |
RealBadAngel |
hi |
08:21 |
RealBadAngel |
im pretty done with treegen code but noticed same error i saw when was using LUA version |
08:22 |
RealBadAngel |
something bout run out of vertices |
08:25 |
RealBadAngel |
two error messages; |
08:25 |
RealBadAngel |
Too many vertices for 16bit index type, render artifacts may occur. |
08:27 |
RealBadAngel |
FIXME: Meshbuffer run out of indices. |
08:29 |
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09:49 |
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11:36 |
jin_xi |
RealBadAngel: https://github.com/celeron55/minetest/blob/master/src/mapblock_mesh.cpp#L1299 |
12:07 |
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12:53 |
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14:40 |
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14:57 |
thexyz |
celeron55: is it ok to push pull-request with commit in which author's e-mail is @example.com (similar for name) |
15:00 |
celeron55 |
not really |
15:01 |
celeron55 |
either figure out something reasonable or commit it as yours (doesn't matter which) |
15:03 |
thexyz |
ok |
15:13 |
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15:24 |
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15:35 |
thexyz |
celeron55: is "Author: Your Name <email>" acceptable? |
15:35 |
thexyz |
email is real one |
15:44 |
celeron55 |
wut? |
15:46 |
celeron55 |
what kind of bullshit is that again... is that iqualfragile's commit? just change it to iqualfragile then |
15:47 |
iqualfragile |
uhm… sorry whats the problem now? |
15:47 |
celeron55 |
https://github.com/iqualfragile/minetest_game/commit/2a97794b1807ca03b3c141d2ddbb8338df8619cd.patch |
15:47 |
celeron55 |
look at the From field (which is the Author field of git) |
15:47 |
iqualfragile |
gdamn, forgot to add my name… |
15:55 |
iqualfragile |
ok, i have now changed that, how can i replace the commit? |
15:56 |
VanessaE |
celeron55: <different topic> I have been playing around with RealBadAngel's C++ implementation of that L-system trees code.. The trees are kinda plain, but nice, and reasonably fast too, but they expose a bug in the way you use mesh buffers. 16 bit index vs. 32 bit (the latter is needed). |
15:57 |
VanessaE |
</different topic) |
15:57 |
VanessaE |
> |
16:00 |
celeron55 |
it's not a bug, it's a limitation that didn't limit anything until apparently now (...and with some of the craziest nodebox stuff) |
16:00 |
VanessaE |
*nod* I saw it happen with Jeija's "irregular" mod. |
16:02 |
thexyz |
VanessaE: >..and with some of the craziest nodebox stuff |
16:02 |
VanessaE |
thexyz: yes, I was acknowledging what c55 said. |
16:02 |
celeron55 |
anyway, the way to fix is not to increase the index size (i don't even know if irrlicht supports that) but rather to automatically create an another PreMeshBuffer when the indices in one run out, in MeshCollector::append |
16:02 |
celeron55 |
anyone is free to implement that |
16:03 |
VanessaE |
you're probably right about using more buffers, but from what I read here, 32-bit indexes are supported via something called a dynamic buffer. |
16:03 |
VanessaE |
if that means anything :-) |
16:04 |
celeron55 |
that means nothing for me at least, and even if it meant, it wouldn't be anything that should be done to fix this |
16:04 |
VanessaE |
ok |
16:04 |
VanessaE |
just thought I'd mention it.' |
16:07 |
iqualfragile |
ok, finaly (i hope) https://github.com/celeron55/minetest_game/pull/75 |
16:12 |
iqualfragile |
yaay |
16:13 |
VanessaE |
\o/ |
16:20 |
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16:25 |
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16:25 |
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16:39 |
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16:55 |
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17:00 |
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18:01 |
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21:17 |
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21:39 |
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22:08 |
thexyz |
celeron55: nice bug you have there https://github.com/celeron55/minetest/issues/325 |
22:09 |
celeron55 |
wat |
22:09 |
thexyz |
KEY_SPACE has its Char 'E' |
22:09 |
thexyz |
that's why it equals shift+e |
22:10 |
thexyz |
i assume that this check should filter all KEY_KEY_c keys |
22:10 |
celeron55 |
nice code by... umm... some guy who i don't even know by the real name 8) |
22:10 |
celeron55 |
"Andreas Zwinkau" |
22:10 |
thexyz |
oh, well |
22:11 |
thexyz |
anyway, should i commit it? |
22:11 |
celeron55 |
but quite an epic bug indeed |
22:12 |
celeron55 |
i guess so |
23:47 |
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