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IRC log for #minetest-dev, 2014-07-15

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All times shown according to UTC.

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07:48 RealBadAngel https://github.com/minetest/minetest/pull/1487
07:48 RealBadAngel ^^some changes to mapblock mesh
08:18 RealBadAngel celeron55, here?
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09:17 celeron55 RealBadAngel: so whate's the benchmark?
09:17 celeron55 where's*
09:18 celeron55 (no, i don't know how i could write that so wrong)
09:19 celeron55 RealBadAngel: so where's the benchmark? <- i'll just repeat this to not sound so stupid
09:21 RealBadAngel we are tryin the code now
09:22 RealBadAngel definitely we can play with much larger view distances
09:22 VanessaE celeron55: I'm testing that pull now.  I'd have to guess a 20% fps improvement with no visible regressions, at least on my R9 280X, with one exception - HavenNG's water is dark, almost black at close range (parallax mapping issue?), but default textures and HDX look fine.
09:23 RealBadAngel ahh, the water, i have to fix it
09:23 VanessaE what is the cause of the black water?
09:23 RealBadAngel forget that, its the issue with my normalmap
09:23 VanessaE ok
09:23 VanessaE so not your code.
09:26 VanessaE one thing I have noticed is that no matter how much improvement is done, there is an awful lot of work being done by the CPU to render the display, enough to peg one core at 100%, far more than I would expect should be needed even with a fairly simple scene and default textures with this badass GPU
09:26 VanessaE which in turn is limiting the fps/view range
09:27 VanessaE by "default textures" I should clarify:  default textures, no shaders, no filters, no effects.
09:31 VanessaE the standard "acid test", looking north from the spawn on my Creative server:  32-37 fps (variable), 41m view range.  default textures.
09:33 VanessaE it re-tuned itself slightly, 30-33 fps, 44.5m range.
09:33 VanessaE only 39 entities in the area, btw.
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09:40 RealBadAngel celeron55, so whats your opinion on the code?
09:41 celeron55 well at least you totally bastardized TileSpec which was intended to be a very simple data structure that is fast to copy in all cases
09:42 celeron55 that is why i really want to see performance as objective numbers
09:43 RealBadAngel tilespec is the right place to hold all the data needed to display it
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09:43 RealBadAngel and we dont really need to copy it
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10:09 VanessaE RealBadAngel: got a glitch here...
10:10 VanessaE normalmaps for fenceposts are rotated 90
10:11 VanessaE 90 degrees*
10:12 VanessaE seems to affect anything using the fence drawtype.
10:12 VanessaE (if it has a normalmap in the texture pack)
10:17 RealBadAngel can you make a screenshot before and after?
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10:27 VanessaE sure, gimme a few mins.
10:29 RealBadAngel that shouldnt happen at all, but maybe fences are using rotation modifiers, instead of rotating the vertices
10:32 VanessaE before (i.e. git HEAD):  http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2007152014%20-%2006%3a32%3a11%20AM.png
10:32 VanessaE after (with your patch): http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2007152014%20-%2006%3a29%3a41%20AM.png
10:34 RealBadAngel yeah, the drawtype needs to be fixed
10:38 VanessaE celeron55: on a second look, I'd give RBA's code an estimate of 5% improvement, not 20%, at least when using HDX.  this CPU core being zonked to 100% is definitely limiting fps at this point.  gotta be.
10:39 VanessaE now that I'm back on mainline, the same scene gives me maybe a slightly lower fps with a similar view range as with his code
10:39 RealBadAngel propably you will notice bigger difference with real huge amount of different and animated nodes around
10:40 VanessaE in this scene, the only animation I can see is the result of shaders waving stuff around, and I think there's some flowing water off to one side, just off-camera.
10:41 VanessaE (it's the same scene you saw in those screenshots above, in fact)
10:41 RealBadAngel i mean animated textures, not geometry shaders
10:41 VanessaE (except I usually pitch up a bit)
10:41 VanessaE yes, I know.
10:41 VanessaE hence the mention of the flowing water.
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12:14 sapier RealBadAngel: still our main code has to be optimized to regular case, optimizing a worst case scenario to run bad instead of not at all at cost of making 99% scenario run slow instead of good isn't an option
12:18 sapier Please keep this in mind on optimizing ;-)
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14:25 VanessaE HAH!
14:25 VanessaE I FOUND an interesting glitch
14:26 VanessaE while on my Survival server, if I grab and drag the Minetest window, the window content flickers between the current scene and what looks like some area from near that server's spawn
14:26 VanessaE it also flickers between those two frames when the window gains/loses focus
14:27 VanessaE it's not reproducable though
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17:52 sapier can someone explain to me why lua_isnil check doesn't work with luajit?
17:52 sapier maybe too with lua, haven't tried
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17:54 kaeza sapier, you mean to check if no value was specified?
17:54 sapier yes
17:55 sapier I want optional parameters so I tried to check
17:55 sapier if(!lua_isnil(L, 3))
17:55 sapier value = lua_tonumber(L, 3);
17:55 kaeza if (!lua_isnoneornil(L, i)) { /* value is nil */ } else if (lua_isnil(L, i)) { /* value not specified */ }
17:56 kaeza err no
17:56 kaeza in your case, probably just lua_isnumber()
17:56 sapier but I don't wanna set value to 0 ;-)
17:56 sapier it's preinitialized
17:57 sapier isnoneornil works ... but there are various locations within minetest where my variant is used ... wonder how much of those cause bugss
17:57 sapier -s
18:07 ShadowNinja sapier: In Lua unspecified arguments are nil, but in C there's a difference between none (not passed) and nil (passed as nil).
18:08 ShadowNinja Use isnumber or innone or innoneornil or type() == TNUMBER.
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18:35 sapier https://github.com/minetest/minetest/pull/1489
18:35 sapier please check as I don't have a usecase for it
18:38 Calinou very nice
18:38 Calinou but, about mob movement… a mob may move several times in the same or a similar direction
18:38 Calinou so won't the mob stop every now and then?
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18:52 sapier that's up to you if you set it prior time exceeds the mob wont stop
18:52 sapier if you don't set the additional parameters behaviour is as before
18:52 kaeza still, much better than entities drifting endlessly in one direction ;)
18:52 kaeza thanks sapier
18:53 sapier finetuning like adding a lua function "walk_to_pos" is for someone else ;-)
18:57 Krock ShadowNinja, It's not possible to convert 'std::vector<_Ty>' to 'const Json:n_value' #1480
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19:31 ShadowNinja Krock: Hmmm, keep the loop then, but don't puch each item individually.
19:47 Krock meh. Can't figure out how to do that automatically. foreach loops do not exist in C++
19:49 * Krock capitulates
19:49 Krock ShadowNinja ^
19:50 LemonLake Krock: loop through 0 to the length of the array, item = array[i]
19:50 LemonLake (psuedo)
19:50 Krock and how to get the Key of that KeyValuePair-like variable?
19:51 Krock nvm
19:51 ShadowNinja Krock: for (const &item : container).  But that's C++11.  Anyway, there's already a loop doing that.
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19:55 Krock ok. found something at c_content.cpp , let's see if that loop works
19:57 * Krock expects a test-compiling time of 10 minutes
20:05 VanessaE hmmmm: did you make any progress on your idea of doing one(three) irrlicht scene node per mapblock?
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20:50 hmmmm honestly i haven't gotten to work on it
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21:09 VanessaE ok, just wondered.
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