Time |
Nick |
Message |
01:01 |
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02:30 |
RealBadAngel |
celeron55, please stop offending me all the time. Changes to faces (levels) were made after many talks and tries in the channel |
02:30 |
RealBadAngel |
if it looks slighlty different than before, happens. everybody liked the effect |
02:31 |
RealBadAngel |
also, the very same thing was applied in 3 or 4 places around, using absurdly costly code |
02:32 |
RealBadAngel |
i just unified it, applied it in just one right place |
02:32 |
RealBadAngel |
so contrast (yes, its contrast manipulation and always was) is exactly the same for all the 3 possible modes (no smooth, smooth and shaders) |
02:35 |
RealBadAngel |
and when i mean FIX i do mean it. old code was damn broken and introduced before many lighting bugs. |
02:35 |
RealBadAngel |
im still fighting and lookin for many bugs hidden in old code |
02:36 |
RealBadAngel |
and btw, that particular change, the tiles shading you were previewing on your own before i pushed it |
02:38 |
RealBadAngel |
dont you remeber your comments on the values? |
02:39 |
RealBadAngel |
about paramat's issue, yes we can make the effect deeper, but what if some1 will say its too deep? another tuning? |
03:04 |
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17:19 |
sapier |
why do I get a 502 on trying to open mmdb? |
17:21 |
sfan5 |
because it's broken |
17:21 |
sfan5 |
go bug xyz |
17:23 |
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21:05 |
RealBadAngel |
ok, i have played a bit with new values for faces shading and got some results |
21:07 |
RealBadAngel |
http://i.imgur.com/4WIpaHJ.png |
21:07 |
RealBadAngel |
these are the new values |
21:08 |
RealBadAngel |
left column - without shaders, right column with shaders |
21:08 |
RealBadAngel |
top row - no smooth, bottom - smooth lighting |
21:08 |
RealBadAngel |
as you can see there is a difference between columns |
21:09 |
RealBadAngel |
its is caused by bug in the engine |
21:09 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/client/shaders/nodes_shader/opengl_vertex.glsl#L109 |
21:09 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/mapblock_mesh.cpp#L328 |
21:10 |
RealBadAngel |
idk which value is right since Kahrl coded that |
21:11 |
RealBadAngel |
ive chosen that 23.0 is correct (colors are somehow better) |
21:11 |
sfan5 |
isn't the sand too bright? |
21:11 |
RealBadAngel |
http://i.imgur.com/5pXdLlC.png |
21:11 |
RealBadAngel |
sfan5, i will upload it in a few minutes so you can try |
21:12 |
RealBadAngel |
meanwhile screenshot above is with same values for c++ side and shaders |
21:13 |
RealBadAngel |
sfan5, also i dont think its too bright, there are no more boosting the colors over 1.0 |
21:13 |
RealBadAngel |
top has colors as the original texture |
21:13 |
RealBadAngel |
except for the lights ofc |
21:14 |
RealBadAngel |
but is no more boosted by 1.3 factor like before |
21:14 |
RealBadAngel |
also the code will fix several very related things |
21:15 |
RealBadAngel |
different brightness for flowing and sources |
21:15 |
RealBadAngel |
and lightsources being shaded |
21:16 |
RealBadAngel |
all this things were related and affected by Kahrl's bug |
21:17 |
RealBadAngel |
thats why i was unable to fine tune the values for all the possible modes |
21:19 |
RealBadAngel |
and btw, celeron55, thx for blaming me for all the possible bugs out there again :P |
21:40 |
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21:48 |
paramat |
faces shading looks okay to me. 'RBA > ive chosen that 23.0 is correct (colors are somehow better)'. colours look fine to me as they currently are with no shaders, the right column images are too sickly-yellow, so i would say 13 is the correct value. people will go nuts if daytime is made sickly-yellow ;) |
21:49 |
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21:51 |
RealBadAngel |
i made 13.0 in the pull |
21:54 |
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22:12 |
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22:19 |
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22:19 |
PenguinDad |
RealBadAngel: I'd like to try it but it fails to compile :/ |
22:20 |
RealBadAngel |
try again |
22:20 |
RealBadAngel |
i missed a bracket |
22:27 |
RealBadAngel |
PenguinDad, and ? |
22:27 |
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22:29 |
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22:30 |
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22:31 |
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22:31 |
PenguinDad |
looks better now especially things like the glowlights from homedecor |
22:36 |
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22:36 |
RealBadAngel |
all the light emmitng nodes are not shaded |
22:51 |
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22:59 |
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23:08 |
kahrl |
RealBadAngel: actually it was you who changed one of those two places to 13 in a0f78659, don't blame me :P |
23:09 |
RealBadAngel |
in shaders it was like that for ages |
23:09 |
RealBadAngel |
if it was really me, then sorry Kahrl |
23:10 |
kahrl |
no problem :) |
23:10 |
RealBadAngel |
i just dont remember changing that in shaders, that code was copied over and over |
23:11 |
RealBadAngel |
anyway, 13 and 23 pair is desired one? |
23:11 |
kahrl |
I don't really have an opinion, I have bad eyesight and uncommon color perception anyway |
23:11 |
RealBadAngel |
13 and 23 makes it looks a bit more saturated |
23:12 |
RealBadAngel |
and imho a bit better |
23:19 |
VanessaE |
if saturation seems too low, fix the textures |
23:19 |
VanessaE |
not the lighting. |
23:19 |
RealBadAngel |
kahrl, can you check the pull? |
23:39 |
kahrl |
RealBadAngel: code looks ok, but someone else has to check how the colors look |
23:41 |
RealBadAngel |
paramat and VanessaE have already agreed |
23:41 |
RealBadAngel |
how about you? |
23:41 |
VanessaE |
I'll re-iterate my agreement after I check this latest version of the patch |
23:41 |
VanessaE |
:) |
23:42 |
VanessaE |
(indeed, kahrl you should probably pull and re-check it just to see) |
23:43 |
VanessaE |
RealBadAngel: ok, this is good. I like this brightness level. |
23:44 |
VanessaE |
at least as it looks with smooth lighting on, shaders off anyway |
23:44 |
* VanessaE |
checks the other modes |
23:44 |
RealBadAngel |
http://i.imgur.com/EDcScf1.png |
23:45 |
RealBadAngel |
i dont remember such small piece of code resolving that many issues ;) |
23:46 |
VanessaE |
seems okay in all four modes, you should do a four-up screenshot like before |
23:48 |
VanessaE |
lighting/contrast looks good to me |
23:48 |
VanessaE |
adequate. |
23:48 |
VanessaE |
wish paramat were here. |
23:50 |
VanessaE |
and with the light sources not being shaded anymore, they actually look like the emit light, they're no longer dull |
23:52 |
kahrl |
RealBadAngel: looks fine to me too |
23:53 |
RealBadAngel |
btw, some1 could make those damn floating in the air caves not casting the shadows on the ground |
23:53 |
RealBadAngel |
i dont fucking believe that we are still generating them over ground |
23:54 |
kahrl |
I haven't seen those in a while |
23:54 |
kahrl |
oh, but that's a mgv7 feature, right? |
23:54 |
RealBadAngel |
i just spotted one |
23:54 |
RealBadAngel |
mg6 |
23:54 |
VanessaE |
no, mgv6 |
23:54 |
VanessaE |
and I see them from time to time also |
23:54 |
kahrl |
I always use mgv6 for my test worlds (well, except when testing mgv7) and I never see those |
23:54 |
RealBadAngel |
going to apply mese to it again right now and check |
23:56 |
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