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IRC log for #minetest-dev, 2014-10-15

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Time Nick Message
00:11 Animetrom joined #minetest-dev
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00:18 davexunit hello all.
00:19 davexunit sfan5: ping
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01:25 RealBadAngel hi
01:26 RealBadAngel kahrl, here?
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01:32 RealBadAngel anyway, im rebasing now meshnodes, PR should be up in a moment
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02:06 OldCoder kahrl, I may have found a patch for the RE-SEND problem though the issue is still unexplained
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02:15 RealBadAngel https://github.com/RealBadAngel/minetest/commit/8a625de529af79be8ac63f2320576faf8eb326e1
02:16 RealBadAngel that add meshnodes and conversion of nodeboxes on startup
02:17 RealBadAngel atm there are no docs
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02:28 kahrl nice!
02:28 RealBadAngel kahrl, no worries about converting nodeboxes and time it takes
02:29 RealBadAngel unnoticeable for minetest_game
02:29 kahrl yeah I saw that in the log
02:29 RealBadAngel whole updateTextures takes 15s in case of dreambuilder
02:30 RealBadAngel which means i added there just a few seconds
02:30 kahrl I'm working on a way to have only one extruded mesh for everything
02:30 kahrl that would cut down that time a lot
02:31 RealBadAngel please make sure that extrude will work on textures with semi transparent pixels
02:32 kahrl well, it doesn't really work currently, does it?
02:32 RealBadAngel alpha trigger in original code had to be changed for that to work
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02:33 RealBadAngel i found out that changing it from 1 to 0.5 caused hires textures with some smooth applied to work
02:34 kahrl well the new code has no alpha threshold (it doesn't look at the texture at all, that's how it can work with all of them at once) so it might just work
02:34 RealBadAngel btw, dreambuilder needs a bit more than 2GB, it uses swap a lot ;)
02:34 RealBadAngel kahrl, sounds good
02:35 RealBadAngel VE have some textures that used to make extrude code work for a few minutes
02:36 kahrl I know, that's one problem I wanted to solve
02:45 RealBadAngel kahrl, any comments on my code?
02:47 kahrl haven't looked at it in detail yet
02:47 kahrl for updateTextures you can get rid of the first two parameters since you can get the texture and shader source from a gamedef
02:48 RealBadAngel indeed
02:51 kahrl wouldn't it be better to calculate MapBlock_LightColor(255, getInteriorLight(n, 1, nodedef), f.light_source) once and not for every meshbuffer?
02:52 kahrl and the cast above to scene::SMeshBuffer* seems unneeded
02:55 RealBadAngel a) right, its can be used more than once
02:56 kahrl rotateMeshBy6dFacedir could probably be optimized a little by doing stuff like tmp = x; x = y; y = -tmp; instead of rotateXYBy(90) and so on (which involves converting to radians and calculating sin and cos and some multiplications)... not sure if that's worth the bother
02:57 RealBadAngel about casting im not sure
02:57 RealBadAngel i had to change types all the time from IMesh to SMesh
02:57 RealBadAngel rotate code is old, taken from runtime applying rotations
02:58 kahrl actually the compiler might be optimizing the rotateXYBy stuff fairly well since it can be inlined
02:58 kahrl still it'd probably do extra multiplications due to rounding errors
02:59 kahrl I'm pretty sure the cast in content_mapblock.cpp
02:59 kahrl ...:1722 can be removed
02:59 kahrl any removed cast is a good cast
03:01 kahrl cloneMesh should be a little bit faster if you copy the bounding box from the old mesh instead of recalculating it
03:02 RealBadAngel cast can be removed, done
03:02 kahrl i.e. temp_buf->setBoundingBox(buf->getBoundingBox()) and dst_mesh->setBoundingBox(src_mesh->getBoundingBox())
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03:03 kahrl (I know that could be done in scaleMesh etc. as well with a little bit of extra math)
03:04 kahrl actually s/could/should/
03:04 kahrl but that's for another time
03:04 RealBadAngel i wanted to apply the scale just once
03:05 RealBadAngel its not needed to apply that again for clones
03:05 RealBadAngel but bboxes will be different when you will rotate the mesh
03:05 RealBadAngel so recalculating them is needed
03:06 kahrl oh
03:06 kahrl then it has to be done in rotateMeshBy6dFacedir
03:09 RealBadAngel or maybe separate function to call when needed?
03:09 RealBadAngel it could be useful in more cases
03:10 kahrl perhaps
03:10 kahrl or maybe instead of translateMesh + scaleMesh + rotate... we could have one function transformMesh that takes a matrix
03:11 RealBadAngel ouch ;)
03:11 kahrl that would also fix what I dislike about rotateMeshBy6dFacedir, which is that it re-checks the axisdir and facedir for every vertex
03:12 RealBadAngel note that is done now only on startup and is fast
03:12 kahrl hmm, ok
03:12 kahrl in that case just add the recalculateBoundingBox calls to rotateMeshBy6dFacedir
03:12 RealBadAngel on my box the speedup is amazing
03:13 kahrl I'd still change cloneMesh so it copies the bounding box instead of recalculating it
03:14 RealBadAngel imho its safer to recalculate it
03:14 kahrl if that's safer then the original mesh had wrong bounding boxes which would be a problem in itself
03:15 RealBadAngel it applies also to nodeboxes and they can come with wrong ones
03:16 kahrl how?
03:16 kahrl IMeshBuffer::append() updates the bounding box
03:17 RealBadAngel ah ok
03:20 RealBadAngel btw, before you will notice that: passing ContentFeatures *f instead of pointer to nodeboxes is needed
03:21 RealBadAngel i will have to take care of nodes that use just one tile for all faces
03:21 RealBadAngel so then one meshbuffer will be made
03:21 kahrl I wondered about that
03:22 kahrl seems fine, but make it const ContentFeatures *f
03:22 RealBadAngel ok
03:22 RealBadAngel it works anyway because append checks for tiles used
03:22 kahrl also the indentation in the whole function looks wrong on github
03:22 RealBadAngel but no point to make extra meshbuffers
03:23 RealBadAngel idk whats wrong with github, in geany its perfectly fine
03:23 kahrl spaces vs. tabs?
03:23 RealBadAngel im not using spaces rather
03:24 kahrl strange
03:24 RealBadAngel ah, one more thing
03:24 RealBadAngel when i started to use timer i noticed one thing
03:24 kahrl maybe it's some secret message from github in WHITESPACE ;)
03:25 RealBadAngel if you have a variable that will be used in a call, its a bit faster if you put that in a call itself
03:26 RealBadAngel initializing it before a call and later use is reasonable only if you will use it more than once
03:26 kahrl I don't think general rules like that apply anymore, compilers are complex beasts
03:26 RealBadAngel maybe but i noticed general speedup in gone thx to such approach
03:27 RealBadAngel *in code
03:28 RealBadAngel thats why content_mapblock code is so compact
03:28 kahrl hmm
03:28 kahrl recalculating the light every iteration doesn't seem beneficial to me
03:29 RealBadAngel i missed the fact its needed for each meshbuffer
03:29 kahrl oh ok
03:30 kahrl still I have doubts about that statistic
03:30 kahrl it shouldn't matter at all to an optimizing compiler if you do f(g()) or int x = g(); f(x);
03:31 RealBadAngel i saw timings like 5-10% faster code with that
03:31 kahrl how did you measure?
03:31 kahrl and how many samples?
03:31 RealBadAngel hold on
03:32 kahrl also TimeTaker is a bit problematic for profiling because it measures real time and not CPU time
03:32 RealBadAngel http://pastebin.com/fDBpEZYZ
03:33 RealBadAngel i just noticed a general pattern, kinda average
03:33 kahrl ah
03:33 kahrl hrm
03:34 RealBadAngel for testing purposed i built a tower to go up like 500 nodes, unloded the world and started again
03:34 kahrl maybe it's below statistical significance, who knows
03:34 RealBadAngel so i had kinda empty world with a few nodes being rendered
03:35 RealBadAngel i believe the times got then were kinda accurate
03:37 kahrl I might try doing some statistics on the weekend
03:38 kahrl let's continue with the code review
03:38 RealBadAngel ok
03:39 kahrl any reason for & over && in nodedef.cpp:831 and :844?
03:41 RealBadAngel i cant think of any
03:41 kahrl also the code inside the ifs is repeated, maybe move it to a single if (f->mesh_ptr[0] && f->param_type_2 == CPT2_FACEDIR) below
03:42 OldCoder For those who are interested, my patch for the RE-SEND RELIABLE problem still seems to be working a full day in. I will discuss particulars with Sapier if I can find him.
03:42 kahrl except the part that creates and scales f->mesh_ptr[0] of course
03:43 RealBadAngel kahrl, indeed && will be better since it stops on first value fail
03:46 kahrl typo in nodedef.h:155
03:47 kahrl and we're through :)
03:47 kahrl that was quicker than expected
03:49 RealBadAngel :) i found out that changes needed to add meshes were way easier than i thought
03:49 RealBadAngel but still i had to read a lot bout them
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04:00 RealBadAngel kahrl, one more thing, we need to disable loading of .mtl files by irrlicht
04:00 kahrl why?
04:01 RealBadAngel we do not need them, we are defining materials based on tiles
04:02 kahrl does it hurt in any way if irrlicht tries to load them and doesn't find them?
04:02 RealBadAngel its not a problem, theres a flag for that in the engine i think
04:02 kahrl other than some extra log messages
04:03 RealBadAngel no
04:03 RealBadAngel just the logs
04:03 kahrl well we already trained people to ignore the PNG warnings
04:03 kahrl shouldn't be hard to do the same for MTL warnings
04:03 RealBadAngel we already have too many strange warnings ;)
04:05 kahrl don't some entities from various mods use .obj files with .mtl files?
04:05 kahrl if so make sure not to break them
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04:06 RealBadAngel they dont use them
04:07 RealBadAngel i mean mtl files
04:07 RealBadAngel we are basing on tiles (in case of meshnodes) and textures (in case of entities)
04:11 kahrl well if using .mtl never worked then sure, disable it
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04:35 OldCoder Zeno`, wb
04:35 OldCoder Zeno`, I seem to have a working patch. But there is clearly something wrong in connection.cpp.
04:35 OldCoder There aren't supposed to be millions of RE-SEND RELIABLE lines
04:36 Zeno` yes that doesn't sound like something wanted or required :)
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04:41 OldCoder Zeno`, I'd like you to review the new patch. But it's simply yours with minor tweaks...
04:42 OldCoder I increased minimum and maximum timeout resend periods, added a slight delay between resends, and accounted for possible corruption in the resend counter; possibly 1 or 2 other things
04:42 OldCoder My world has now run for a day with neither the server nor my client locking up
04:48 Zeno` Where is it?
04:49 RealBadAngel Zeno`, https://github.com/RealBadAngel/minetest/commit/8a625de529af79be8ac63f2320576faf8eb326e1 and https://drive.google.com/file/d/0B6CLV6iwDkmPUXhYaE5tZUZrcE0/view?usp=sharing
04:49 RealBadAngel kahrl, you may also want to try some meshnodes: https://drive.google.com/file/d/0B6CLV6iwDkmPUXhYaE5tZUZrcE0/view?usp=sharing
04:50 Zeno` cool, I'll give that a try *very* soon RBA :D
04:50 Zeno` Been waiting for this
05:16 OldCoder Zeno`, I will prepare a copy of the patch now
05:20 OldCoder http://minetest.org/141014.txt
05:20 OldCoder Zeno`, ^
05:26 Zeno` does it work with that usleep outside of the loop?... not sure of the implications related to that
05:35 OldCoder Where would you put the usleep?
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05:35 OldCoder Zeno`, ^
05:36 * OldCoder is not clear
05:36 OldCoder I was getting millions of messages
05:36 OldCoder Thought something might be overlapping something else
05:36 OldCoder Figured a 50ms delay wouldn't hurt in this context
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06:07 Zeno` maybe 25ms
06:07 Zeno` I'm not sure
06:08 Zeno` I'm not sure if it's throttling resends for /all/ net traffic I mean
06:09 Zeno` Also, I don't think usleep() is portable
06:10 Zeno` seems to be POSIX only... perhaps there is something in porting.h?
06:11 Zeno` hmm, I'm not sure about that one... other files seems to use it (indirectly through the macro sleep_ms in porting.h
06:12 OldCoder Zeno`, usleep is probably portable enough but can be replaced by nanosleep or sleep_ms
06:12 OldCoder 25ms should be enough, yes
06:13 OldCoder The real question is, why are there millions of RE-SEND RELIABLE lines without this patch?
06:14 OldCoder Zeno`, your own patch seemed to help but was not sufficient
06:14 OldCoder So one of the other odd tweaks that I made is related to the issue
06:14 Zeno` well, with this there is only 5 attempts made
06:15 Zeno` let me look again
06:15 OldCoder Isn't that your limit as well?
06:15 OldCoder I was STILL getting the millions of lines
06:15 Zeno` I see your point
06:15 OldCoder with a 5-attempt limit; I don't know how. This is why I added the strange code that fiddles with the resend counter
06:15 OldCoder I wondered if something was stomping on that
06:16 Zeno` well it may be overflowing but the if (k->resend_count > 5) should catch that before it happens
06:16 OldCoder Yes. Accordingly, there is no clear explanation.
06:16 Zeno` unless it's not set to something > 0 in the first place :/
06:16 OldCoder Ouch
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06:16 OldCoder That should cause lots more problems though
06:17 Zeno` but that would have shown up if valgrind way before now
06:17 OldCoder Yes
06:17 OldCoder Unless it has been
06:17 OldCoder casted somehow out of existence
06:18 Zeno` it's init to 0
06:18 Zeno` and it's unsigned so I can't see how it can be < 0
06:19 Zeno` this is weird
06:20 Zeno` what's the diff between this and my patch?
06:20 Zeno` I can really only see the sleep
06:21 OldCoder Hang on
06:21 OldCoder The differences are:
06:21 OldCoder #1. This might be key: changes in constants.h to RESEND parameters
06:21 OldCoder those might be it
06:22 OldCoder #2. Sleep 50ms before retry
06:22 OldCoder #3. Fix any corrupted resend counts
06:22 OldCoder I think that is all
06:22 OldCoder
06:22 Zeno` does it work with my path and just #1  ?
06:22 Zeno` patch*
06:22 OldCoder I will need to try this
06:22 OldCoder May do so soon
06:23 OldCoder Pretty tired this late and need to be awake for a few hours after changes
06:23 OldCoder So that I can fix the lockups
06:23 Zeno` I really don't think #3 is needed because it's kind of checked by if (k->resend_count > 5) anyway. I'm uneasy about the sleep (if the sleep is "fixing" things then I would consider it more hiding the error than fixing it)
06:24 Zeno` Yeah I'm pretty distracted at the moment as well... things to do, things to do xD
06:24 OldCoder Zeno`, one step at a time. And #3 is needed if there is corruption elsewhere.
06:24 OldCoder We will see what we will see
06:24 OldCoder There is still
06:24 Zeno` Yeah
06:24 OldCoder the possibility that
06:25 OldCoder somebody here or Sapier can comment on what could possibly cause
06:25 OldCoder *Millions* of those messages
06:25 OldCoder Seems like a lot
06:25 OldCoder
06:25 Zeno` I agree that there should not be millions... I'm not getting even one though. So I suspect you're right about *something* happening too fast
06:25 OldCoder Note that my server is very fast
06:26 OldCoder Could this be an issue?
06:26 OldCoder s/server/hardware/
06:26 Zeno` not sure... I'm using 4 cores of a Xeon something
06:26 OldCoder I have 8 but yours is faster than usual too
06:26 Zeno` But I don't get this on my home server (i7) either
06:26 OldCoder The world is busy
06:27 OldCoder Or was when this was happening
06:27 OldCoder Plenty of possible things to look at
06:27 Zeno` actually let me just see what the server is
06:27 OldCoder Your server or mine?
06:27 Zeno` mine :)
06:28 Zeno` oh it's 8 cores
06:28 Zeno` 8 cores of Intel(R) Xeon(R) CPU E5-2630L 0 @ 2.00GHz
06:29 Zeno` oops 6
06:29 Zeno` all hyperthreaded, so 12 threads to use
06:29 Zeno` I dunno why it would affect you... maybe more traffic
06:31 OldCoder Or some totally random factor
06:31 OldCoder This problem seems to have occurred to other people
06:31 OldCoder Who may have had ordinary hardware
06:31 OldCoder The only clue is that... not much should be able to cause that many passes through the loop.
06:31 OldCoder Is this correct?
06:32 Zeno` at a glance I would have thought my original patch would have stopped that happening
06:33 Zeno` but obviously not
06:33 OldCoder Yep
06:33 OldCoder And yet
06:33 OldCoder It reduced the problem
06:33 OldCoder Leaving only occasional cases where the problem was triggered
06:33 OldCoder By, presumably, something happening when something else was not completed
06:34 OldCoder Putting things possibly into an infinite loop
06:34 * OldCoder bets that either longer timeout periods or the usleep are needed
06:34 OldCoder Zeno`, you have seen
06:35 OldCoder http://minetest.org/lockup.txt
06:35 OldCoder Right? Anything in the frequency or sequence numbers indicate how this is even possible?
06:36 Zeno` yike
06:36 Zeno` s
06:36 OldCoder Yep again
06:36 OldCoder Yikes and not trikes
06:36 OldCoder This is not as safe
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11:07 Megaf_ what happened to minetest? 6 days without a single commit or merge
11:07 Megaf_ and this bloody bug still happening
11:07 Megaf_ 00:02:38: ACTION[ServerThread]: CHAT: <erick850> OI
11:07 Megaf_ *** glibc detected *** ./minetestserver: corrupted double-linked list: 0xac51497a ***
11:07 Megaf_ Aborted
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11:29 RealBadAngel kahrl?
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12:27 Dragonop I have voice?
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14:07 RealBadAngel kahrl i have coded all the changes
14:07 RealBadAngel makin PR now
14:08 Amaz For meshnodes?
14:09 RealBadAngel Amaz, yes
14:09 Amaz Great!
14:09 PenguinDad Yay meshnodes!
14:10 Zeno` so normal nodes are converted to meshnodes?
14:12 RealBadAngel https://github.com/minetest/minetest/pull/1738
14:13 RealBadAngel nodeboxes are converted to meshes
14:13 Amaz Do you have some example code for a meshnode?
14:13 RealBadAngel thx to that theyre like 10-15times faster
14:14 RealBadAngel yes i do, hold on
14:14 RealBadAngel https://drive.google.com/file/d/0B6CLV6iwDkmPUXhYaE5tZUZrcE0/view?usp=sharing
14:14 RealBadAngel apply the patch and use this mod
14:15 RealBadAngel it adds some meshnodes examples
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14:19 ninnghazad uuh, meshnodes... sweet!
14:20 RealBadAngel just static, please no orgasms in the public :P
14:21 RealBadAngel but yes, they work and theyre COOL
14:21 Zeno` if this works as intended then it will take MT out of the dark ages
14:21 RealBadAngel just fucking try it
14:21 PenguinDad Nodeboxes lost their cracks :/
14:21 Zeno` i have fucking tried it :)
14:22 RealBadAngel and?
14:22 Zeno` I haven't profiled yet
14:22 Zeno` but I didn't notice anything wrong
14:22 RealBadAngel but still nodeboxes can stay here
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14:23 RealBadAngel as kinda easier way to define a mesh
14:23 PenguinDad Wow rotating stairs is faster than ever o_o
14:23 RealBadAngel PenguinDad, because all the rotations are cached
14:24 Zeno` so can I get more than 20fps now?
14:24 RealBadAngel if node is facedired resulting meshes are precalculated and stored
14:25 Zeno` 'cause I'm really sick of this 20fps crap heh
14:25 RealBadAngel my is 1,8ghz box and amd HD4600
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14:25 RealBadAngel depending on env i get 40-60 fps
14:26 RealBadAngel but ofc propertiary drivers
14:26 Zeno` I'm using nvidia gtx780 and i7 and get 20fps (before this patch... I really need to try it more)
14:27 RealBadAngel btw, i wont be resolving opensource drivers issues anymore
14:27 Zeno` drivers are not within the domain of this project, surely
14:27 RealBadAngel with opensource drivers i got 10-20fps
14:28 RealBadAngel with propertiary it hits 60
14:28 Zeno` *shrug* that's not a minetest issue I wouldn't think
14:28 Zeno` drivers are at a way lower level
14:28 RealBadAngel i am aware of another bottlenecks
14:28 RealBadAngel but anyway theyre not at drivers level
14:29 Zeno` RBA, aim for > 100fps :p
14:29 RealBadAngel when we move cracks and HL out of mapblock mesh updates?
14:29 RealBadAngel quite possible
14:30 Amaz :D
14:33 RealBadAngel its not said i made the fastest version possible
14:34 RealBadAngel even if mine is faster 10 times as before it can happen another solution will be so much faster comparing to mine
14:34 RealBadAngel and i know such solution ;)
14:35 RealBadAngel its called VBO and i propably know how to use it
14:36 RealBadAngel like in shrek, i do have a donkey and im not afraid to use it ;)
14:36 RealBadAngel storing complete meshes on GPU side will be way faster
14:37 proller its not main thing ;)
14:37 RealBadAngel step by ste[
14:37 RealBadAngel *p
14:37 RealBadAngel that PR is a fuckin revolution
14:38 RealBadAngel in fact when its proven to be working ok, it will make like 2000 lines of code obsolete
14:39 RealBadAngel also we will be able to re add texture atlases
14:44 Amaz https://mediacru.sh/be0ec57afa14
14:45 ninnghazad is it just the meshes that are not VBO-ed or are nodes actually pushed to gpu each frame without VBOs?
14:55 RealBadAngel first step was to operate on meshes
14:55 RealBadAngel which is damn faster
14:55 RealBadAngel 2nd will be to store them on gpu side
14:56 PilzAdam RealBadAngel, last time I tried enabling VBOs it caused memory leaks in RAM
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15:01 ninnghazad so the VBOs irrlicht uses on MeshBuffers are intentionally disabled because of this? or is there another reason, like not working on android or something?
15:03 PilzAdam ninnghazad, I can't quite remember the last investigation; but there was a problem with Minetest's basic architecture that doesn't work with Irrlicht's way of handling VBOs or something along that lines
15:04 exio4 IIRC the problem with the leak of VBOs wasn't that it "leaked", but that meshes get unloaded after 10 minutes...
15:04 VanessaE PilzAdam: as I recall it was because no one had come up with a good way to discard meshes once they become obsolete
15:04 jin_xi so many reasons
15:04 VanessaE for reference, the last rebase of that code, btw, by Shadowninja:  https://github.com/ShadowNinja/minetest/tree/vbo
15:07 ninnghazad ah ok, thx for info.
15:08 PilzAdam I guess RealBadAngel is going to just enable VBO's without caring about the memory leaks?
15:09 RealBadAngel PilzAdam, i do know how to use them
15:10 RealBadAngel but its not the subject of the current pull
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20:38 iqualfragile https://github.com/minetest/minetest/blob/master/doc/mapformat.txt#L325 states that there is a timestamp containing the last time a mapblock was saved, question is: are mapblocks saved after they were loaded regardless of change or are they only saved when they were changed?
20:38 iqualfragile in the 2nd case it would be a lot more usefull to caching mechanisms
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