Time |
Nick |
Message |
00:00 |
RealBadAngel |
VanessaE have some problems with it too, but in her case even a benchmark runs way too slow |
00:01 |
hmmmm |
skipped to 43fcfbfe05578d7471d40c8c087fd04e24b264b5, which is the first bad one i saw so far |
00:02 |
Sokomine |
that is very difficult to tell. fps on my low-grade hardware depend a lot on circumstances. when loading a large area, fps still drop drasticly. staring at the floor while moving forward gives considerably better speed than looking at the horizon. most worlds vary too much to really tell speed changes |
00:02 |
hmmmm |
but not quite as bad as HEAD |
00:02 |
hmmmm |
at 43fcfbf the same scene is at like 17 FPS |
00:03 |
RealBadAngel |
main factor to slow down rendering when keeping same distance are leaves |
00:03 |
RealBadAngel |
fancy leaves are proffesional fps killer |
00:03 |
est31 |
heh |
00:05 |
RealBadAngel |
https://github.com/RealBadAngel/default_normals/blob/master/screenshot1.png |
00:05 |
RealBadAngel |
btw ^^ |
00:05 |
RealBadAngel |
steady 60fps even with minimap on and relief mapping |
00:06 |
RealBadAngel |
which is most expensive feature in our shaders |
00:06 |
hmmmm |
yup, as I suspected... |
00:06 |
hmmmm |
it's 43fcfbf |
00:07 |
RealBadAngel |
whats that? |
00:07 |
hmmmm |
git show 43fcfbf |
00:07 |
hmmmm |
RealBadAngel, have you ever tried this http://aras-p.info/blog/2010/09/29/glsl-optimizer/ ? |
00:08 |
RealBadAngel |
shaders? |
00:08 |
RealBadAngel |
do you actually use parallax mapping? |
00:08 |
hmmmm |
nope |
00:08 |
hmmmm |
I have all fancy graphics settings disabled |
00:08 |
RealBadAngel |
so how can parallax mapping can be a regression for you? |
00:09 |
hmmmm |
because maybe other things modified in the shaders that don't have to do with parallax mapping slowed down rendering |
00:10 |
RealBadAngel |
what is your GPU and drivers |
00:10 |
RealBadAngel |
this time i want straight answer |
00:10 |
RealBadAngel |
im still fighting with that the same code works differently (or doesnt work at all) on different gpus |
00:12 |
RealBadAngel |
hmmm, also i have fixed some issues in shaders for AMD gpus in last commit |
00:12 |
hmmmm |
why do my drivers matter |
00:12 |
hmmmm |
it clearly has nothing at all to do with drivers |
00:12 |
RealBadAngel |
can you check if that has any effect for you? |
00:12 |
hmmmm |
it works on one commit, it doesn't work on another commit |
00:13 |
hmmmm |
my drivers didn't magically change while bisecting |
00:13 |
RealBadAngel |
do you understand when im sayin some thing can work on nvidia and doesnt work on amd for example? |
00:13 |
RealBadAngel |
why the fuck you cant answer a question what gpu do you have? |
00:14 |
hmmmm |
i'm not using your fancy graphics at all |
00:14 |
RealBadAngel |
damn it |
00:14 |
hmmmm |
you're just trying to use drivers as an excuse |
00:14 |
hmmmm |
that's why i'm not answering |
00:14 |
RealBadAngel |
GPU brand |
00:14 |
RealBadAngel |
open gl version |
00:14 |
RealBadAngel |
etc |
00:15 |
RealBadAngel |
how can i fix the issue for you if youre stubborn |
00:15 |
hmmmm |
I don't really need you to fix the issue |
00:15 |
hmmmm |
I'm working on it |
00:15 |
hmmmm |
this sounds like another shitty excuse like the whole "oh this is only a problem for threads under AMD cpus" - wtf? |
00:15 |
RealBadAngel |
when Krock had issue with amd and opengl 2.1 i spent a few hours with him online to fix it |
00:15 |
RealBadAngel |
and i fixed that |
00:16 |
RealBadAngel |
but you cant even answer a simple question |
00:16 |
RealBadAngel |
im not a houdini to ask what can be wrong on your side :P |
00:16 |
RealBadAngel |
*to know |
00:18 |
RealBadAngel |
also as i said, the code you suspect to be a reason for a slowdown has been already changed |
00:18 |
est31 |
but the regression is still there |
00:19 |
RealBadAngel |
did hmmm checked today's commits? |
00:20 |
RealBadAngel |
its really hard to develop shaders that will work for all gpus around |
00:20 |
RealBadAngel |
and keeping mouth shut but complaing doesnt help that at all |
00:22 |
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00:22 |
RealBadAngel |
also that really might be possible ive already eliminated that regression |
00:23 |
RealBadAngel |
amd compilers treat ifdefs differently than nvidia |
00:24 |
RealBadAngel |
thats why im not any longer checking if something is defined but a variable's value |
00:24 |
est31 |
what the fuck |
00:24 |
RealBadAngel |
that could be possible that hmmm had autogeneration enabled thx to that |
00:25 |
RealBadAngel |
and that feature is costly |
00:26 |
RealBadAngel |
est31, what? |
00:27 |
est31 |
compilers treating ifdefs differently |
00:27 |
est31 |
stupid compilers |
00:27 |
est31 |
isnt this a well defined standard |
00:27 |
RealBadAngel |
amd vs nvidia |
00:27 |
RealBadAngel |
its not |
00:28 |
RealBadAngel |
thats why for example Krock had bumpmapping enabled |
00:28 |
RealBadAngel |
while there were no def for that in shaders code |
00:29 |
RealBadAngel |
amd happily compiled the code pissing on ifdef |
00:29 |
hmmmm |
(44, 23, -29, yaw=93) | d105bf2: noshaders: 30/13 FPS, shaders: 20/9 FPS | 43fcfbf: noshaders: 23/8, shaders: 15/6 FPS |
00:30 |
hmmmm |
alright, so it's not necessarily a shader problem |
00:31 |
RealBadAngel |
in any case shaders should be faster than no shaders version |
00:31 |
RealBadAngel |
hmmm please try my todays commit if it change anything for you |
00:31 |
hmmmm |
RealBadAngel: the regression is even worse as of current HEAD |
00:32 |
hmmmm |
RealBadAngel: why do you keep doing this: https://github.com/minetest/minetest/commit/43fcfbfe05578d7471d40c8c087fd04e24b264b5#diff-c2f90db5de8c33a259c27113939c63c5R1440 |
00:32 |
hmmmm |
what's with the tabs in place of spaces |
00:32 |
hmmmm |
please fix your editor settings |
00:34 |
RealBadAngel |
which line? |
00:34 |
hmmmm |
the one i highlighted on github.... |
00:35 |
est31 |
yes I've noticed you doing it too |
00:36 |
RealBadAngel |
ooops |
00:36 |
hmmmm |
also who keeps doing postincrement on std::map iterators |
00:37 |
hmmmm |
https://github.com/minetest/minetest/blob/43fcfbfe05578d7471d40c8c087fd04e24b264b5/src/mapblock_mesh.cpp#L1218 <---- wtf?? |
00:37 |
hmmmm |
in any case, I'm beginning to suspect the slowdown is caused by changing S3DVertex to S3DVertexTangents |
00:37 |
hmmmm |
I trusted you when you said they were the same.. |
00:40 |
RealBadAngel |
idk what happens on your side, i dont even know your env |
00:40 |
RealBadAngel |
so i cant help you at all |
00:41 |
RealBadAngel |
what "wtf" ? |
00:42 |
hmmmm |
the indentation is all messed up |
00:42 |
hmmmm |
how could you look at that code and think everything is just fine and dandy |
00:42 |
hmmmm |
sometimes I wonder what your code would look like if we didn't have code style guidelines... |
00:43 |
RealBadAngel |
damn, its a bit too long |
00:43 |
RealBadAngel |
its a few pages |
00:43 |
RealBadAngel |
havent noticed that |
00:43 |
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00:45 |
RealBadAngel |
hmmmm, if tangents were the reason you will get worse fps without shaders |
00:46 |
RealBadAngel |
strip nodes shaders to only final color blend and check |
00:46 |
hmmmm |
there are literally no other functional changes to rendering with shaders disabled in that commit |
00:46 |
hmmmm |
my common sense is telling me that has to be the reason |
00:50 |
hmmmm |
hmm |
00:50 |
hmmmm |
so for now I guess all I can really do is just disable shaders and suck up the difference in performance |
00:51 |
hmmmm |
can't change it to use the old vertex format without messing up all the recent shader work |
00:51 |
RealBadAngel |
what you should do is to check if you dont have special effects enabled thx to compilers |
00:51 |
hmmmm |
...what? |
00:51 |
RealBadAngel |
you should remove their code from shaders and check clean shader |
00:52 |
RealBadAngel |
you heard |
00:52 |
est31 |
shaders are completely disabled |
00:52 |
RealBadAngel |
noshaders: 30/13 FPS, shaders: 20/9 FPS |
00:52 |
RealBadAngel |
i can see that you have better performance without shaders |
00:53 |
RealBadAngel |
while it should be in different order |
00:53 |
RealBadAngel |
game IS faster with shaders |
00:53 |
VanessaE_mobile |
Shaders are always slower for me as well |
00:53 |
hmmmm |
that has literally never been the case for me |
00:54 |
hmmmm |
and i'm using a pretty generic graphics setup |
00:54 |
hmmmm |
nvidia proprietary, a powerful, modern kepler card |
00:56 |
RealBadAngel |
so you shouldnt be affected by amd issues, thats clear |
00:58 |
hmmmm |
besides, I've mentioned several times before that my card is a GTX660 |
00:58 |
hmmmm |
ctrl+F in the logs |
00:58 |
hmmmm |
i don't like repeating myself |
00:59 |
RealBadAngel |
you could copy paste that not repeat ;) |
01:00 |
RealBadAngel |
are you pretty sure that commit with tangents is the one from which you get regression? |
01:00 |
VanessaE_mobile |
Hmmm like me you have a good setup that just insists on under performing in minetest |
01:04 |
hmmmm |
buy a $180 video card, get 8 FPS on minetest |
01:04 |
hmmmm |
sounds about right |
01:04 |
hmmmm |
fwiw I totally understand why Kenney abandoned minetest and I would do the same |
01:06 |
VanessaE_mobile |
Hmmmm did you see the screen shot I posted yesterday ? |
01:06 |
hmmmm |
no, what |
01:07 |
VanessaE_mobile |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/11-client-screenshot---2015-07-02.png |
01:08 |
VanessaE_mobile |
This. Note the total fps across all 11 instances running there |
01:08 |
VanessaE_mobile |
Around 300 (est) |
01:09 |
RealBadAngel |
hmmmm, kenney wanted to use skyboxes for example. the way c55 implemented it wasnt good for him |
01:10 |
RealBadAngel |
if you ask for the reasons |
01:10 |
est31 |
also he didnt like formspecs |
01:10 |
est31 |
the engine was too restrictive to him |
01:11 |
RealBadAngel |
"fuck this, it has formspecs! im leavin!" indeed a good reason |
01:11 |
RealBadAngel |
maybe we shall all leave then :P |
01:11 |
est31 |
heh |
01:12 |
VanessaE_mobile |
bbl |
01:13 |
VanessaE_mobile |
(I'll see the rest on my pc later) |
01:15 |
RealBadAngel |
hmmmm, ive compared your gpu to mine, yours is slightly faster |
01:15 |
RealBadAngel |
you should be getting at least the same results as i do |
01:16 |
RealBadAngel |
btw, what CPU do you have? |
01:16 |
hmmmm |
irrelevant |
01:16 |
hmmmm |
you don't even know what scene I was using to benchmark |
01:17 |
RealBadAngel |
im trying to find the differences in setups |
01:17 |
RealBadAngel |
hmmm i dont remember seeing such low framerates even on dreambuilder world |
01:18 |
RealBadAngel |
so your scene doesnt matter |
01:18 |
RealBadAngel |
you dont have propably scenes to stress tests the gpu as im using |
01:19 |
hmmmm |
what does matter though, is that I was as consistent as possible throughout my own benchmarking |
01:19 |
RealBadAngel |
ok |
01:19 |
hmmmm |
the relative difference in framerates is what matters |
01:21 |
RealBadAngel |
can you give me seed for the world you are testing? |
01:21 |
RealBadAngel |
so i can check the same scen |
01:23 |
RealBadAngel |
btw, what compile options are you using? |
01:23 |
Niebieski |
What's an open source .x .b3d file editor/creator ? |
01:23 |
RealBadAngel |
blender |
01:24 |
Niebieski |
for some reason it's site is not opening for me. |
01:24 |
RealBadAngel |
it can import/export in those formats |
01:24 |
RealBadAngel |
sudo apt-get install blender |
01:24 |
Niebieski |
Oh. |
01:25 |
Niebieski |
is there an other variant that is less in size ? |
01:25 |
RealBadAngel |
idk |
01:26 |
Niebieski |
Alright thanks. |
01:26 |
RealBadAngel |
and blender.org doesnt seems to be down |
01:26 |
Niebieski |
Trust me it's always down for me from a very long time. |
01:27 |
RealBadAngel |
i just checked it, works |
01:27 |
Niebieski |
It's very weird, it keeps connecting to the site but nothing shows up. |
01:27 |
RealBadAngel |
hmmmm, can you give me the seed? |
01:29 |
est31 |
RealBadAngel, if hmmmm sais thre regression shows up when he's looking at A WALL then the seed doesnt matter at all |
01:29 |
est31 |
the* |
01:29 |
RealBadAngel |
then what for he gave us coords and yaw? |
01:30 |
RealBadAngel |
so we should build a wall at given coords? |
01:31 |
RealBadAngel |
if something works perfectly on one box and fails on the other imho we shall find what differs those boxes |
01:31 |
RealBadAngel |
that should find locating the reason |
01:32 |
est31 |
RealBadAngel, hmmmm is very competent, and working right now on a fix |
01:43 |
hmmmm |
:\ |
01:43 |
hmmmm |
I don't know how I can possibly fix this without screwing other things up too in the process |
01:43 |
hmmmm |
at least I see the problem |
01:43 |
RealBadAngel |
hmmmm, yes? |
01:44 |
RealBadAngel |
whats that? |
02:09 |
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02:26 |
hmmmm |
est31: I am not able to replicate it looking at the *ground*, which is a better indicator of clipping almost all blocks |
02:26 |
hmmmm |
looking at a wall and having the FPS sag is an indication that the occlusion culling algorithm blows |
02:30 |
est31 |
ok |
02:36 |
hmmmm |
I don't think that minetest is ready for a release in a month |
02:36 |
hmmmm |
does anybody else feel the same way? |
02:36 |
hmmmm |
we should fix all the issues on our plate that we know about and can actually do something about, before we think about releasing |
02:42 |
hmmmm |
at current HEAD, that scene is 13/5 with shaders |
02:45 |
est31 |
hmmmm, define those issues |
02:45 |
est31 |
there is already a list here https://github.com/minetest/minetest/milestones/0.4.13 |
02:45 |
est31 |
you can fill in the further issues |
02:46 |
hmmmm |
ok sure |
02:46 |
hmmmm |
the static object stored in block bug |
02:46 |
hmmmm |
the multiplayer avatar texture wrap bug |
02:46 |
hmmmm |
the massive performance regression |
02:47 |
est31 |
? |
02:47 |
hmmmm |
the more recent performance regression too |
02:47 |
est31 |
lets hope thats fixed today |
02:47 |
hmmmm |
hahahahahaha. |
02:47 |
hmmmm |
not a chance. |
02:48 |
est31 |
and what other massive perf regression do you speak about |
02:48 |
est31 |
also with "static object stored in block bug" do you mean the ghost entity problem, and that players get removed? |
02:49 |
hmmmm |
it's not as large as the first one, but there's an /even further drop in performance/ sometime after 43fcfbf |
02:49 |
hmmmm |
est31, yeah |
02:49 |
est31 |
thats a very hard one |
02:50 |
est31 |
you cant reproduce it without making your CPU get 100% for a couple of seconds |
02:50 |
est31 |
this makes debugging with valgrind impossible |
02:50 |
hmmmm |
HEAD no shaders: 23/8 |
02:50 |
hmmmm |
alright |
02:50 |
hmmmm |
the second performance regression is shaders only |
02:50 |
hmmmm |
the first one is no doubt related to the S3DVertexTangets |
02:51 |
hmmmm |
i think it might be a smart idea to first try running the shaders through a GLSL optimizer |
03:09 |
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03:09 |
est31 |
neoastetic has raised the request to disable minimap on their server |
03:10 |
est31 |
and we should perhaps allow i |
03:10 |
est31 |
t |
03:10 |
est31 |
one way to do it would make the client ignore minimap related textures for client side texture packs |
03:10 |
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03:10 |
hmmmm |
or you could include the minimap as part of the hud |
03:11 |
hmmmm |
disable-able through the api |
03:11 |
est31 |
that sounds good too |
03:15 |
hmmmm |
https://github.com/kwolekr/minetest/commit/7b171ea2be0e476d7cdc9300b53ba86a9f694161 |
03:15 |
hmmmm |
pushing in 5 minutes |
03:19 |
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03:20 |
est31 |
reading |
03:20 |
est31 |
please dont push while i do |
03:20 |
est31 |
so you want to enforce the style for single lined methods too? |
03:21 |
est31 |
like { FATAL_ERROR("FIXME"); } |
03:21 |
est31 |
because I've seen it in the test framework too |
03:21 |
hmmmm |
whoops |
03:21 |
hmmmm |
too late, it's been past 5 minutes |
03:22 |
hmmmm |
don't like it? well I thought that's the way it works around here |
03:22 |
hmmmm |
that's the way things seem to be going |
03:27 |
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03:32 |
est31 |
hmmmm, youve pushed after I've asked you to wait |
03:32 |
est31 |
thats not nice |
03:32 |
est31 |
even after youve said "too late" |
03:33 |
hmmmm |
maybe you and the rest of the people who are guilty of it should drop this "pushing in 5 minutes" bullshit |
03:33 |
est31 |
hmmmm, do what instead? |
03:33 |
hmmmm |
wait for approval |
03:33 |
est31 |
make a PR where I have to get 3 core devs to agree? |
03:33 |
hmmmm |
minetest isn't going to spontaneously combust if you don't push some trivial thing within 5 minutes |
03:33 |
est31 |
for a single line commit |
03:34 |
hmmmm |
how about 30 minutes |
03:34 |
est31 |
its hard to wait for approval if nobody is around |
03:34 |
est31 |
your PR then rots for weeks |
03:34 |
hmmmm |
well then maybe you should wait for people to be around |
03:35 |
hmmmm |
nonsense, it only rots if people are actively pushing code |
03:35 |
hmmmm |
if people are actively pushing code, then in theory, they should be on IRC or somewhere you could get in touch with them |
03:38 |
est31 |
you can get in touch with me |
03:38 |
est31 |
I always check irc before I push after 5 minutes |
03:39 |
hmmmm |
can we agree on extending it to something like 30 minutes? |
03:40 |
est31 |
what bout 15 |
03:40 |
hmmmm |
if you're going to negotiate with me i should've started at 60 |
03:40 |
est31 |
sn has requested a 15 minute move too |
03:40 |
est31 |
hehe |
03:40 |
hmmmm |
if i knew you were going to* |
03:40 |
hmmmm |
nope, 60 minute waiting period, firm |
03:40 |
hmmmm |
take it or leave it |
03:41 |
hmmmm |
i can go down to 55 because you seem like a nice guy |
03:41 |
hmmmm |
55 is the best i can do |
03:42 |
est31 |
17 not a second more |
03:43 |
hmmmm |
lemme call up my buddy who knows all about SCM merge waiting periods. |
03:43 |
est31 |
? |
03:43 |
hmmmm |
pawn stars |
03:51 |
hmmmm |
https://www.youtube.com/watch?v=wc32_VHXMU0 |
03:52 |
est31 |
heh |
03:57 |
hmmmm |
I think we could generalize Mapper for things other than the minimap |
03:57 |
est31 |
like |
03:58 |
hmmmm |
map preview before creating a world |
03:59 |
hmmmm |
dumping an image of a map from the command line |
04:36 |
VanessaE |
[07-02 22:26] <hmmmm> looking at a wall and having the FPS sag is an indication that the occlusion culling algorithm blows |
04:36 |
VanessaE |
I've been saying this for like 2 years now |
04:37 |
hmmmm |
oh believe me, i know about it too |
04:37 |
hmmmm |
but everybody is more concerned about flashy new features than fixing what we already have |
04:37 |
VanessaE |
so it would seem. |
04:39 |
hmmmm |
and then we need to work on fixing the new features' problems |
04:39 |
kaeza |
since we are talking about graphics, anybody else having this problem? http://i.imgur.com/VM4axoy.png |
04:40 |
hmmmm |
no |
04:40 |
kaeza |
(notice the red nodes at the bottom) |
04:40 |
hmmmm |
are you an ATi user? |
04:40 |
kaeza |
no, Intel |
04:40 |
kaeza |
it only happens at certain angles |
04:41 |
VanessaE |
that reminds me: |
04:41 |
kaeza |
it didn't happen a month or so ago, if that helps anything |
04:41 |
kaeza |
guess I'll have to bisect :/ |
04:41 |
VanessaE |
water (and other) alpha switching between "normal" and fully opaque depending on view angle needs fixed. badly. |
04:42 |
VanessaE |
it'll even sit there vacillating while the pause menu is open |
04:42 |
hmmmm |
Kaeza, I would recommend you start at 43fcfbf |
04:48 |
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04:54 |
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05:05 |
kaeza |
hmmmm, the previous commit to that one works; I'm now building 43fcfbf |
05:05 |
kaeza |
I wish `make -j3` worked :/ |
05:06 |
kaeza |
it just locks up the whole shell window while doing nothing (I blame mingw32-make) |
05:10 |
kaeza |
hmmmm, I can confirm that 43fcfbf broke this |
05:10 |
hmmmm |
:) figures.. redirect complaints to RealBadAngel I guess |
05:11 |
kaeza |
well, you just saved me the work of pinging him ;) |
05:37 |
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05:46 |
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06:14 |
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06:21 |
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06:32 |
kaeza |
http://i.imgur.com/RN5JmlH.png :( |
06:33 |
est31 |
kaeza, might be a regression cheapie pointed out |
06:34 |
est31 |
#2815 |
06:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/2815 -- Texture corruption |
06:34 |
cheapie |
No, the one I pointed out is the broken textures when that parallax thingy is on. RBA insists it isn't broken. |
06:34 |
est31 |
that means nothing |
06:35 |
est31 |
usually RBA either insists it isnt a bug or its your drivers |
06:35 |
cheapie |
At any rate, kaeza's problem seems to be related to shaders failing for some reason (causing the red). |
06:36 |
est31 |
kaeza, which commit do you run? |
06:36 |
kaeza |
est31, see #-dev logs |
06:36 |
kaeza |
specifically: <kaeza> h_mmmm, I can confirm that 43fcfbf broke this |
06:37 |
est31 |
does it work on latest master |
06:37 |
kaeza |
no |
06:37 |
est31 |
I'm sorry if i sound like rba but his last commit did some fixes to shaders |
06:38 |
kaeza |
I'm at d75009a75853bd188f132e93165622c5e1315f70 ("Add android tools environment to gitignore") |
06:38 |
kaeza |
eh that is maybe old |
06:38 |
est31 |
try more recent |
06:38 |
est31 |
yea |
06:45 |
kaeza |
est31, nope, still happens on HEAD |
06:46 |
kaeza |
(now at 7b171ea2be0e476d7cdc9300b53ba86a9f694161 "Fix code style from recent commits and add misc. optimizations") |
06:49 |
est31 |
ok |
07:10 |
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08:15 |
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08:20 |
rubenwardy |
RealBadAngel reminds me of this: http://thatwasfunny.com/top-20-programmers-excuses/239 |
08:21 |
rubenwardy |
:P |
08:21 |
rubenwardy |
I'm just testing to see if I can see a regression |
08:21 |
rubenwardy |
I also share hmmmm's viewpoint. http://irc.minetest.ru/minetest-dev/2015-07-02#i_4306698 |
08:27 |
rubenwardy |
Irrlicht log: 0:111(24): preprocessor error: syntax error, unexpected EQUAL |
08:28 |
rubenwardy |
2015-07-03 09:26:43: ERROR[main]: generate_shader(): failed to generate "nodes_shader", addHighLevelShaderMaterial failed. |
08:28 |
rubenwardy |
https://gist.github.com/rubenwardy/d4a4b1edf1d239b450e7 |
08:28 |
RealBadAngel |
kaeza, i assume youre using shaders, yes? |
08:29 |
RealBadAngel |
i need to make simplified version of the shaders for opengl 2.1 like kaeza have |
08:29 |
kaeza |
RealBadAngel, https://github.com/minetest/minetest/issues/2866 (relevant system info there) |
08:29 |
rubenwardy |
I have opengl 2.1 too |
08:30 |
RealBadAngel |
2.1 have 512 instuctions limit per one fragment shader |
08:31 |
RealBadAngel |
i will have to disable relief mapping for example in order to run shaders on 2.1 |
08:32 |
rubenwardy |
I have 55-60 FPS staring into a wall with chunks loaded behind it, shaders enabled, but paralax, normal mapping, etc off. |
08:32 |
kaeza |
RealBadAngel, yes, "shaders" checkbox only; nothing else |
08:34 |
RealBadAngel |
kaeza, do you got any errors in console? |
08:34 |
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08:36 |
kaeza |
nothing interesting: https://gist.github.com/kaeza/266ec9246f53f292daff |
08:39 |
Hunterz |
hi RealBadAngel, pls add new feature to minimap: https://github.com/minetest/minetest/issues/2868 |
08:40 |
VanessaE |
"The site ahead contains harmful programs" |
08:40 |
Hunterz |
lol |
08:41 |
kaeza |
RealBadAngel, I got this on debug: https://gist.github.com/kaeza/a8386f26b0242670d675 |
08:43 |
RealBadAngel |
kaeza, thats normal, we dont use any geometry shaders |
08:43 |
kaeza |
oh ok then |
08:45 |
RealBadAngel |
Hunterz, add them in overlay texture for minimap. Its texture pack stuff. |
08:45 |
VanessaE |
RealBadAngel: actually I think those are HUD elements. |
08:45 |
RealBadAngel |
VanessaE, you already made a texture with one direction, "N" |
08:46 |
VanessaE |
RealBadAngel: yeah but that was hard-coded into an image. I think what Hunterz is talking about is HUD text overlays that are always upright |
08:47 |
RealBadAngel |
Hunterz, does VanessaE know what are you thinkin about? |
08:48 |
Hunterz |
i think about characters with world directions like North, South... |
08:49 |
Hunterz |
when rotate map, rotate characters too |
08:49 |
est31 |
thats already doable now |
08:49 |
est31 |
just change the texture |
08:49 |
est31 |
make a texture pack |
08:50 |
RealBadAngel |
VanessaE, can you hand Hunterz that texture you made? |
08:51 |
RealBadAngel |
i need to reboot, brb |
08:53 |
kilbith |
https://github.com/minetest/minetest_game/pull/550#issuecomment-117806901 |
08:53 |
kilbith |
err... |
08:53 |
kilbith |
it's too late to implement enet now, release is in one month |
08:54 |
est31 |
we can do that after the release or in a separate branch |
08:54 |
est31 |
nrz should fix some of his bugs though |
08:54 |
VanessaE |
[07-02 22:36] <hmmmm> I don't think that minetest is ready for a release in a month |
08:55 |
kilbith |
sapier already did a branch with enet |
08:55 |
kilbith |
but none has relayed this |
08:55 |
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08:56 |
est31 |
VanessaE, with your creative map, is there a way to provoke the ghost entity bug? |
08:56 |
VanessaE |
est31: usually just signing on in the spawn area is enough |
08:57 |
VanessaE |
make sure your items-per-block limit is sufficiently high |
08:57 |
kilbith |
or dropping large areas of sand/gravel is usually enough for reproducing it |
08:57 |
est31 |
is it right after you join, or do you have to stall there? |
08:57 |
VanessaE |
est31: right after you join. |
08:58 |
VanessaE |
kilbith: interestingly I was not able to reproduce the same results as the live server, though the errors DID happen. they just weren't "active" the way the server is. |
08:59 |
est31 |
VanessaE, well I think hmms main concern is stability |
09:00 |
est31 |
once the bugs are fixed, we can release |
09:00 |
VanessaE |
perhaps/ |
09:00 |
est31 |
if it were hmms descision, 0.4.12 wouldnt be released |
09:00 |
VanessaE |
but depending on who you ask, there's a shitton of bugs to fix.. |
09:00 |
est31 |
we would still have 0.4.11 |
09:00 |
kilbith |
^ |
09:01 |
VanessaE |
well to be fair, I wouldn't have let 0.4.12 out the door either, were the decision solely up to me. |
09:01 |
kilbith |
i think it's matter of paradigm somehow |
09:01 |
est31 |
the two texture regressions are RealBadAngel's responsibility I think |
09:04 |
est31 |
and 0.4.12 was a "bugfix" release |
09:04 |
RealBadAngel |
est "two texture regression" ? whats that? |
09:05 |
est31 |
#2815 and #2866 |
09:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/2815 -- Texture corruption |
09:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/2866 -- Graphical regression. |
09:05 |
RealBadAngel |
first of all i need to detect what opengl version client is using, and if its <3.0 enable kinda "lite" version of shaders |
09:06 |
est31 |
you think one of the issues is caused by that? |
09:06 |
RealBadAngel |
2815 is caused by parallax mapping, thats flaw of all displacement mapping algorithms |
09:06 |
RealBadAngel |
havent found any workaround for that since really its not a bug |
09:07 |
RealBadAngel |
i do have an idea how to make it insvisible tho, i need to add dynamic offset to the texture that will depend on view angle |
09:08 |
RealBadAngel |
est31, https://github.com/minetest/minetest/blob/master/client/shaders/nodes_shader/opengl_vertex.glsl#L38 |
09:09 |
est31 |
ok |
09:09 |
RealBadAngel |
2866 is what i said just above, its opengl 2.1 and too few instructions per fragment shader |
09:09 |
RealBadAngel |
so lite shaders are needed |
09:09 |
RealBadAngel |
remember what i said about unrolling loops? |
09:10 |
RealBadAngel |
thats the cause |
09:10 |
RealBadAngel |
shader may not look like 512 instructions at all |
09:11 |
RealBadAngel |
i learned that when fixing amd issues for krock |
09:12 |
RealBadAngel |
loop with 4 steps compiled ok, with 5 thrown error Fragment Shader not supported by HW |
09:14 |
RealBadAngel |
so, for <3.0 i will make separate folder with lite shaders with only basic funcionality. |
09:26 |
kilbith |
so is there a real performance benefit to switch the stairs in meshnode ? |
09:32 |
RealBadAngel |
yes |
09:33 |
RealBadAngel |
less vertices to handle |
09:36 |
RealBadAngel |
atm stair made out of nodeboxes have 16 vertices, meshnode would have 12 vertices |
09:36 |
kilbith |
because of that i guess : https://lut.im/KlSTVki3/sTKX4GDA |
09:37 |
kilbith |
but it's not a huge difference |
09:37 |
RealBadAngel |
exactly |
09:37 |
RealBadAngel |
yes it is |
09:38 |
RealBadAngel |
stair is a common used node, when you have lotsa of them number will grow to pretty huge |
09:38 |
kilbith |
right |
09:39 |
RealBadAngel |
ive seen already somewhere rdy object for that |
09:39 |
RealBadAngel |
im just not sure if it had uv mapping done |
09:39 |
kilbith |
i can do that in 10 min |
09:39 |
RealBadAngel |
so please do it, but take care of proper uv mapping of the textures |
09:40 |
RealBadAngel |
as for stair with facedir = 0 |
09:40 |
kilbith |
uv mapping on that is pretty trivial really |
09:41 |
RealBadAngel |
i know, just pointing the fact :) |
09:52 |
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10:02 |
kilbith |
0.9 KB with a simple uv-map |
10:02 |
kilbith |
not bad |
10:18 |
kilbith |
also i switched the bed in mesh : https://github.com/minetest/minetest_game/pull/486 |
10:18 |
kilbith |
but PilzAdam & BlockMen were against |
10:19 |
kilbith |
there was some valid points but a bit fatfetched |
10:19 |
kilbith |
*farfetched |
10:22 |
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10:26 |
RealBadAngel |
kilbith, as i can see in case of beds placement problems wasnt correctly resolved |
10:28 |
kilbith |
the reason was that the top was not registered internally and thus falling nodes could be merged with it |
10:28 |
kilbith |
the top is "ghost" node |
10:28 |
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10:29 |
kilbith |
although i could convert the top & bottom nodes separately |
10:32 |
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10:34 |
RealBadAngel |
kilbith, that could be a solution |
10:35 |
kilbith |
but you don't have smooth lighting on the whole bed surface in this way |
10:35 |
kilbith |
unlike one node |
10:50 |
kilbith |
mesh stairs done : https://lut.im/fN6ltjLy/CmZJ5BQQ |
11:03 |
RealBadAngel |
can you make a screenshot with highlighted stair? |
11:03 |
Calinou |
is the texturing the same as before? |
11:04 |
Calinou |
make sure the textures are not rotated |
11:07 |
kilbith |
textures are strictly the same yes |
11:07 |
kilbith |
the UV-map is projection from view respecting bounding |
11:08 |
kilbith |
https://github.com/minetest/minetest_game/pull/551 |
11:08 |
kilbith |
^ sfan5 |
11:08 |
sfan5 |
looks good |
11:09 |
RealBadAngel |
kilbith, can you? |
11:09 |
kilbith |
yes |
11:11 |
kilbith |
RealBadAngel, https://lut.im/V8emWc1Y/RgH6jnHM |
11:11 |
RealBadAngel |
you have put that stairs on snow, highlighting is almost invisible :) |
11:11 |
RealBadAngel |
please put it on something darker, and make screenie from a bit closer |
11:11 |
kilbith |
will try on dirt |
11:12 |
kilbith |
else you can pull my PR |
11:13 |
kilbith |
RealBadAngel, https://lut.im/v5ZdmAuu/OUG52JfN |
11:14 |
RealBadAngel |
i will try the PR, highlightin is still flawed, propably due to selection box |
11:15 |
kilbith |
highlighting is a mesh ? |
11:15 |
kilbith |
half-transparency is flawed pretty much everywhere |
11:27 |
RealBadAngel |
it doesnt use regular transparency |
11:29 |
RealBadAngel |
selection is defined the same way as nodebox was |
11:29 |
RealBadAngel |
so it has same problem as the model |
11:30 |
RealBadAngel |
with meshnode you should remove selection box def |
11:30 |
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11:31 |
RealBadAngel |
hmzz, im not sure what will happen then :) propably whole cube |
11:31 |
RealBadAngel |
need to test it |
11:31 |
RealBadAngel |
or code getting actual mesh into selection one |
11:32 |
kilbith |
no if delete the selection_box, you get a whole cube selection |
11:34 |
RealBadAngel |
ok, then let it stay as is. i need to code copyin the mesh |
11:35 |
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11:36 |
est31 |
Warr1024, seems I want to use an R-tree of one of its variants |
11:37 |
kilbith |
proller says there's a small mem leak with the minimap |
11:37 |
RealBadAngel |
he said where? |
11:37 |
kilbith |
PM |
11:38 |
est31 |
? |
11:38 |
kilbith |
"maybe only on closing game" |
11:38 |
kilbith |
https://github.com/freeminer/freeminer/commit/cff451c6f9e9ee046aec906df16b47a9adf42d85 |
11:40 |
RealBadAngel |
hes wrong |
11:40 |
RealBadAngel |
minimap mapblocks get deleted elsewhere |
11:41 |
RealBadAngel |
he propably screwed things deleting the data in client.cpp |
11:41 |
est31 |
if (m_minimap_mapblock) delete m_minimap_mapblock; <---- the if isnt needed here |
11:41 |
est31 |
delete NULL is harmless |
11:41 |
est31 |
== does nothing |
11:42 |
RealBadAngel |
runtime blocks are deleted here: https://github.com/minetest/minetest/blob/master/src/minimap.cpp#L74 |
11:42 |
RealBadAngel |
and here on shutdown: https://github.com/minetest/minetest/blob/master/src/minimap.cpp#L135 |
11:43 |
RealBadAngel |
prollers code is obsolete |
11:43 |
est31 |
lol he even added an if (data) where I said to RealBadAngel before it wasnt needed |
11:44 |
RealBadAngel |
that comes from lua, there you have to check if it exists in the first place |
11:45 |
est31 |
https://github.com/minetest/minetest/pull/2814#discussion_r33005742 |
11:45 |
RealBadAngel |
and is the most common reason for mods crashes |
11:45 |
est31 |
https://github.com/minetest/minetest/pull/2814#discussion_r33005692 |
11:45 |
est31 |
ok |
11:46 |
est31 |
everyday some new thing to learn |
11:46 |
est31 |
I myself learnt that from kwolekr |
11:48 |
est31 |
we can call porting::threadSetPriority(); |
11:48 |
est31 |
thats perhaps a good addition |
11:48 |
est31 |
but I dunno about these things |
11:48 |
est31 |
lets wait what hmmmm sais |
11:49 |
kilbith |
*says |
11:51 |
est31 |
dammit youre right |
11:55 |
RealBadAngel |
for disabling minimap on server simple mod that will always set enable_minimap to false should do the trick |
11:56 |
RealBadAngel |
thats btw |
11:56 |
est31 |
ewww |
11:56 |
est31 |
we should perhaps do some #ifdef here |
11:56 |
Calinou |
suddenly: modified client |
11:57 |
RealBadAngel |
indeed |
11:57 |
RealBadAngel |
but anyway i plan to add lua interface to control minimap anyways |
11:57 |
RealBadAngel |
so it could be possible to make minimap craftable item etc |
11:58 |
est31 |
yea |
11:58 |
RealBadAngel |
or change the minimap look, position and the like |
11:58 |
RealBadAngel |
this way server will be able to control it for sure |
11:58 |
est31 |
one should perhaps be abled to display it in formspecs, and in hud |
11:58 |
RealBadAngel |
but atm its not highest priority task |
11:59 |
RealBadAngel |
now i have shitload of things to tweak |
12:03 |
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12:08 |
Hunterz |
is there any mod, that add map like in the minecraft using paper and compass ? |
12:09 |
kilbith |
Hunterz, better to ask in #minetest please |
12:09 |
Hunterz |
ok |
12:10 |
Hunterz |
RealBadAngel: do you plan add some kind of waypoints and show them on the minimap? |
12:10 |
Calinou |
that would be amazing, would bury Rei's minimap forever :P |
12:11 |
RealBadAngel |
i do plan add there waypoints (theyre already implemented in game) and position of players |
12:11 |
Hunterz |
reis minimap was wery best map |
12:11 |
Calinou |
player positions? great for hunger games :) |
12:11 |
Hunterz |
position of player please controlled by server |
12:11 |
Hunterz |
fair play on the pvp for example |
12:12 |
RealBadAngel |
Hunterz, any server controls will come with lua api for minimap |
12:12 |
Hunterz |
nice |
12:12 |
Calinou |
you can already see player names anyway |
12:12 |
Calinou |
I guess any visible player on world will be visible on minimap, that makes sense |
12:12 |
est31 |
RealBadAngel, perhaps we should add player display the same time we add the lua api |
12:12 |
Calinou |
but please do add a toggle, in case it becomes too crowded (eg. spawn area) |
12:13 |
Calinou |
est31, yes there needs a way to make some players fully invisible |
12:13 |
Calinou |
eg. "Vanish" |
12:13 |
Hunterz |
visibility of nicknames will be fine controlled by server too |
12:13 |
Hunterz |
something like tagapi in the bukkit |
12:15 |
Hunterz |
btw tested latest code and minimap load all chunks around, perfect... |
12:16 |
est31 |
hrmm |
12:17 |
est31 |
there exists a pure c++ R* tree implementation on github |
12:17 |
* est31 |
wonders whether we should implement an R* tree ourselves |
12:17 |
est31 |
most likely that will trigger ugly bugs though |
12:19 |
Calinou |
don't reinvent the wheel :) |
12:19 |
est31 |
implementing an R* tree is non-trivial thatsfor sure |
12:20 |
est31 |
and from this image you see, R-tree is shit https://en.wikipedia.org/wiki/R*_tree#Performance |
12:36 |
est31 |
the lib even has an ubuntu package |
12:36 |
est31 |
this is a good candidate for an optional dependency |
12:36 |
est31 |
if its there, use it, if not, use a vector instead |
12:38 |
Calinou |
how about linking the dependency statically? |
12:39 |
est31 |
? |
12:41 |
est31 |
linking statically has nothing to do with optional dependencies |
12:41 |
est31 |
its more about " |
12:41 |
est31 |
how hard do I rely on it" |
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15:08 |
RealBadAngel |
hmmmm, here? |
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18:22 |
RealBadAngel |
i think i minimalized displacement mapping texture flaw |
18:22 |
RealBadAngel |
it is still visible from very close distance, but hardly |
18:23 |
paramat |
a PR for re-enabling ravines in mgv7 but now applied to large caves #2870 |
18:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/2870 -- Mgv7: Enable large cave ravines by paramat |
18:24 |
RealBadAngel |
https://imgrush.com/4YAAYbN1TIqR.png |
18:24 |
RealBadAngel |
and https://imgrush.com/A9mArp4nC8DP |
18:25 |
RealBadAngel |
i cant do anything more for non tiling textures without deforming the displacement effect |
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18:38 |
RealBadAngel |
even with this, theres slight deformation is certain cases |
18:38 |
RealBadAngel |
thx to fastfaces and same faces mergeing |
19:02 |
paramat |
in the close-up screenshot, the rear line of grass pixels is at an angle to the node behind it, that looks bad to me (might be an acceptable cost to some players, personally i don't use shaders) |
19:02 |
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19:14 |
hmmmm |
I feel as if the minimap update was pushed before it was ready |
19:14 |
hmmmm |
est31 seems too overly eager to approve things |
19:16 |
hmmmm |
I think it'd be a good idea to either increase the number of core developer approvals for a major commit, or perhaps removing the "workaround" to +1 your own commit |
19:17 |
hmmmm |
there are just sooo many things to do here |
19:17 |
hmmmm |
ugh I wanted to spend my time/effort elsewhere, but if this doesn't get fixed now it'll become forgotten |
19:29 |
hmmmm |
why on earth does the minimap use a mesh buffer anyway |
19:35 |
sfan5 |
you can approve your own commits? |
19:36 |
RealBadAngel |
hmmmm, it uses mesh to display minimap |
19:36 |
RealBadAngel |
mesh can be easily rotated |
19:37 |
hmmmm |
sfan5: you can't, but that's the popular interpretation that RealBadAngel and est31 seem to have picked up |
19:37 |
hmmmm |
it's like any gray areas in rules are exploited so that they can push their commit through faster |
19:37 |
hmmmm |
and with less oversight and more bugs |
19:37 |
kilbith |
« You can push something to upstream [1] only if two members of the core team [2] or the subsystem maintainer agrees on it » |
19:38 |
kilbith |
extract of the rules |
19:39 |
RealBadAngel |
hmmmm, and what again do you have against minimap? |
19:40 |
hmmmm |
just trying to completely understand everything |
19:40 |
hmmmm |
all the design decisions involved |
19:40 |
hmmmm |
i think the basis of the minimap is fantastic |
19:40 |
RealBadAngel |
then just ask |
19:40 |
hmmmm |
i can generalize this and make into more than just "that minimap thing at the top right of the screen" |
19:41 |
RealBadAngel |
i do have further plans with minimap |
19:41 |
RealBadAngel |
its mapper, it can be used for other things |
19:41 |
hmmmm |
so what's the point of the MinimapData structure? |
19:41 |
hmmmm |
it seems to me like all the members in there really should be memberes of Mapper |
19:42 |
RealBadAngel |
theyre shared between two classes |
19:43 |
RealBadAngel |
i didnt wanted them to be either private, public or whatever. theyre just in common structure |
19:43 |
hmmmm |
what is "radar" |
19:43 |
Calinou |
the cave radar |
19:44 |
RealBadAngel |
best way to understand it is to try it |
19:44 |
hmmmm |
I know what it is, but I want to know in your own words what the member MinimapData::radar is supposed to represent |
19:44 |
RealBadAngel |
dot on minimap gets more green the more air is found in the scan column |
19:45 |
RealBadAngel |
its bool |
19:45 |
RealBadAngel |
what it can be if not on/off ? |
19:45 |
hmmmm |
that doesn't answer the question of what it's supposed to represent |
19:45 |
celeron55 |
>come and look what's going on in #minetest-dev |
19:45 |
celeron55 |
>that's bool |
19:45 |
celeron55 |
:D |
19:46 |
celeron55 |
keep up the good work i guess |
19:46 |
hmmmm |
save your eyes, don't bother looking in here. |
19:46 |
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19:47 |
* VanessaE |
peeks in |
19:47 |
RealBadAngel |
talks why i named a variable like that are rather not productive |
19:47 |
VanessaE |
(my eyes are already shot, so looking in here should be safe :P ) |
19:47 |
RealBadAngel |
and thats has nothing to do with either coding style and quality of the code |
19:47 |
hmmmm |
what if I started writing really shitty code |
19:48 |
hmmmm |
code that works but sucks, has lots of race conditions and memory leaks, and i named all my variables 'a' 'b' and 'c' and so on |
19:48 |
RealBadAngel |
name "radar" is shitty? |
19:48 |
hmmmm |
when somebody asks me what "float c" is, I'll say |
19:48 |
hmmmm |
it's a float |
19:48 |
RealBadAngel |
its not called "r" :P |
19:48 |
hmmmm |
it could be a decimal value |
19:48 |
hmmmm |
it's pretty vague |
19:49 |
RealBadAngel |
now , please point what sucks in minimap, where are race conditions and the leaks |
19:49 |
hmmmm |
I'm fixing them |
19:49 |
hmmmm |
don't bother |
19:49 |
RealBadAngel |
and a, b , c etc variables |
19:49 |
hmmmm |
yea |
19:50 |
hmmmm |
and then when somebody tells me, "hey, you shouldn't name your variable c, that's confusing!" i'll respond with: "just try it out, it works!" |
19:50 |
hmmmm |
and then when there's a problem with it I'll say: |
19:50 |
hmmmm |
"what version is your driver?" |
19:51 |
VanessaE |
troll.... :P |
19:51 |
hmmmm |
"that could be the problem, try updating your drivers" |
19:51 |
hmmmm |
"oh the problem is that you have an AMD cpu" |
19:51 |
hmmmm |
"AMD cpus aren't good with threads" |
19:51 |
hmmmm |
christ |
19:51 |
RealBadAngel |
laugh, but thats sadly true, i have to ask such questions |
19:51 |
RealBadAngel |
because same code can work on nvidia, and refuse to work on amd |
19:52 |
RealBadAngel |
and i dont have amd to test it |
19:52 |
hmmmm |
you asked me what graphics card I'm using after I already proved the problem was not in the shaders. |
19:52 |
VanessaE |
if you have to ask such questions, RealBadAngel, then you need to also ask, "Is it failing for you (VanE, hmmmm) because I (RBA) am using nVidia-specific extensions in my code?" |
19:52 |
RealBadAngel |
atm im forced to prepare special shaders only for AMD |
19:52 |
RealBadAngel |
because i cant make it work for both in the same file |
19:53 |
RealBadAngel |
read what i just wrote |
19:53 |
RealBadAngel |
i have to make separate shaders for amd and nvidia |
19:54 |
VanessaE |
that's not the same thing. |
19:54 |
hmmmm |
and you never fixed the wieldhand shader |
19:54 |
hmmmm |
btw |
19:54 |
hmmmm |
just pointing that out |
19:54 |
RealBadAngel |
what? |
19:54 |
RealBadAngel |
do we HAVE wieldhand shader? |
19:54 |
hmmmm |
nope |
19:54 |
hmmmm |
that's the issue |
19:55 |
hmmmm |
i had to disable the shader material for wieldhands because you never implemented that part |
19:55 |
RealBadAngel |
i wanted to make it but it was rejected |
19:55 |
VanessaE |
RealBadAngel: what I mean is not #ifdef's that only work on one driver but not another (like the parallax/bumpmapping problem you and I had to work out). I mean code that is explicitly using some feature that only works on nVidia because it's an nVidia-specific vendor extension |
19:55 |
RealBadAngel |
same as proper extruded items etc |
19:55 |
hmmmm |
well, then, why was it rejected |
19:56 |
RealBadAngel |
VanessaE, main problem is that i dont have amd to test the code before |
19:56 |
RealBadAngel |
hmmmm, it worked |
19:57 |
VanessaE |
RealBadAngel: too bad I can't just lend you my spare HD6870 :P |
19:57 |
RealBadAngel |
but what was rejected it was fix to extrusion code |
19:57 |
hmmmm |
just because code works doesn't mean it's ready to be part of the codebase for everybody else |
19:57 |
RealBadAngel |
and it was necesary for wielded shader to work |
19:57 |
hmmmm |
you need to begin understanding this |
19:57 |
hmmmm |
"works" |
19:57 |
hmmmm |
works in your very limited set of test cases |
19:57 |
hmmmm |
i'm sorry, that's a scrappy way of coding |
19:58 |
hmmmm |
"it works therefore I merge" |
19:58 |
hmmmm |
any criticism is responded to with "just try it out, see that it works and it makes neat effects" |
19:58 |
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19:58 |
RealBadAngel |
im not design studio with hardware base to test all cases |
19:58 |
RealBadAngel |
sorry bout that :P |
19:59 |
hmmmm |
and 95% of bugs in your code are not due to hardware-specific issues |
19:59 |
hmmmm |
you keep using that excuse when it's not warranted at all |
20:01 |
RealBadAngel |
whatever, i wont be wasting time on just talkin, since two days im coding fixes for my issues |
20:01 |
kilbith |
some bugs are present in OpenGL 4.4 that OpenGL 2.1 don't have (eg. wieldhand glitching) |
20:02 |
RealBadAngel |
https://github.com/minetest/minetest/issues/2866 |
20:03 |
RealBadAngel |
and believe it or not, its not my fault but the drivers :P |
20:03 |
RealBadAngel |
opengl 2.1 is too old |
20:03 |
VanessaE |
that's not a driver fault. |
20:03 |
VanessaE |
that's a RealBadAngel fault :P |
20:04 |
RealBadAngel |
sure :P |
20:04 |
RealBadAngel |
i made 512 instruction limit for fragment shader |
20:04 |
VanessaE |
well. it worked. you committed something. it broke. your fault :) |
20:05 |
RealBadAngel |
for opengl 2.1 there will be set of lite shaders |
20:05 |
RealBadAngel |
without advanced effects at all |
20:05 |
RealBadAngel |
only final color blend, some geometry stuff, bumpmapping and nothing more |
20:06 |
VanessaE |
inb4 RealBadAngel codes something that breaks on my GPU because my OpenGL version (4.4.13374) is too new or something :) |
20:06 |
kilbith |
5 years old GPU uses OpenGL 2.1 with mesa (which limits the latest features of OpenGL API) |
20:06 |
kilbith |
it's not too old |
20:07 |
RealBadAngel |
on 2.1 im not able to make parallax/relief mapping to work |
20:07 |
VanessaE |
too old would, in my opinion, be trying to use a fancy new effect on some 15+ year old GPU |
20:07 |
RealBadAngel |
with everything in, simply theres not enough instruction space |
20:08 |
RealBadAngel |
and btw, im coding somethin and all i get now is just blaming me instead of help |
20:08 |
RealBadAngel |
dont want my code so just say thx bye |
20:09 |
RealBadAngel |
meanwhile im off for coding, have enough for today |
20:17 |
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21:42 |
RealBadAngel |
VanessaE, not big mistake, opengl 2.1 is not 15 yrs old, its just 9 yrs old |
21:43 |
VanessaE |
RealBadAngel: well you got the point :P |
21:43 |
Taoki |
RealBadAngel: Any news on that pull request? |
21:44 |
RealBadAngel |
im busy fixing issues right now |
21:44 |
Taoki |
ok |
21:49 |
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21:58 |
VanessaE |
got a new bug that I don't know the source of. users are, very rarely, getting invisible, undefined, no-textured items into their inventories. don't know if unified inventory is at fault or if it's the engine. The one user who reported it managed to give the item to me after a few tries. the item shows up as "Item 65510" (with two spaces) in my player file. |
21:58 |
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21:58 |
kilbith |
VanessaE, can you try this fix ? https://github.com/minetest/minetest/pull/2869 |
21:58 |
VanessaE |
if you mouse over it, there's no tooltip. if you drop a stack of something on it, it swaps with the stack and there's nothing attached to the pointer. |
22:00 |
OldCoder |
Hi. Starting today I have a mysterious crash every few minutes. No error messages or even segfault messages. Program simply exits. |
22:00 |
paramat |
hi hmmmm here's a small commit for review #2875 |
22:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/2875 -- Mgv7: Lower base of mountain generation to -112 and define constant by paramat |
22:01 |
OldCoder |
I updated from 0.4 stable to git current. Problem still occurs. Also did clearobjects and vacuum. |
22:01 |
OldCoder |
Hate the idea of reverting and problem may simply come back. What known issues cause silent exits without error messages or segfaults? |
22:02 |
OldCoder |
Note: This is Lord of the Test. But the question is about the core software. |
22:02 |
OldCoder |
FWIW git-current seems to work. Except for the silent crash persisting. |
22:04 |
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22:04 |
kilbith |
try out with gdb maybe ? |
22:04 |
RealBadAngel |
VanessaE, cant do anything better than that: https://imgrush.com/Gfc14n2Wn7t8.png |
22:05 |
VanessaE |
RealBadAngel: looks fine to me I guess, as long as the textures don't slide around |
22:05 |
VanessaE |
however I don't use parallax mode anyway so it won't bother me :P |
22:07 |
kilbith |
RealBadAngel, the displacement is amplified on HD textures, how does this look with them ? |
22:07 |
RealBadAngel |
hard to say |
22:08 |
RealBadAngel |
it all depends on the heightmaps |
22:08 |
kilbith |
look this huge displacement with a 64px texture : https://cloud.githubusercontent.com/assets/415827/8275588/3bc239ce-186e-11e5-9ed5-419c2f09dcf1.png |
22:08 |
RealBadAngel |
whats this texture> |
22:08 |
kilbith |
from 'streets' mod |
22:08 |
RealBadAngel |
does it have heightmap? |
22:08 |
kilbith |
no |
22:08 |
RealBadAngel |
or its autogen? |
22:09 |
kilbith |
the screenshot is from cheapie |
22:09 |
kilbith |
(and the mod is bundled with dreambuilder) |
22:09 |
RealBadAngel |
i will try it |
22:12 |
RealBadAngel |
no way |
22:12 |
RealBadAngel |
im going to disable parallax mapping for non tileable textures |
22:12 |
VanessaE |
ew. |
22:13 |
VanessaE |
that texture is tilable but only in one direction.. |
22:13 |
RealBadAngel |
if you dont believe me ask uncle bout it, but stop calling the code corrupted or similiar |
22:13 |
RealBadAngel |
parallax and relief mapping works on seamless textures |
22:13 |
RealBadAngel |
period |
22:15 |
RealBadAngel |
im going to add to nodedef fields that will describe the tiling. horizontal, vertical, seamless, none |
22:15 |
VanessaE |
where did I call anything corrupted? |
22:15 |
RealBadAngel |
its needed anyway for connected textures |
22:15 |
OldCoder |
I think it's the network issue again |
22:15 |
RealBadAngel |
you all have called it bug, textures corruption etc |
22:16 |
VanessaE |
um |
22:16 |
OldCoder |
con(5/1)RE-SENDING timed-out RELIABLE a million of these messages |
22:16 |
VanessaE |
no, I didn't call it corrupted. |
22:16 |
RealBadAngel |
i will also soon be blamed theres gravity on earth |
22:16 |
VanessaE |
it IS a bug though if the textures slide around. |
22:16 |
VanessaE |
but not if they're statically displaced. |
22:16 |
RealBadAngel |
its not a fucking bug |
22:16 |
RealBadAngel |
this is how parallax works |
22:17 |
RealBadAngel |
check on wiki |
22:17 |
OldCoder |
VanessaE, RealBadAngel, anybody; the RESEND RELIABLE error goes into a loop and overflows a stack, I think |
22:17 |
OldCoder |
But it looks like somebody worked on this code |
22:17 |
VanessaE |
RealBadAngel: parallax occlusion is not supposed to cause textures to slide around -- but I think you already fixed THAT problem anyway. |
22:17 |
VanessaE |
the static displacement of textures is a different matter |
22:17 |
OldCoder |
Same issue that shut down Silvercrab for a while |
22:17 |
VanessaE |
and I don't think that's a bug at all. |
22:17 |
RealBadAngel |
they do not slide |
22:18 |
VanessaE |
all right, I give up |
22:18 |
VanessaE |
no one's listening to me anyway |
22:18 |
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23:26 |
VanessaE |
here's something new for you guys to ignore: #2877 |
23:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/2877 -- Player files corrupting with "empty" items |