Time |
Nick |
Message |
00:07 |
est31 |
RealBadAngel, what was your idea again to turn off shaders when compilation fails? |
00:08 |
est31 |
can you make a pr with it |
00:09 |
RealBadAngel |
ive coded that in fact |
00:10 |
RealBadAngel |
an i do curse that code when im developing shaders |
00:10 |
est31 |
? |
00:10 |
RealBadAngel |
before there was fail, edit and next try |
00:11 |
RealBadAngel |
now i have to turn on shaders again ;) |
00:11 |
RealBadAngel |
real pain in the ass |
00:11 |
est31 |
we can make it only happen on release builds |
00:12 |
RealBadAngel |
tommorow i will push fixes for non tileable textures |
00:13 |
RealBadAngel |
then i will male a pr with shaders fallback, ok? |
00:13 |
est31 |
ok if you fix what I've said in the github comments |
00:13 |
est31 |
ok |
00:13 |
RealBadAngel |
i ve coded by now vertical case |
00:13 |
RealBadAngel |
need to take care of horizontal too |
00:14 |
RealBadAngel |
not a problem tho, just swap the axes |
00:15 |
RealBadAngel |
what was cut on y, shal be cut on x the very same way |
00:20 |
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02:03 |
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02:10 |
paramat |
hmmmm, #2905 seems ready to go |
02:10 |
ShadowBot |
https://github.com/minetest/minetest/issues/2905 -- Mgv6/treegen: (Re)Add fallback nodes for compatibility with subgames by paramat |
02:15 |
paramat |
now pushing game#558 |
02:15 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/558 -- Add new texture for default:leaves and style simple by RealBadAngel |
02:19 |
paramat |
complete |
02:25 |
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04:46 |
hmmmm |
paramat: looks really good |
05:21 |
est31 |
is it possible that a shadow mapgen bug still exists? |
05:21 |
hmmmm |
of course |
05:21 |
est31 |
since VanessaE rebuilt her server with debug mode, I've got two shadow areas |
05:22 |
est31 |
before none |
05:22 |
VanessaE |
oh yeah I guess I should have mentioned that :) |
05:22 |
hmmmm |
the shadow mapgen bug is not going away any time soon |
05:22 |
hmmmm |
i know what needs to be done with it |
05:22 |
VanessaE |
I built it in Debug mode and have it running through gdb, and set up so that when it exits, it'll throw a full backtrace into the debug.txt |
05:23 |
hmmmm |
meh don't bother |
05:23 |
VanessaE |
(mostly I just wanted to catch these random segfaults I get from time to time() |
05:23 |
hmmmm |
i know the reason why it happens and i have a rough idea of what i would need to implement to fix it |
05:23 |
VanessaE |
-( |
05:23 |
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05:24 |
VanessaE |
and yeah, that old shadow bug exists. not too big a deal, worldedit works fine to fix them. |
05:29 |
hmmmm |
fixing the network and data serialization is much higher priority |
05:29 |
hmmmm |
god this code should not be allowed to exist |
05:29 |
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05:29 |
hmmmm |
who the fuck wrote this nonsense |
05:29 |
VanessaE |
eh...well... |
05:30 |
VanessaE |
I decline to say who most likely did, as it'll just start a shitstorm :P |
05:43 |
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08:10 |
hmmmm |
https://github.com/kwolekr/minetest/commit/08663b05b60f4ef1e72c76cdf05fb0e2d6d65168 |
08:10 |
hmmmm |
night |
08:10 |
* hmmmm |
& |
09:01 |
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09:08 |
est31 |
hmmmm, looks good. |
09:08 |
est31 |
except one if( |
09:08 |
est31 |
ctrl + f for it :) |
09:08 |
est31 |
and i cant push it because it bases on another commit |
09:08 |
est31 |
nore, any judgement yet on my pr? |
09:10 |
RealBadAngel |
hi est31 |
09:10 |
est31 |
hi |
09:10 |
RealBadAngel |
im preparing now shaders pr |
09:10 |
RealBadAngel |
will push that asap |
09:11 |
RealBadAngel |
the one with grass solution i mean |
09:11 |
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09:12 |
est31 |
rubenwardy, can you read through the doc changes in #2898 |
09:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/2898 -- Add AreaStore data structure by est31 |
09:12 |
est31 |
checking for grammar errors |
09:12 |
est31 |
and so on |
09:12 |
rubenwardy |
sure |
09:12 |
nore |
est31: areastore.cpp, L253: if accept_overlap is true, you don't need to check AST_CONTAINS_AREA |
09:13 |
nore |
so you can use a ternary instead |
09:14 |
est31 |
nore, yea |
09:15 |
rubenwardy |
https://github.com/minetest/minetest/pull/2898/files#diff-1305560bd8befb32862f0feeefabd02eR2602 If `accept_overlap` is true, areas are also returned which have nodes in common with `area` |
09:16 |
rubenwardy |
so accept_overlap means that areas found don't have to be fully contained, but can extend over the boundaries of the queried area? |
09:16 |
est31 |
yes |
09:17 |
nore |
hm... is the commented code normal in the lua api files? |
09:18 |
est31 |
yea |
09:18 |
est31 |
dunno whether its ok |
09:18 |
est31 |
serialisation should be added later |
09:18 |
est31 |
i had no time to think about it |
09:18 |
est31 |
libspatial has its own serialisation |
09:18 |
nore |
hm... |
09:18 |
est31 |
the one i coded was generalized |
09:19 |
nore |
serialiazation should be the same regardless of the way data is stored I think |
09:19 |
est31 |
libspatial has a bulk load mode |
09:19 |
nore |
(so you can move a world to/from a server with/without libspatial) |
09:19 |
est31 |
which speeds up loading by 10x or so |
09:20 |
est31 |
but i think it can only be done if its serialisation is used |
09:20 |
nore |
I agree it may slow loading |
09:20 |
nore |
but creating a R*-tree is not that expensive |
09:20 |
est31 |
agreed |
09:20 |
nore |
and there will never be more than 10^6 areas in a tree |
09:21 |
est31 |
also there is a problem in cpp because the size is written directly as size_t |
09:21 |
est31 |
which is platform dependent |
09:21 |
nore |
yeah, so a serialiazation format should be decided |
09:21 |
rubenwardy |
maybe: If `accept_overlap` is false, areas will only be returned if they are fully contained by 'area'. |
09:22 |
rubenwardy |
but I guess that loses detail |
09:22 |
nore |
I think it wouldn't be too difficult, given what we already have |
09:22 |
rubenwardy |
apart from that, it's all good |
09:23 |
est31 |
nore: https://github.com/libspatialindex/libspatialindex/blob/master/include/spatialindex/RTree.h#L88 |
09:23 |
est31 |
those are the three methods |
09:23 |
est31 |
I'm using the first |
09:23 |
est31 |
line 79 |
09:23 |
est31 |
also the problem is how to implement forEach |
09:23 |
est31 |
for libspatial |
09:24 |
est31 |
perhaps pass an area with HUGE_NUM or how its called |
09:24 |
est31 |
then make a forEachVisitor |
09:43 |
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09:53 |
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09:56 |
RealBadAngel |
est31, updated, waitin just for travis |
09:58 |
RealBadAngel |
for the very first time i am removing 2 files from the project :) |
10:16 |
Amaz |
RealBadAngel, for some reason, with #2897 everything goes red (the normal shaders not working thingy), but before, I've always been able to use shaders without a problem... |
10:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/2897 -- Fix relief mapping issues by RealBadAngel |
10:30 |
Amaz |
I'm not sure if it would help, but this is the error it gives: http://pastie.org/10289619 |
10:33 |
rubenwardy |
Amaz, what is your opengl version? |
10:33 |
VanessaE |
OpenGL version "old as shit" |
10:33 |
VanessaE |
:) |
10:34 |
Amaz |
3.0 |
10:34 |
VanessaE |
that's old. |
10:34 |
rubenwardy |
How would I update OpenGL? |
10:34 |
Amaz |
^ |
10:34 |
VanessaE |
however if that's all you got, then the shader code needs patched. |
10:34 |
rubenwardy |
xubuntu |
10:38 |
Krock |
<VanessaE>that's old. |
10:38 |
Krock |
heh |
10:38 |
Krock |
I can just laught about this with my 2.1.x version here |
10:39 |
VanessaE |
heh |
10:51 |
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10:54 |
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11:03 |
VanessaE |
RealBadAngel: some players are reporting a "double images" effect on my server now. Probably from parallax maps that don't work for them. On my screen, they work fine but some of them seem...blurry |
11:03 |
VanessaE |
(I just git pull'ed from minetest_game before the restart) |
11:03 |
VanessaE |
specifically, ores |
11:04 |
VanessaE |
and I note that there only seem to be a small number of such images. default grass lacks for example |
11:04 |
VanessaE |
I guess you meant to use these with the "generate normalmaps" feature |
11:08 |
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11:09 |
Amaz |
I just switched to a propitiatory Ndivia driver, which gave me opengl 3.3, which works :) Sorry to cause more trouble! |
11:09 |
VanessaE |
actually it matters |
11:10 |
VanessaE |
because you described a regression |
11:10 |
Amaz |
Ah, okay :) Glad I could be a help in that case! |
11:14 |
VanessaE |
RealBadAngel: turning on "bumpmapping" is what's leading to that "blurry" effect, for me. |
11:15 |
VanessaE |
I am not yet using the "fix relief mapping issues" patch, btw. |
11:21 |
VanessaE |
anyways, more later. for now, off to bed. |
11:24 |
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13:05 |
RealBadAngel |
texture2Lod was the problem |
13:05 |
RealBadAngel |
i will change it back to regular sampler |
13:15 |
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13:29 |
RealBadAngel |
Amaz, here? |
13:36 |
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13:36 |
Amaz |
RealBadAngel, yep |
13:36 |
RealBadAngel |
Amaz, could you switch drivers back and check the pr again? |
13:37 |
Amaz |
Okay |
13:41 |
Amaz |
I need to restart to change graphics driver, right? |
13:43 |
* Amaz |
goes ahead and restarts. brb |
13:45 |
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13:48 |
Amaz |
Great, that works brilliantly RealBadAngel! |
13:48 |
RealBadAngel |
thx |
13:49 |
Amaz |
np |
13:52 |
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15:04 |
rubenwardy |
I'd like help with this: #2908 |
15:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/2908 -- Add map limiting (WIP) by rubenwardy |
15:05 |
rubenwardy |
When I set the map_generation_limit to 80, the map goes from 30,30 to 45,45 roughly |
15:05 |
rubenwardy |
paramat, hmmmm :P |
15:06 |
nore |
rubenwardy: the map is generated in 80x80x80 chunks |
15:06 |
rubenwardy |
yeah |
15:06 |
nore |
so setting it to 80 will only create the chunks that fit inside |
15:06 |
rubenwardy |
I'll measure again |
15:07 |
rubenwardy |
Goes from (-32,-32) to (47,47) - 32+47 = 80 |
15:07 |
rubenwardy |
so that does make sence |
15:07 |
rubenwardy |
* 32+47 = 79 |
15:08 |
rubenwardy |
So it's 80x80x80, but also offsetted |
15:08 |
nore |
yes, it is always offset like that |
15:09 |
crazyR |
could someone point me in the direction for where the list formspec is parsed in minetest core. ive been searching for a while. not had much look. to many references to the word formspec and list lol |
15:10 |
rubenwardy |
https://github.com/minetest/minetest/blob/master/src/guiFormSpecMenu.cpp#L300 |
15:11 |
rubenwardy |
or https://github.com/minetest/minetest/blob/master/src/guiFormSpecMenu.cpp#L777 |
15:11 |
rubenwardy |
depending on what you mean |
15:14 |
crazyR |
im trying to find where the event data gets prepared when a list formspec is parsed. i may have over thought it a little thought. as maybe its actually in the "on_player_receive_fields" section |
15:14 |
rubenwardy |
Updated #2908 |
15:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/2908 -- Add map limiting by rubenwardy |
15:34 |
RealBadAngel |
nore, it was you that coded camera offset? |
15:35 |
nore |
yes |
15:35 |
RealBadAngel |
is there any chance to achieve the same effect without the offset? |
15:36 |
RealBadAngel |
offset thingy is blocking (making it slower in any case) the VBO code |
15:36 |
nore |
hm... I'm not sure there is a way |
15:37 |
nore |
except forcing irrlicht to have more precision |
15:37 |
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15:37 |
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15:37 |
RealBadAngel |
you know where it should be applied? |
15:39 |
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15:40 |
nore |
I'm not sure it is even possible :/ |
15:41 |
RealBadAngel |
either the camera offset, or need to resend the meshes to HW buffers on its change |
15:42 |
RealBadAngel |
if we didnt have the offset VBO could be way more efficient |
15:42 |
nore |
yeah, you could try without offset at first :) |
15:43 |
jin_xi |
well, its wrong selection box without, anything else? |
15:43 |
jin_xi |
i only did quick look |
15:43 |
nore |
jin_xi: without offset, you get visual problems at large coordinates |
15:43 |
nore |
flickering nodes, etc |
15:44 |
RealBadAngel |
worse |
15:44 |
RealBadAngel |
if we do ignore offset all world meshes are fucked up |
15:44 |
nore |
what do you mean? |
15:45 |
RealBadAngel |
if you go more than 200 in each direction, meshes are displaced |
15:45 |
nore |
that's because offset is not completely disabled |
15:45 |
jin_xi |
yes, thats the camera offset step, i set it to 1000000000000 or so to try without |
15:45 |
nore |
^ that should work better |
15:45 |
nore |
don't set it too high though, it shouldn't be too large |
15:45 |
RealBadAngel |
problem is that offset modifies vertices coords |
15:45 |
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15:46 |
nore |
I guess 15000 is safe for testing |
15:46 |
RealBadAngel |
if those are changed, mesh have to be re-sent to the buffers |
15:47 |
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15:47 |
RealBadAngel |
and thats slow, if you move just by one node further and have to wait for all the meshes to be resent |
15:47 |
jin_xi |
so many weird offset and BS factors to mt |
15:47 |
RealBadAngel |
btw, proller started to remove BS thing |
15:48 |
jin_xi |
try helicopter mod, due to limitations of attachement system and coding around those its not save to travel across camera offset steps with it |
15:48 |
nore |
RBA: offset is not changed enough |
15:48 |
RealBadAngel |
if this was meant only to make the coords different as c55 said, proller is right |
15:48 |
nore |
you need to travel 200 nodes to get it changed |
15:48 |
RealBadAngel |
201 and 199 border i meant |
15:49 |
nore |
yes, if you go at 200, then offset is set at 200 |
15:49 |
RealBadAngel |
here you will meet the switch in offset value |
15:49 |
nore |
and then, you need to either go to 0 or 400 so it gets changed again |
15:49 |
RealBadAngel |
but imagine just walkin at the border line |
15:49 |
RealBadAngel |
resending triggered all the time, an overkill |
15:50 |
nore |
no, if you walk past the border line, the borders get changed |
15:50 |
nore |
and you need to walk 200 nodes again to cross a border |
15:50 |
RealBadAngel |
ah i see |
15:50 |
RealBadAngel |
so its a bit better |
15:51 |
RealBadAngel |
nore, what do you think about that BS case? |
15:51 |
paramat |
we need to remember how far out the problems start, i'll dig up the commit |
15:51 |
RealBadAngel |
we are doing *10 , /10 all the time just for sake coords not to be mistaken |
15:52 |
nore |
well, I don't know what it is for :) |
15:52 |
RealBadAngel |
i asked c55 bout that already |
15:52 |
RealBadAngel |
he said its just for this purpose |
15:53 |
paramat |
offset every 200 is not needed, perhaps a few thousand is good |
15:53 |
RealBadAngel |
i wonder how much time we spent on doing those conversions... |
15:53 |
nore |
paramat: I started noticing problems even with ~1000 y coordinate... |
15:53 |
jin_xi |
should have been 1 not 10 from the start, but it has leaked into many other places and calculations so its not easy to change |
15:53 |
RealBadAngel |
paramat, nore, where the problem with the camera starts to happen? |
15:54 |
RealBadAngel |
30k? |
15:54 |
nore |
RBA: IIRC, there are problem near 500 - 1000 that are already noticeable |
15:54 |
jin_xi |
1k nodes and visual glitches due to precision sounds fishy |
15:54 |
RealBadAngel |
i noticed that only with selection lines |
15:55 |
RealBadAngel |
if they were not so thin that would be propably not noticeable |
15:56 |
RealBadAngel |
btw. i just spent a few hours lookin for a bug that didnt exists |
15:56 |
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15:56 |
RealBadAngel |
im talkin bout my last pr |
15:57 |
RealBadAngel |
i just forgot to include networkprotocol.h with raised protocol number |
15:57 |
RealBadAngel |
so all my code was inactive lmao |
15:57 |
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16:01 |
RealBadAngel |
paramat, i will clean the pr again and push it, will need then changes to mt game |
16:01 |
RealBadAngel |
all the dirt+something node defs will have to be changed |
16:02 |
RealBadAngel |
i will change the ones that come in minimal game |
16:02 |
RealBadAngel |
http://pastie.org/10290216 |
16:08 |
RealBadAngel |
paramat, also i have figured out how to tint the grass |
16:08 |
RealBadAngel |
interested? |
16:09 |
paramat |
nope hehe |
16:11 |
RealBadAngel |
why not? |
16:11 |
RealBadAngel |
we could have grass tinted depending on biome |
16:11 |
paramat |
tinting is never as good as individual textures, changing the colour usually also needs careful tuning of saturation, brightness, contrast too |
16:11 |
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16:11 |
RealBadAngel |
have you saw tone maps used in mc for that feature? |
16:11 |
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16:11 |
paramat |
also only a very few biomes would use it, currently 2 |
16:12 |
RealBadAngel |
i dont think so |
16:12 |
paramat |
yes i've seen the MC version, don't like it |
16:12 |
RealBadAngel |
make it depending on humidity or temperature |
16:12 |
RealBadAngel |
more wet env you get more juicy green |
16:12 |
RealBadAngel |
hotter it gets, more brown |
16:13 |
RealBadAngel |
and imho transitions could be nicer thx to it |
16:14 |
RealBadAngel |
not to mention grass being single nodedef |
16:14 |
paramat |
cool idea but i don't like smooth variation, hmmmmm may be more interested for v8 and his new biome system |
16:17 |
RealBadAngel |
also i cannot wait till we have swamps in :) |
16:17 |
paramat |
perhaps then the camera offset could be around 512? |
16:17 |
paramat |
yeah all rainforest will dip into water to create swamps |
16:18 |
RealBadAngel |
paramat, i want the need of resending be as rare as possible |
16:18 |
RealBadAngel |
so greater the number the better |
16:19 |
RealBadAngel |
i just dont know what kind of glitches were there apart from selection box lines |
16:19 |
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16:20 |
RealBadAngel |
so if it was happening at 30k, half the value just |
16:20 |
paramat |
i remember problems at only 10000, if nore says 500-1000 then we should trust that |
16:21 |
nore |
(well, when I wrote that code, I used the smallest value for which I didn't notice problems) |
16:22 |
nore |
but anyway: you can write the code, and then we can test how expensive a resending is |
16:22 |
RealBadAngel |
code for that is trivial |
16:22 |
nore |
and change offset step accordingly |
16:22 |
RealBadAngel |
and you can just feel the border |
16:23 |
RealBadAngel |
fps drop is noticeable |
16:23 |
nore |
how much time does it cost? 50ms? 100? |
16:23 |
RealBadAngel |
basically VBO code doubles the fps |
16:24 |
RealBadAngel |
when you are at the border fps drops for a while to level as it could be without vbo |
16:24 |
nore |
except when crossing a border? |
16:24 |
nore |
ah, so it is no real problem :) |
16:24 |
RealBadAngel |
its especially noticeable when moving fast |
16:24 |
nore |
hm... |
16:25 |
RealBadAngel |
you have a feeling that you have crashed on an ivisible barrier |
16:25 |
Miner_59 |
Hi, I'm here to ask about my pull request made 8 days ago which I think fixes jumping on bouncy blocks. Link: https://github.com/minetest/minetest/pull/2886 |
16:25 |
nore |
well, you could maybe try to raise offset step to 500 or so |
16:25 |
nore |
but I wouldn't raise it more if I were you |
16:25 |
paramat |
yeah 500 is good |
16:25 |
RealBadAngel |
nore, we can get the correct value with some testing |
16:26 |
Calinou |
Miner_59, it breaks jumping on all bouncy nodes, even if disable_jump is not 1 |
16:26 |
nore |
also: I would advise to make it a number close to a power of 2, but below |
16:26 |
Miner_59 |
??? but why, I tested over a week and it clearly works always for me |
16:26 |
nore |
(not too close, though) |
16:28 |
paramat |
so 500 is better than 512? |
16:28 |
nore |
yes, 500 would be a good choice I think |
16:29 |
Miner_59 |
Calinou, do you have time to test? I have a server for with jumping mod running on ip 80.128.163.64 Port 30.000 |
16:29 |
Calinou |
ok, cloning and compiling your fork |
16:29 |
nore |
but there would need to be some tests |
16:29 |
Miner_59 |
ok cool thanks |
16:29 |
paramat |
okay |
16:30 |
RealBadAngel |
if choosing between 500 and 512 i would rather pick the second |
16:30 |
Miner_59 |
if it is too much work you can connect with unmodified client too and watch me jumping |
16:30 |
RealBadAngel |
pot numbers are always better in this job ;) |
16:30 |
nore |
no, too close can have problems (the glitch would be easier to trigger I think) |
16:31 |
paramat |
ah |
16:31 |
nore |
(because you could place a node past 512 without going there yourself) |
16:31 |
paramat |
of course because it's precision error |
16:31 |
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16:32 |
RealBadAngel |
what is creative range for placement? |
16:32 |
nore |
something like 10? |
16:32 |
Calinou |
10 |
16:32 |
RealBadAngel |
what about technic laser? |
16:32 |
RealBadAngel |
lets make it like 512 - 64 |
16:32 |
RealBadAngel |
just to be sure |
16:32 |
nore |
(the problem will be there anyway) |
16:33 |
nore |
(because you can place the node, go back to 0, 0, 0, restart the game and go where the node is) |
16:33 |
nore |
it's just that it would be a bit less easy to see |
16:34 |
nore |
and all that because of irrlicht :/ |
16:35 |
RealBadAngel |
nore, mc is not using irr and had same problem ;) |
16:35 |
nore |
yes, but they can decide to use better precision, we can't :| |
16:36 |
RealBadAngel |
can irrlicht be forced to use more precise format? |
16:36 |
nore |
idk |
16:37 |
RealBadAngel |
we shall investigate it then |
16:37 |
RealBadAngel |
we are not the only voxel game made on top of irr |
16:38 |
RealBadAngel |
propably others encountered it too |
16:38 |
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16:45 |
Calinou |
hmmmm, RealBadAngel, paramat, Miner_59 actually fixed bouncing, |
16:45 |
Calinou |
his patch is probably ready to merge now |
16:45 |
Calinou |
jumping on trampolines works as expected |
16:45 |
paramat |
cool |
16:45 |
RealBadAngel |
so lets merge it |
16:46 |
RealBadAngel |
this is bouncing around for too long already ;) |
16:46 |
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16:53 |
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16:56 |
Miner_59 |
Ok thanks again for testing with me Calinou. |
17:05 |
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17:10 |
hmmmm |
Calinou, you keep saying that but I simply do not see how it's fixed |
17:11 |
hmmmm |
disabling jumping on a node is not the same as fixing it |
17:11 |
Calinou |
hmmmm, OKAY |
17:11 |
Calinou |
connect on Miner_59's server |
17:11 |
Calinou |
with his client |
17:12 |
Calinou |
and see how it works. |
17:12 |
Calinou |
it works perfect |
17:12 |
Calinou |
you seem to have misunderstood what I said |
17:12 |
hmmmm |
alright will look |
17:12 |
Miner_59 |
hi, hmmmm it doesn't disable jumping |
17:13 |
Miner_59 |
ok, join my server ip 80.128.163.64 Port 30.000 |
17:17 |
Miner_59 |
why removing the code which I did should disable jumping? This was just additional to the normal jumping and it gave the player way too much speed |
17:21 |
hmmmm |
erm |
17:21 |
hmmmm |
Assertion failed: (mediaReceived()), function afterContentReceived, file /usr/home/ryan/minetest/src/client.cpp, line 1719. |
17:21 |
hmmmm |
well this can't be good |
17:22 |
Miner_59 |
what does this mean? |
17:22 |
hmmmm |
i think i might be having trouble connecting to your server |
17:23 |
rubenwardy |
C1ffisme really annoys me :( |
17:23 |
hmmmm |
trying again |
17:23 |
Miner_59 |
a player with empty name tried to connect from 130.0.11.193 |
17:23 |
hmmmm |
that's not me, my ip is in the 72 range |
17:24 |
Miner_59 |
and this:19:21:17: ERROR[CurlFetchThread]: servers.minetest.net/announce not found (Couldn't connect to server) (response code 0) |
17:24 |
Miner_59 |
then can you try with jeija's version of jumping mod, the original one? |
17:25 |
hmmmm |
nevermind fixing bugs, let's add some new features! |
17:25 |
hmmmm |
Miner_59, I haven't given up yet |
17:25 |
hmmmm |
it's still on the Media... part |
17:26 |
Miner_59 |
oh, I just restarted server now |
17:27 |
Miner_59 |
here, mod to test with:https://github.com/Jeija/minetest-mod-jumping |
17:30 |
hmmmm |
eh |
17:30 |
hmmmm |
too late i got on the server |
17:30 |
hmmmm |
alrighty where am I going to now? |
17:33 |
hmmmm |
did you take the server down again? |
17:33 |
Miner_59 |
it crashed |
17:33 |
Miner_59 |
sorry |
17:34 |
Miner_59 |
19:33:20: ACTION[ServerThread]: Server: A mismatched client tried to connect from 72.79.173.196 |
17:34 |
Miner_59 |
19:33:20: ERROR[ServerThread]: ERROR: An unhandled exception occurred: basic_string::_S_construct null not valid |
17:34 |
Miner_59 |
up again |
17:34 |
hmmmm |
shoot |
17:35 |
hmmmm |
somebody somewhere tried to make a std::string with NULL it seems |
17:36 |
hmmmm |
did it happen again?? |
17:36 |
Miner_59 |
yes |
17:37 |
Miner_59 |
I get it sometimes, but I havent latest minetest version |
17:37 |
hmmmm |
i don't recall anything like that getting fixed since 0.4.12 |
17:39 |
hmmmm |
did you get a backtrace after that unhandled exception by any chance? |
17:40 |
Miner_59 |
no, but I will try to get one maybe |
17:40 |
hmmmm |
thank you |
17:40 |
Miner_59 |
can it be because of modifications I did in mapgen source code? |
17:40 |
hmmmm |
no |
17:42 |
hmmmm |
i'm going to guess the error exists somewhere within the lua api |
17:43 |
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17:45 |
Miner_59 |
I'm not sure if it is real not caused by modifications because why then nobody reported it already. I got it first I think a month ago |
18:07 |
Calinou |
paramat, https://github.com/minetest/minetest_game/pull/565#issuecomment-120997369 |
18:07 |
Calinou |
please drop the "Mesh ALL the things!" fad |
18:07 |
Calinou |
mushrooms look better as plantlike than they would with a mesh |
18:07 |
hmmmm |
drink all the booze! hack all the things! |
18:08 |
hmmmm |
zero through three, we're in every single ring! |
18:09 |
Miner_59 |
hmmmm: success I have reproduced the crash with server thread attached in gdb |
18:09 |
hmmmm |
great |
18:09 |
hmmmm |
let's see the `bt full` |
18:10 |
Miner_59 |
ok |
18:12 |
Miner_59 |
I think i need another thread but here is bt: http://pastebin.ubuntu.com/11873585/ |
18:13 |
hmmmm |
huh |
18:13 |
Miner_59 |
Here, threads and bt full: http://pastebin.ubuntu.com/11873625/ |
18:13 |
hmmmm |
i don't see any crash |
18:14 |
hmmmm |
it looks like you just pressed ctrl+C |
18:14 |
Miner_59 |
oh can be, but after error server doesn't respond anymore |
18:14 |
hmmmm |
oh so it still *lives*? |
18:14 |
Miner_59 |
yes |
18:14 |
hmmmm |
but it doesn't respond?? |
18:15 |
Miner_59 |
can you help me what i need to do? |
18:15 |
hmmmm |
there are like 3 problems here all at the same time |
18:15 |
Miner_59 |
hmm ok |
18:15 |
hmmmm |
1). the exception handling is messed up |
18:15 |
hmmmm |
2). there's a std::string(NULL) problem |
18:15 |
hmmmm |
3). there's a version mismatch when there shouldn't be any to begin with |
18:16 |
hmmmm |
but let's ignore all that and work on new features!!! yay!! |
18:18 |
hmmmm |
wait, is that minetest server you're using compiled as debug or release? |
18:19 |
Miner_59 |
oh, i think as release |
18:19 |
hmmmm |
yeah hrmm, i dunno, it could be some strange interaction between gdb and whatnot |
18:20 |
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18:20 |
Miner_59 |
hmm ok |
18:20 |
hmmmm |
can you restart the server with gdb already attached? |
18:20 |
Miner_59 |
yeah I had to press Ctrl+C because i cant type anything in gdb |
18:21 |
hmmmm |
you should be able to catch the assert(0) |
18:21 |
Miner_59 |
how can I restart it? I think it doesnt respond |
18:25 |
hmmmm |
try ctrl+D? |
18:25 |
hmmmm |
if that doesn't work, switch over to a different console and kill -9 `pgrep gdb` |
18:27 |
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18:33 |
Miner_59 |
i think i need to attach another thread |
18:34 |
hmmmm |
if you start it with gdb you won't need to attach anything |
18:34 |
Miner_59 |
ah ok i will try |
18:40 |
paramat |
now pushing #2905 |
18:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/2905 -- Mgv6/treegen: (Re)Add fallback nodes for compatibility with subgames by paramat |
18:40 |
RealBadAngel |
im about to push #2897 and close issue 2815 |
18:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/2897 -- Fix relief mapping issues by RealBadAngel |
18:40 |
hmmmm |
why not wait for your build to finish? |
18:41 |
RealBadAngel |
i am waiting |
18:41 |
RealBadAngel |
anyway, building here ended a few minutes ago |
18:41 |
hmmmm |
RealBadAngel, are you aware that the code style is to not have any spaces after the function name, right? |
18:41 |
hmmmm |
it's supposed to be like |
18:41 |
hmmmm |
void getTextureFlags() |
18:42 |
RealBadAngel |
are you aware that its not c++? (jokin, will change that) |
18:43 |
paramat |
RBA im about to push, is this okay? |
18:44 |
RealBadAngel |
im not touchin the same files, its ok |
18:44 |
paramat |
okay thanks |
18:45 |
paramat |
complete |
18:47 |
hmmmm |
RealBadAngel: out of all that code, is this line +return intensity(texture2D(baseTexture, clamp(uv, 0.0, 0.999)).rgb); the one that actually fixes the texture problem? |
18:48 |
RealBadAngel |
are you jokin? |
18:48 |
hmmmm |
if that line wasn't there, the texture would wrap around |
18:48 |
RealBadAngel |
you think ive changed the protocol version because i used clamp somwhere? |
18:48 |
paramat |
hmmmmm next i will reverse what i did to minimal game, a while back i added some nodes to solve the 'areas of ignore in snow biomes' problem |
18:49 |
hmmmm |
RealBadAngel: who did you get approval from with that PR? |
18:49 |
RealBadAngel |
read the pr |
18:50 |
hmmmm |
nerzhul +1ed it? |
18:50 |
hmmmm |
:| |
18:50 |
paramat |
lol |
18:50 |
RealBadAngel |
https://github.com/minetest/minetest/pull/2897/files#diff-82a77dc39dc952bc7ea07b74b73fc2a5R114 |
18:50 |
hmmmm |
he's practically a yes man at this point |
18:50 |
RealBadAngel |
this is the core change |
18:50 |
hmmmm |
don't make me crank the requirement up to 3 approvals |
18:50 |
hmmmm |
nerzhul +1s everything on the github PR tracker |
18:50 |
RealBadAngel |
but to get this working i had to get those bools |
18:51 |
RealBadAngel |
and also i wont be doing anti repetitive tricks inside shaders, forget it |
18:52 |
RealBadAngel |
code is too sensitive for that |
18:52 |
RealBadAngel |
you may require that in core, but stop demanding that in shaders please |
18:52 |
hmmmm |
you just make it into a function |
18:52 |
RealBadAngel |
no i wont |
18:52 |
hmmmm |
repetitive code is not just ugly |
18:52 |
hmmmm |
it's CONFUSING |
18:52 |
RealBadAngel |
it have to be fast not nice |
18:53 |
RealBadAngel |
hands off please ;) |
18:53 |
hmmmm |
other people work on this you realize |
18:53 |
hmmmm |
right now it just so happens that you're the one modifying the shaders the most |
18:53 |
hmmmm |
you keep doing this with your code in the core too |
18:53 |
hmmmm |
it's copy pasted from somewhere else, and it usually has a copy/paste error or two in it |
18:53 |
hmmmm |
not only that |
18:54 |
RealBadAngel |
thats copy pasted? |
18:54 |
hmmmm |
but at some later point in time, you modify one variant of the code ever so slightly but not the other one |
18:54 |
RealBadAngel |
wtf are you talking about? |
18:54 |
RealBadAngel |
youre claimin thats not my code? |
18:54 |
hmmmm |
no... |
18:55 |
hmmmm |
that is your code, but you copied one instance and pasted it into another portion of the code |
18:55 |
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18:55 |
hmmmm |
sorry, I can't get behind that argument that this is somehow safer and somehow better |
18:55 |
hmmmm |
when code is sloppy, there are usually bugs |
18:56 |
hmmmm |
if it smells like shit, there's probably shit somewhere nearby |
18:56 |
RealBadAngel |
you dont even understand the code yet have to comment it |
18:56 |
RealBadAngel |
your question bout clamp showed that |
18:56 |
hmmmm |
I'm still reading the code |
18:58 |
RealBadAngel |
ok |
18:58 |
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18:58 |
RealBadAngel |
waitin for the comments then |
19:05 |
hmmmm |
just to make sure i understand this |
19:05 |
hmmmm |
ds is the distance between the eyes |
19:05 |
hmmmm |
uv is the left eye, and uv2 is the right eye |
19:05 |
hmmmm |
? |
19:05 |
RealBadAngel |
no |
19:06 |
RealBadAngel |
ds is displacement, based on eye ray |
19:06 |
hmmmm |
isn't there supposed to be two eye rays in parallax occlusion |
19:06 |
RealBadAngel |
uv are texture coords, modified by the displacement |
19:07 |
RealBadAngel |
uv2 is the modified one, by displacement. if texture is seamless it will become current texture uv |
19:07 |
RealBadAngel |
when texture is not seamless, we have to check the border cases |
19:08 |
RealBadAngel |
http://www.cescg.org/CESCG-2006/papers/TUBudapest-Premecz-Matyas.pdf |
19:08 |
RealBadAngel |
please do read some theory on the effects used |
19:10 |
RealBadAngel |
both displacement methods we are using are described here |
19:13 |
hmmmm |
and the displacement is the distance between each intersection probe |
19:14 |
RealBadAngel |
displacement depends on heightmap |
19:14 |
hmmmm |
you said ds == displacement |
19:14 |
RealBadAngel |
when you march a ray, and meet point that should be higher |
19:14 |
hmmmm |
ds is the step each probe takes to find an intersection |
19:15 |
RealBadAngel |
then difference beetween an original point and found one will be ds |
19:15 |
Miner_59 |
Ok, I'm back. Here's a backtrace of all threads of minetest after it displays mismatched client error: http://pastebin.ubuntu.com/11873884/ |
19:15 |
hmmmm |
so i don't quite understand this part |
19:15 |
RealBadAngel |
displacement is not constant |
19:15 |
hmmmm |
you have uv -= ds |
19:16 |
RealBadAngel |
yes |
19:16 |
hmmmm |
but then you modify uv to be += dist * ds |
19:16 |
RealBadAngel |
ive modified original method a lot |
19:16 |
hmmmm |
so doesn't that make all the displacements minus 1? |
19:16 |
hmmmm |
shouldn't it be (dist + 1) * ds? |
19:16 |
RealBadAngel |
i do shift texture by maximum possible ds value, thats an offset |
19:17 |
RealBadAngel |
kinda like i was using inverted heightmaps |
19:17 |
RealBadAngel |
then add found actual displacement value |
19:17 |
hmmmm |
Miner_59: interesting.. the serverthread is not there at all |
19:17 |
hmmmm |
it keeps dying without breaking into the debugger it seems |
19:18 |
hmmmm |
this should not happen |
19:18 |
RealBadAngel |
substracting max value helps to accomodate texture shifts |
19:18 |
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19:18 |
RealBadAngel |
because it mainly depends on view angle |
19:19 |
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19:20 |
hmmmm |
hmm |
19:20 |
RealBadAngel |
i suggest you to see grass texture before and after |
19:20 |
hmmmm |
i think i understand what your code does well enough, but what does that have to do with leaving part of it repetitive |
19:21 |
RealBadAngel |
it may look nearly the same but its not the same |
19:21 |
RealBadAngel |
vertical changes y values, horizontal x |
19:21 |
RealBadAngel |
the second section is dynamically compiled |
19:22 |
hmmmm |
I am looking at it and I legtiimately can't see a difference |
19:22 |
hmmmm |
actually nevermind there is one difference |
19:22 |
hmmmm |
you compare to 2.0 instead of 1.999 in the second version |
19:22 |
hmmmm |
i don't think this is intentional though.. |
19:23 |
RealBadAngel |
it is |
19:23 |
hmmmm |
why |
19:23 |
RealBadAngel |
values are chosen after heavy tests |
19:24 |
Miner_59 |
hmmm I think it happens only when the client which tries to connect is build with a rather recent (1-2 month??) minetest version. I can't reproduce it myself when connecting with clients with older minetest version |
19:24 |
RealBadAngel |
autogen maps are totally different |
19:24 |
hmmmm |
did you really test the difference between " >= 2.0" and " > 1.999"? |
19:24 |
RealBadAngel |
ofc, its visible |
19:24 |
hmmmm |
if the difference is less than 0.0001 then it shouldn't make any logical difference at all |
19:25 |
RealBadAngel |
not when it comes to normal maps |
19:25 |
hmmmm |
well, then, don't you think you should add a comment about that? |
19:25 |
hmmmm |
that seems like a very important detail |
19:25 |
RealBadAngel |
its black magic anyway |
19:25 |
hmmmm |
it's not black magic |
19:25 |
hmmmm |
code is not black magic |
19:25 |
RealBadAngel |
ofc it is |
19:25 |
hmmmm |
it needs to be understandable |
19:26 |
RealBadAngel |
displacement mapping doesnt have such code |
19:26 |
RealBadAngel |
what we are doing here is a workaround for non existant bug |
19:26 |
hmmmm |
i don't get it |
19:27 |
RealBadAngel |
the method assumes that texture has to be seamless |
19:27 |
RealBadAngel |
got it now? |
19:27 |
hmmmm |
you're refusing to write a comment about this very minute difference of less than 0.0001 because "it's black magic anyway" and it "solves a non-existent bug"? |
19:27 |
RealBadAngel |
im not refusing |
19:27 |
hmmmm |
well |
19:27 |
hmmmm |
i can't speak for you but |
19:27 |
RealBadAngel |
im just saying that theres no theory for it, no equations |
19:27 |
hmmmm |
i want everybody to understand how the shader works |
19:28 |
RealBadAngel |
values were chosen for textures to look right |
19:28 |
hmmmm |
this is the reason why I don't just rubber stamp your commit |
19:28 |
hmmmm |
i am reading about parallax occlusion and actually trying to understand why you coded what you coded |
19:29 |
RealBadAngel |
i will try make the story short |
19:30 |
RealBadAngel |
main thing about parallax is that whats gone on one edge appears on the opposite one |
19:30 |
RealBadAngel |
so displaced texture is continuos |
19:30 |
RealBadAngel |
in case of grass it caused dirt to be visible on top |
19:31 |
RealBadAngel |
i just had to stop it while having displacement working |
19:32 |
paramat |
PR to make minimal minimal again #2909 |
19:32 |
ShadowBot |
https://github.com/minetest/minetest/issues/2909 -- Minimal: Remove recently added unnecessary nodes by paramat |
19:35 |
RealBadAngel |
hmmmm, have you tried grass before and after? |
19:35 |
hmmmm |
no |
19:36 |
RealBadAngel |
how the fuck you want to understand the gfx code without seeing what it does? lol |
19:36 |
RealBadAngel |
i should hand you my asm demos code and wish you good luck reading ;) |
19:37 |
hmmmm |
this is why people inveted comments |
19:37 |
RealBadAngel |
propably with unrolled loops i could hear you cryin even here in poland ;) |
19:43 |
hmmmm |
okay there's a problem here |
19:44 |
hmmmm |
I don't know how this happened but the protocol version is not the same as the contentfeatures serialization version |
19:44 |
hmmmm |
take a look at ContentFeatures::deSerialize() |
19:44 |
hmmmm |
you get the version from the first byte of a serialized ContentFeatures |
19:45 |
hmmmm |
I am sort of upset |
19:46 |
hmmmm |
this isn't your own problem, but the whole concept behind having different serialization versions is all screwed up |
19:46 |
hmmmm |
really wish we could nuke it and start over again |
19:48 |
hmmmm |
alright, I finished commenting |
19:50 |
RealBadAngel |
with dropping the texture i lost it |
19:50 |
RealBadAngel |
textures are deleted on shutdown, cant do that runtime |
19:51 |
hmmmm |
okay, that's good to know |
19:51 |
RealBadAngel |
i could delete them, but i do need them |
19:52 |
RealBadAngel |
about asserting image creation |
19:52 |
RealBadAngel |
are you sure that i should check if there were 4 bytes aviable for its creation? |
19:52 |
hmmmm |
if it's a function from some third party library, you cannot speculate on whether or not it will always succeed |
19:53 |
hmmmm |
this is how you write robust code |
19:53 |
hmmmm |
minetest needs more robust code |
19:53 |
RealBadAngel |
i can add that but i will have to stop the engine then |
19:53 |
RealBadAngel |
code cannot work without that texture |
19:54 |
hmmmm |
I dunno if you realized it or not, but lately there's been a lot of buggy behavior caused by fragile code because people don't check all the error cases or some other equally simple thing |
19:54 |
RealBadAngel |
i see |
19:54 |
RealBadAngel |
will add check for it |
19:54 |
hmmmm |
it needs to be absolutely rock solid, not something that'll shatter in a million pieces if I look at it the wrong way |
19:54 |
hmmmm |
save that for your personal projects maybe |
19:55 |
VanessaE |
RealBadAngel: did you see the comments I made earlier? about the "double image" effect, and the "blurriness" ? |
19:55 |
RealBadAngel |
i saw, but i dont get it :) |
19:55 |
RealBadAngel |
can you explain? |
19:56 |
RealBadAngel |
whats the "double image" effect? |
19:56 |
VanessaE |
http://irc.minetest.ru/minetest-dev/2015-07-13#i_4320666 |
19:56 |
VanessaE |
better yet, moment |
19:56 |
RealBadAngel |
a screnshot maybe? |
19:57 |
RealBadAngel |
parallax not workin. on which node? whats doubled there? |
19:57 |
VanessaE |
this is what the guy sees, with just parallax enabled: https://dl.dropboxusercontent.com/u/183644134/O_o/screenshot_20150713_124748.png |
19:57 |
VanessaE |
and if he turns on bumpmappint too: https://dl.dropboxusercontent.com/u/183644134/O_o/1.png |
19:58 |
RealBadAngel |
he has modified client propably |
19:58 |
VanessaE |
I advised him to just turn those features off for now. he wasn't reporting a problem before because default textures didn't have included normalmaps in the past. |
19:58 |
RealBadAngel |
i can see fsaa applied there |
19:58 |
RealBadAngel |
do you see the hand? |
19:58 |
VanessaE |
that's not fsaa. |
19:58 |
VanessaE |
that's some wield mesh glitch |
19:59 |
RealBadAngel |
caused by fsaa |
19:59 |
VanessaE |
nope, pretty sure it isn't. others have had the same problem |
19:59 |
RealBadAngel |
we havent changed lately anything related to wieldmesh |
19:59 |
VanessaE |
it's something related to kahrl's wield mesh rework ages ago |
20:00 |
VanessaE |
so that's an olllllld glitch |
20:00 |
RealBadAngel |
yet the node textures and the wield mesh seems to be affected the very same way |
20:00 |
VanessaE |
it's not related at all to the current discussion |
20:00 |
RealBadAngel |
lemme turn the fsaa on |
20:01 |
VanessaE |
the guy who reported the issue is on another network now, trying to get him to come here |
20:02 |
hmmmm |
RealBadAngel, can you explain to me how insertSourceImage and getTexture works? |
20:02 |
hmmmm |
:) |
20:03 |
RealBadAngel |
its not my code |
20:03 |
RealBadAngel |
it just works ;) |
20:03 |
hmmmm |
you're using something you don't understand? |
20:04 |
hmmmm |
okay, I have not written much client-side graphics code at all so I could be totally missing something here |
20:04 |
RealBadAngel |
i know what it does, how it is doing such primitive is not my concern |
20:05 |
hmmmm |
insertSourceImage, from what it seems, inserts an *image* into the texture source cache |
20:05 |
RealBadAngel |
thats not possible to understand everything in such big project |
20:05 |
hmmmm |
so let's just follow this logic for a while |
20:05 |
hmmmm |
the flags image is created |
20:05 |
hmmmm |
some pixels get set |
20:06 |
hmmmm |
you insert this IImage into the source cache |
20:06 |
RealBadAngel |
yes |
20:06 |
hmmmm |
then you use this image as the source for a new ITexture |
20:06 |
hmmmm |
this ITexture is never added into the texture cache |
20:06 |
hmmmm |
is it? |
20:07 |
hmmmm |
I am asking you |
20:07 |
RealBadAngel |
driver handles the textures for me |
20:08 |
RealBadAngel |
why should i dig the irrlicht engine when im using a simple texture? |
20:09 |
hmmmm |
because I want to make sure there's no memory leak here |
20:09 |
RealBadAngel |
texture cache is flushed on shutdown |
20:09 |
hmmmm |
shutdown of what |
20:09 |
RealBadAngel |
image used is in cache (original dropped) |
20:09 |
RealBadAngel |
the engine |
20:10 |
hmmmm |
the point is |
20:10 |
hmmmm |
can the TextureSource be destroyed and recreated hundreds of times without recreating the same textures |
20:12 |
RealBadAngel |
is the TextureSource code point of my PR or what? |
20:12 |
RealBadAngel |
im just using it |
20:12 |
hmmmm |
and you might be possibly using it incorrectly |
20:12 |
hmmmm |
if you use it incorrectly, that makes a memory leak |
20:13 |
RealBadAngel |
12 bytes.... |
20:13 |
hmmmm |
i don't give a shit how many bytes |
20:13 |
hmmmm |
this must be done CORRECTLY |
20:13 |
hmmmm |
otherwise your code is shit |
20:13 |
hmmmm |
i am not going to allow memory leaking code to get into the engine |
20:13 |
RealBadAngel |
show me the proof its shit |
20:13 |
RealBadAngel |
or something is incorrect here |
20:14 |
hmmmm |
that's why i'm asking you to go over this with me so that I understand why this code is solid |
20:14 |
RealBadAngel |
otherewise it looks like youre just WANT to find problems here |
20:14 |
hmmmm |
look |
20:14 |
hmmmm |
irrlicht might delete the textures on shutdown |
20:14 |
hmmmm |
but that's not the point |
20:14 |
hmmmm |
any program with memory leaks will free the memory on shutdown |
20:15 |
hmmmm |
if you're making such an assertion that you don't need to worry about allocated memory, you need to understand |
20:15 |
RealBadAngel |
so where is the leak in your opinion? |
20:15 |
hmmmm |
- the lifetime of TextureSource |
20:15 |
hmmmm |
- the ramnifications of irrlicht reference counting |
20:15 |
hmmmm |
- whether or not your texture or image is being tracked |
20:15 |
hmmmm |
I am not saying there is a leak |
20:16 |
hmmmm |
I'm saying the code looks suspicious |
20:16 |
hmmmm |
and what's even more suspicious is that you don't want to help me understand why it's correct |
20:16 |
hmmmm |
you want me to gloss over it instead and just give you a rubber stamp |
20:16 |
RealBadAngel |
check its destructor |
20:16 |
RealBadAngel |
driver->removeTexture(iter->texture) |
20:16 |
RealBadAngel |
flushed? |
20:16 |
RealBadAngel |
end of story |
20:17 |
hmmmm |
and where is that texture coming from? |
20:17 |
hmmmm |
you never added it to the texture cache |
20:17 |
RealBadAngel |
// Insert an image into the cache without touching the filesystem. |
20:17 |
RealBadAngel |
// Shall be called from the main thread. |
20:17 |
RealBadAngel |
void insertSourceImage(const std::string &name, video::IImage *img); |
20:18 |
hmmmm |
an image is not the same as a texture |
20:18 |
hmmmm |
look at what insertSourceImage does |
20:18 |
|
UjE joined #minetest-dev |
20:19 |
RealBadAngel |
it inserts image to cache |
20:19 |
hmmmm |
which cache |
20:19 |
RealBadAngel |
get texture grabs the image from cache and return the pointer |
20:19 |
hmmmm |
does it really |
20:21 |
RealBadAngel |
i dont care how it does it, waiting for santa's visit with box full of pointers or whatever, but my code gets the stored pointer to the image |
20:21 |
RealBadAngel |
i havent wrote that code |
20:22 |
RealBadAngel |
theres no point for me to read whole engine code, be it our own, or irrlicht when using primitives |
20:23 |
hmmmm |
but you have to understand how to properly use those interfaces |
20:23 |
hmmmm |
if you don't use it properly, there could be memory leaks or other assorted bugs |
20:23 |
hmmmm |
you make them, the rest of us fix them |
20:25 |
RealBadAngel |
who else the fuck you are asking to read and understand the whole engine? |
20:27 |
RealBadAngel |
also comments like "wtf is this string" "i could wrote that line in different manner" are just plain stupid |
20:27 |
RealBadAngel |
since some time youre just jumping on my code |
20:28 |
RealBadAngel |
also modyfing it without knowledge what it does |
20:29 |
|
UjE joined #minetest-dev |
20:30 |
UjE |
. |
20:30 |
RealBadAngel |
if youre so smart, please write your own code |
20:30 |
hmmmm |
RealBadAngel, code has to at least look nice too |
20:30 |
hmmmm |
but seriously |
20:30 |
hmmmm |
wtf IS the point of strue and sfalse? |
20:31 |
VanessaE |
ah there he is |
20:31 |
hmmmm |
I am not asking you to change it necessarily, I'm just asking why did you decide that you needed to do that |
20:31 |
UjE |
here |
20:31 |
RealBadAngel |
i just defined a string that im using in many places |
20:31 |
VanessaE |
RealBadAngel: UjE is the guy with the double-image problem |
20:31 |
|
selat joined #minetest-dev |
20:31 |
RealBadAngel |
what else could it be? |
20:31 |
RealBadAngel |
hi UjE |
20:31 |
UjE |
hi |
20:31 |
UjE |
im UjEdwin in the forum |
20:31 |
RealBadAngel |
UjE, can you pastebin your config in the first place? |
20:32 |
hmmmm |
you can also do the same with "1" and "0" |
20:32 |
hmmmm |
have you ever heard of string pooling? |
20:32 |
UjE |
after load a world or into the server? |
20:32 |
RealBadAngel |
your game config |
20:32 |
UjE |
k |
20:32 |
hmmmm |
in any case, RealBadAngel, the point I wanted to make is that if you had read the code you'd notice that you create twice as many images |
20:33 |
hmmmm |
one that does get tracked by TextureSource and one that does not |
20:33 |
hmmmm |
twice as many textures, I mean |
20:33 |
UjE |
server_unload_unused_data_timeout = 1500 |
20:33 |
UjE |
server_name =Floating Forest O_o |
20:33 |
UjE |
server_description = Temporary Tiny Server |
20:33 |
UjE |
motd = hi, say: help to teleport to spawn. |
20:33 |
UjE |
disable_fire = true |
20:33 |
UjE |
enable_damage = true |
20:33 |
UjE |
enable_tnt = false |
20:33 |
UjE |
default_privs = |
20:33 |
UjE |
--interact, shout, home, protect |
20:33 |
UjE |
viewing_range_nodes_min = 0 |
20:33 |
UjE |
viewing_range_nodes_max = 80 |
20:33 |
RealBadAngel |
oops ;) |
20:33 |
UjE |
server_dedicated = false |
20:33 |
UjE |
remote_port = 30001 |
20:33 |
UjE |
port = 30000 |
20:33 |
UjE |
rc.server = 2.68.32.20 |
20:33 |
UjE |
irc.channel = 3231 |
20:33 |
UjE |
irc.nick = O_o Ser |
20:33 |
UjE |
irc.password = un1cyc132 |
20:33 |
UjE |
irc.sasl.pass = un1cyc132 |
20:33 |
UjE |
max_users = 8 |
20:33 |
UjE |
static_spawnpoint = -138, 12, 224 |
20:33 |
RealBadAngel |
pastebin.com or pastie.org for example ;) |
20:33 |
UjE |
disallow_empty_password = false |
20:33 |
UjE |
creative_mode = false |
20:33 |
UjE |
enable_pvp = true |
20:33 |
UjE |
server_address = |
20:33 |
UjE |
server_announce = true |
20:33 |
UjE |
ahux1_descends = false |
20:34 |
hmmmm |
UjE, you sure that was a smart idea to reveal your password to the entire world? |
20:34 |
UjE |
serverlist_url = servers.minetest.net |
20:34 |
UjE |
creative_mode = false |
20:34 |
UjE |
enable_shaders = true |
20:34 |
UjE |
maintab_LAST = settings |
20:34 |
UjE |
menu_last_game = minetest |
20:34 |
UjE |
mg_name = singlenode |
20:34 |
UjE |
name = O_o |
20:34 |
UjE |
noclip = true |
20:34 |
UjE |
doubletap_jump = false |
20:34 |
UjE |
mainmenu_last_selected_world = 2 |
20:34 |
UjE |
selected_world_path = C:\Users\Edwin\Desktop\minetest\bin\..\worlds\FP |
20:34 |
UjE |
public_serverlist = false |
20:34 |
UjE |
sound_volume = 1 |
20:34 |
UjE |
fast_move = true |
20:34 |
UjE |
fixed_map_seed = |
20:34 |
UjE |
free_move = false |
20:34 |
UjE |
enable_rollback_recording = false |
20:34 |
UjE |
areas.self_protection_max_areas = 3 |
20:34 |
UjE |
areas.self_protection_max_size = 32,32,32 |
20:34 |
UjE |
areas.self_protection_privilege = protect |
20:34 |
hmmmm |
gahh.. |
20:34 |
UjE |
areas.self_protection = true |
20:34 |
UjE |
address = breballlove.no-ip.org |
20:34 |
UjE |
keymap_backward = KEY_KEY_S |
20:34 |
UjE |
keymap_chat = KEY_KEY_T |
20:34 |
UjE |
keymap_cmd = / |
20:34 |
UjE |
keymap_console = KEY_F10 |
20:34 |
UjE |
keymap_drop = KEY_KEY_G |
20:34 |
UjE |
keymap_fastmove = KEY_KEY_F |
20:35 |
UjE |
keymap_forward = KEY_KEY_W |
20:35 |
UjE |
keymap_freemove = KEY_KEY_Q |
20:35 |
UjE |
keymap_inventory = KEY_KEY_E |
20:35 |
VanessaE |
EEK! |
20:35 |
UjE |
keymap_jump = KEY_SPACE |
20:35 |
UjE |
keymap_left = KEY_KEY_A |
20:35 |
UjE |
keymap_noclip = KEY_KEY_C |
20:35 |
UjE |
keymap_print_debug_stacks = KEY_KEY_P |
20:35 |
UjE |
keymap_rangeselect = KEY_KEY_R |
20:35 |
RealBadAngel |
omfg :) |
20:35 |
UjE |
keymap_right = KEY_KEY_D |
20:35 |
UjE |
keymap_sneak = KEY_LSHIFT |
20:35 |
UjE |
keymap_special1 = KEY_LCONTROL |
20:35 |
UjE |
wieldview_update_time = 2 |
20:35 |
hmmmm |
usually we'd kick people who do this |
20:35 |
UjE |
aux1_descends = false |
20:35 |
UjE |
wieldview_node_tiles = false |
20:35 |
UjE |
gui_scaling = 1.00 |
20:35 |
UjE |
client_unload_unused_data_timeout = 600 |
20:35 |
UjE |
world_config_selected_mod = 17 |
20:35 |
UjE |
world_config_hide_gamemods = true |
20:35 |
hmmmm |
i'm sure it'll end soon though... hopefully |
20:35 |
UjE |
world_config_hide_modpackcontents = true |
20:35 |
UjE |
unlimited_player_transfer_distance = true |
20:35 |
UjE |
cinematic = false |
20:35 |
UjE |
enable_clouds = true |
20:35 |
UjE |
anisotropic_filter = false |
20:35 |
UjE |
bilinear_filter = false |
20:35 |
UjE |
connected_glass = true |
20:35 |
UjE |
enable_node_highlighting = true |
20:35 |
UjE |
generate_normalmaps = false |
20:35 |
VanessaE |
G*d damn, UjE... |
20:35 |
UjE |
mip_map = false |
20:36 |
UjE |
video_driver = opengl |
20:36 |
UjE |
enable_bumpmapping = true |
20:36 |
UjE |
enable_parallax_occlusion = true |
20:36 |
UjE |
trilinear_filter = false |
20:36 |
UjE |
ill use dropbox |
20:36 |
UjE |
? |
20:36 |
UjE |
how? |
20:36 |
UjE |
https://dl.dropboxusercontent.com/u/183644134/O_o/minetest.conf |
20:36 |
UjE |
ohh, that was not that pass |
20:36 |
UjE |
its dont using that pass somewhere |
20:36 |
VanessaE |
UjE: you pasted the entire file right into the channel |
20:36 |
UjE |
i did not really understand how that worked, so i just made one |
20:36 |
VanessaE |
RealBadAngel: well that confirms that he's not using fsaa. |
20:37 |
VanessaE |
UjE: it's okay. next time just do the dropbox thing instead :) |
20:37 |
UjE |
kk |
20:38 |
RealBadAngel |
wieldview_node_tiles, whats that? |
20:40 |
RealBadAngel |
we dont have such setting |
20:41 |
UjE |
i have no ide |
20:41 |
VanessaE |
that's probably for the 3d armor modpack |
20:41 |
RealBadAngel |
can you zip whole game folder? with mods and everythin? |
20:41 |
UjE |
cash too? |
20:42 |
UjE |
its about 170mb |
20:42 |
RealBadAngel |
without cache |
20:42 |
UjE |
k |
20:43 |
RealBadAngel |
VanessaE, what was about blurry? |
20:43 |
VanessaE |
RealBadAngel: moment. I'll make a screenshot. |
20:45 |
UjE |
the upload will take a while |
20:45 |
UjE |
40mg |
20:45 |
UjE |
mb |
20:46 |
VanessaE |
RealBadAngel: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/random/Screenshot_2015-07-13_16-45-54.png |
20:46 |
VanessaE |
I distinctly remember normalmaps looking a LOT sharper than this. |
20:46 |
RealBadAngel |
yes |
20:46 |
UjE |
the sand stonebrick looks really weird too |
20:47 |
RealBadAngel |
autogen cannot make softer normalmaps |
20:47 |
UjE |
https://dl.dropboxusercontent.com/u/183644134/O_o/screenshot_20150713_133746.png |
20:47 |
RealBadAngel |
i just made them softer |
20:47 |
VanessaE |
RealBadAngel: then the "soft" normalmaps you provided for minetest_game have got to be redone. they look absolutely horrible. |
20:47 |
RealBadAngel |
horrible? |
20:47 |
VanessaE |
I'm serious, it feels like the camera is...out of focus |
20:48 |
RealBadAngel |
when theyre softer? |
20:48 |
RealBadAngel |
folks were voting bout them |
20:48 |
VanessaE |
this is a 16px texture you're making them for. they have to be sharp to match it |
20:48 |
RealBadAngel |
there were no single voice again the style i was makin them |
20:49 |
RealBadAngel |
*against |
20:49 |
VanessaE |
I don't think anyone had time to comment on them |
20:49 |
VanessaE |
I never even saw that discussion |
20:49 |
RealBadAngel |
on the other hand, when i made them sharp, folks didnt liked them |
20:49 |
VanessaE |
wat |
20:49 |
VanessaE |
they were perfect |
20:49 |
RealBadAngel |
hey, there were no maps before :P |
20:49 |
VanessaE |
if you use soft normalmaps with a hard 16ps texture they look horrible |
20:50 |
VanessaE |
16px* |
20:50 |
RealBadAngel |
for the very first time we have some |
20:50 |
RealBadAngel |
what are you comparing then? |
20:50 |
UjE |
Done: https://dl.dropboxusercontent.com/u/183644134/O_o/MT.zip |
20:50 |
RealBadAngel |
UjE, thx, downloading it |
20:51 |
VanessaE |
RealBadAngel: I'm comparing your hand-made normals to the "sharp" effect you get with the auto-generator. The sharpness MUST match that or it looks awful. |
20:51 |
UjE |
its win8.1 64 |
20:52 |
RealBadAngel |
VanessaE, we can open a thread on it again |
20:52 |
RealBadAngel |
so folks can decide |
20:52 |
VanessaE |
what's to decide? it looks horrible |
20:52 |
RealBadAngel |
because its soft? |
20:53 |
* cheapie |
agrees that it looks horrible |
20:53 |
cheapie |
MT is supposed to be blocky. These aren't. |
20:53 |
VanessaE |
RealBadAngel: it's not "soft", it's out of focus. |
20:53 |
VanessaE |
like you applied a blur filter or something |
20:53 |
RealBadAngel |
damn it. when there was a pr with everybody liked them :P |
20:54 |
RealBadAngel |
now you say "its horrible" |
20:54 |
RealBadAngel |
you have saw the screenshots before, didnt you? |
20:54 |
VanessaE |
hell, look at your iron normal and compare it to say, the diamond one |
20:54 |
VanessaE |
https://raw.githubusercontent.com/minetest/minetest_game/166b1c623add33a0ad4ba469da30035df5293bca/mods/default/textures/default_mineral_iron_normal.png |
20:54 |
RealBadAngel |
so? |
20:54 |
VanessaE |
https://raw.githubusercontent.com/minetest/minetest_game/166b1c623add33a0ad4ba469da30035df5293bca/mods/default/textures/default_mineral_diamond_normal.png |
20:54 |
cheapie |
The stone, especially, looks like somebody made the map in MS Paint. |
20:55 |
VanessaE |
you can see the difference in sharpness between these two alone |
20:56 |
RealBadAngel |
i made a diamond a bit sharper just |
20:56 |
VanessaE |
and then compare it to the normal for stone: |
20:56 |
VanessaE |
https://raw.githubusercontent.com/minetest/minetest_game/166b1c623add33a0ad4ba469da30035df5293bca/mods/default/textures/default_stone_normal.png |
20:56 |
crecca |
oh god, now I'm affraid to look at minetest code knowing RealBadAngel opinions :) |
20:56 |
VanessaE |
it looks like you actually baked the lighting into the texture here |
20:56 |
RealBadAngel |
for them not to be lookin exactly the same |
20:57 |
RealBadAngel |
ok, i will make sharper ones and will upload them to review |
20:57 |
VanessaE |
I'm sorry RBA but if I had the authority, I'd have blocked your PR here :( |
20:57 |
RealBadAngel |
but honestly, there was PR with lotsa screenshots hanging there |
20:57 |
cheapie |
RealBadAngel: OK. I'm looking forward to testing that. |
20:57 |
RealBadAngel |
why didnt you said anything before? |
20:57 |
RealBadAngel |
both of you :P |
20:57 |
VanessaE |
RealBadAngel: because you weren't showing stone. |
20:58 |
VanessaE |
you were focusing on grass and stuff |
20:58 |
VanessaE |
at least in the screenshots I DID see. |
20:59 |
RealBadAngel |
https://github.com/minetest/minetest_game/pull/559 |
20:59 |
RealBadAngel |
"Looks good, although the brick could be a bit more smooth IMO" |
20:59 |
VanessaE |
these need to be remade to be at least as sharp as what the auto-gen-normals code would have produced given the same amount of info about the image |
20:59 |
RealBadAngel |
folks even asked to make some more smooth :) |
20:59 |
VanessaE |
I think by "smooth" he meant the surface of the brick faces. |
20:59 |
VanessaE |
not the edges |
21:00 |
VanessaE |
i.e. less displacement among neighboring pixels |
21:00 |
RealBadAngel |
https://cloud.githubusercontent.com/assets/2177790/8579768/c9150a68-25b6-11e5-8f75-7cd85cc81bdf.png |
21:00 |
RealBadAngel |
anyway, can we see stone here? |
21:00 |
cheapie |
The mese looks horrible in that picture... |
21:00 |
VanessaE |
yeah, that's the same effect I get. the stone is terrible. |
21:00 |
VanessaE |
the mese is okay-ish |
21:00 |
RealBadAngel |
rotfl |
21:01 |
VanessaE |
but that sand. G*D no. |
21:01 |
RealBadAngel |
mese ok, mese bad, decide you two ;) |
21:02 |
VanessaE |
I said "okay-ish" :) |
21:02 |
RealBadAngel |
sand came out to be as you see after several different versions |
21:02 |
cheapie |
Well, I'm still of the opinion that mese should be a yellow block with "ME SE" hastily scribbled on it... |
21:03 |
RealBadAngel |
what the mese block has in common with mineral mese texture? |
21:03 |
VanessaE |
cheapie: well there IS still a mese block and it does generate underground, it just doesn't look hastily drawn anymore; pictured here is mese crystals |
21:03 |
cheapie |
VanessaE: I know... I've been grumbling about the whole mese crystal thing more or less ever since it got put in. |
21:04 |
RealBadAngel |
and Vanessa, autogen produces such sharp images because i couldnt apply there blur |
21:04 |
RealBadAngel |
i made such code but it was damn to slow |
21:04 |
VanessaE |
RealBadAngel: and thank G*d it can't! |
21:04 |
VanessaE |
in any case, RealBadAngel you have GOT to revert this commit. |
21:04 |
cheapie |
RealBadAngel: The sharp images look nice. That's the whole point of this discussion. |
21:04 |
VanessaE |
"Sharp is safe, dull is dangerous.: |
21:04 |
RealBadAngel |
what about folks that think softer are nice? |
21:05 |
VanessaE |
let them make their own normalmaps. |
21:05 |
VanessaE |
it takes all of 1 minute to apply a guassian filter over an image. |
21:05 |
VanessaE |
but you can't UN blur the image if it's already done that. |
21:05 |
VanessaE |
that way* |
21:05 |
RealBadAngel |
theyre not made with simple gausian filter |
21:05 |
VanessaE |
you get my point |
21:05 |
sofar |
bit of a personal opinion, but I like how the sand looks :^( |
21:05 |
VanessaE |
don't split hairs |
21:06 |
RealBadAngel |
that is what autogen is doing |
21:06 |
VanessaE |
well it looks like you did varying amounts of Gaussian blur over an otherwise sharp image |
21:06 |
UjE |
i like that sand too |
21:07 |
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21:07 |
VanessaE |
but my point is you can blur the texture if it's too sharp, but you can't UN-blur a fuzzy one to any reasonably good result. |
21:07 |
VanessaE |
so err on the side of caution and supply sharp textures. |
21:13 |
RealBadAngel |
UjE, do you have a link for the build youre using? |
21:13 |
UjE |
this? https://github.com/minetest/minetest/releases/download/0.4.12/minetest-0.4.12-win64-msvc.zip |
21:13 |
RealBadAngel |
ah i see |
21:14 |
UjE |
i using win0.1 64 |
21:14 |
UjE |
win8.1 |
21:14 |
RealBadAngel |
for the heightmaps and relief mapping you should use more up to date client |
21:14 |
RealBadAngel |
youre build is too old |
21:14 |
UjE |
i have no ide |
21:15 |
RealBadAngel |
lemme find another build for you |
21:15 |
UjE |
i looking for new buildes next to everyday, but no newer realesed |
21:15 |
UjE |
NO, im dump |
21:15 |
UjE |
here is it |
21:15 |
UjE |
https://forum.minetest.net/viewtopic.php?f=42&t=6745&sid=218dc6eb53e1537791d982de4926ac36 |
21:16 |
UjE |
i using dev version |
21:16 |
UjE |
i for got that |
21:17 |
RealBadAngel |
i can see your version of shaders |
21:17 |
RealBadAngel |
theyre totally outdated |
21:17 |
UjE |
Latest dev build, 0.4.12 version with leveldb support, commit f16ebbfecf, from 26.05.2015. |
21:17 |
RealBadAngel |
you dont have minimap even |
21:17 |
hmmmm |
hey when are you going to finish minimap btw |
21:18 |
RealBadAngel |
https://github.com/minetest/minetest/commit/8a85e5e58decf77df27d114574026ff8032b8a45 |
21:18 |
RealBadAngel |
you need a build that with this commit at least |
21:18 |
RealBadAngel |
hmmmm, whats there to finish? |
21:19 |
RealBadAngel |
you mean api for it? |
21:19 |
hmmmm |
no |
21:19 |
UjE |
should u not make a mpa for a full texture, not only parts? |
21:19 |
hmmmm |
there's a github issue full of things todo for the minimap |
21:19 |
RealBadAngel |
UjE, point is that your build doesnt have new relief mapping code |
21:20 |
UjE |
ohh |
21:20 |
VanessaE |
RealBadAngel: meanwhile, please revert your normalmaps commit until you can make up better images |
21:21 |
UjE |
yeah its from 26.05.2015 |
21:21 |
RealBadAngel |
hmmmm, A better scanning strategy would be more performant. Do you have any better idea? i dont have |
21:21 |
UjE |
make full pics instand of parts |
21:21 |
RealBadAngel |
Surface scanning should be done in the minimap thread, not the mesh update thread - completely false |
21:21 |
hmmmm |
then explain why, in the issue |
21:21 |
RealBadAngel |
Only the left shift key can be used to change the - whats wrong with left shift? |
21:22 |
UjE |
i made many nurmal maps for mod to UT3, taht they using nurmalmaps for everything |
21:22 |
RealBadAngel |
There is an older bug in minetest @VanessaE calls main mesh thread lag, which greatly affects the responsiveness of the minimap. Perhaps it should be fixed. - not belonging here |
21:22 |
VanessaE |
UjE: that doesn't matter, the maps can combine just fine. it's the fact that the individual maps are fuzzy is what's so ugly. |
21:22 |
RealBadAngel |
The buffers have constant size - thats only reasonable |
21:22 |
UjE |
k |
21:23 |
hmmmm |
so basically you're saying that you're not going to finish what you started |
21:23 |
hmmmm |
this is the RealBadAngel way |
21:23 |
hmmmm |
add a feature |
21:23 |
RealBadAngel |
i just said im not agreeing with all |
21:23 |
hmmmm |
make sure it's full of edge-case bugs, overly verbose code, memory leaks, etc. |
21:23 |
hmmmm |
never finish it |
21:24 |
hmmmm |
leave that part for other people to worry about |
21:24 |
hmmmm |
let's just worry about new features |
21:24 |
RealBadAngel |
in case you havent noticed im hardly trying to fix parallax mapping issue |
21:24 |
hmmmm |
the thing that you call "not a bug" |
21:24 |
RealBadAngel |
yet i have to fight with you is using a string "0" and "1" nice or not |
21:25 |
RealBadAngel |
ofc its not a bug. it just looks bad |
21:25 |
hmmmm |
the enitre point of your graphical effects is to look nice |
21:25 |
RealBadAngel |
if it was a bug i could propably fix that in no time |
21:26 |
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21:26 |
hmmmm |
so |
21:26 |
hmmmm |
i didn't see a reply to #2844 |
21:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/2844 -- Minimap code and behaviour problems |
21:26 |
hmmmm |
were you planning on replying to it at all |
21:26 |
RealBadAngel |
please let me finish what i do have open, ok? |
21:27 |
RealBadAngel |
i cant work on a few issues at one time |
21:27 |
hmmmm |
k i just wanted to know if you had ever planned to fix it in the first place |
21:27 |
RealBadAngel |
last time i was checking that minimap thread there were just 6 "issues" |
21:28 |
RealBadAngel |
btw, A better scanning strategy would be more performant - please do compare what we have to what was done in gsmapper |
21:29 |
RealBadAngel |
it took me a few weeks to make it being so fast as it is now |
21:29 |
RealBadAngel |
yet you have to make an issue on it :P |
21:29 |
RealBadAngel |
dont you feel thats just not right? |
21:30 |
hmmmm |
i'm trying hard to direct minetest development to have a higher level of quality |
21:30 |
hmmmm |
maybe this new direction isn't what some old devs want |
21:31 |
hmmmm |
maybe they want to continue shitting out half-assed code that handles no error cases and uses the most naive algorithm possible |
21:31 |
hmmmm |
with duplicated work |
21:31 |
hmmmm |
i think the userbase is fed up enough with all this though |
21:31 |
RealBadAngel |
IF you will have better algorithm for scanning, just let me know |
21:31 |
hmmmm |
yes |
21:32 |
RealBadAngel |
atm i managed it to work almost real time |
21:32 |
hmmmm |
don't scan downward, store the result in a map, and then scan downward a second time |
21:32 |
hmmmm |
it shouldn't be struggling to do real time |
21:33 |
hmmmm |
and btw the minimap cache is never evicted, so over time it'll get really large and bogged down |
21:33 |
hmmmm |
dude let's just put it this way |
21:33 |
RealBadAngel |
cache is dynamic... |
21:33 |
hmmmm |
the bar has been raised |
21:33 |
hmmmm |
will you rise to meet the challenge? |
21:34 |
RealBadAngel |
you again showed that you dont know the code youre commenting |
21:34 |
RealBadAngel |
unloading the block is freeing the cache |
21:34 |
hmmmm |
and how does that work |
21:35 |
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21:36 |
RealBadAngel |
sending pos with empty data deletes block from cache |
21:36 |
RealBadAngel |
ofc if you didnt changed that |
21:36 |
celeron55 |
i wish RBA would just make code of reasonably quality in the first place... |
21:37 |
celeron55 |
this is painful to watch |
21:37 |
celeron55 |
and a waste of everyone's time |
21:38 |
hmmmm |
RealBadAngel: so maybe you should have added a note about that instead of mislead people |
21:38 |
hmmmm |
are you absolutely sure that unloading a block produces an mesh update? |
21:38 |
RealBadAngel |
hmmmm, actually i was explaining this piece of code to you before |
21:38 |
hmmmm |
or are you going to say, "I don't need to know how all the rest of the code works" |
21:39 |
hmmmm |
and then berate me for commenting on code where I might be wrong on some particular detail about it |
21:39 |
hmmmm |
if I am wrong on some detail about your code that I'm commenting on, there's an opportunity for me to learn more about the code, which is a good thing. everybody's knowledge increases |
21:40 |
hmmmm |
scrutinizing code helps a lot. who cares if we're stuck on some mundane detail about reference dropping for 20 minutes, we all come out more knowledgable after that |
21:40 |
hmmmm |
and it's not personal |
21:43 |
RealBadAngel |
im ok with discussing actual improvements. but things like with those strings are just a matter of taste, not even a style |
21:43 |
hmmmm |
you dismissed every improvement suggested so far |
21:43 |
RealBadAngel |
and are completely meaningless. yet you flood me with similar things |
21:43 |
RealBadAngel |
no |
21:44 |
RealBadAngel |
i am investigating texturesource thing atm |
21:44 |
hmmmm |
if you really want to define a variable for a constant you should at least define it with the const-qualifier to show your intentions |
21:44 |
hmmmm |
in regard to the string thing |
21:44 |
hmmmm |
you really seem hung up on that suggestion |
21:44 |
RealBadAngel |
it was an example. already changed that |
21:44 |
hmmmm |
lol you'd never last at my job |
21:45 |
RealBadAngel |
tname += normalmap_present ? "1" : "0"; |
21:45 |
RealBadAngel |
tname += tiledef->tileable_horizontal ? "1" : "0"; |
21:45 |
RealBadAngel |
tname += tiledef->tileable_vertical ? "1" : "0"; |
21:45 |
hmmmm |
before I started my current job and worked on a real software development team with real development methodologies, I thought that having a backlog of bugs and memory leaks and all this was common for large projects and par for the course |
21:45 |
hmmmm |
but it's not |
21:45 |
hmmmm |
this is not normal at all |
21:45 |
hmmmm |
minetest really sucks |
21:46 |
sloantothebone |
https://www.bountysource.com/teams/minetest |
21:48 |
sloantothebone |
I've been banned from #minetest for bad connection again :( |
21:48 |
sloantothebone |
Anybody want to earn some money by contributing to minetest? |
21:49 |
sloantothebone |
https://www.bountysource.com/teams/minetest |
21:52 |
hmmmm |
I suppose I can do the text-on-signs one, but any bounties must be donated to the website hosting |
21:56 |
RealBadAngel |
hmmmm, what makes you think that i do have two copies of generated images? |
21:58 |
hmmmm |
because I read the code |
21:58 |
hmmmm |
that code that was too unimportant for you to read |
21:59 |
RealBadAngel |
instead playing the smartest person in the world, you could just answer |
22:00 |
hmmmm |
.. I already answered this before |
22:01 |
hmmmm |
so getShaderFlagsTexture() |
22:01 |
hmmmm |
on first for that flags texture, you create the image |
22:01 |
RealBadAngel |
no you havent answered it |
22:01 |
hmmmm |
write the image |
22:01 |
hmmmm |
insert the source image into the IMAGE cache |
22:01 |
RealBadAngel |
yes |
22:01 |
hmmmm |
then create the texture directly from irrlicht |
22:01 |
hmmmm |
this is texture instance #1 |
22:02 |
hmmmm |
next time that function gets called, isKnownSourceImage() returns true |
22:02 |
hmmmm |
so you execute getTexture() |
22:02 |
hmmmm |
getTexture calls getTextureId() |
22:02 |
hmmmm |
if the texture ID is not known but the image is, it'll call generateTexture() and then call driver->addTexture |
22:02 |
hmmmm |
that's copy #2 |
22:03 |
hmmmm |
the difference between these copies are... the one generated in getTexture() is tracked by the TextureSource, and gets deleted on TextureSource destruction |
22:03 |
hmmmm |
TextureSource has a lifespan of a Game |
22:03 |
hmmmm |
you can have multiple Games per instance |
22:03 |
RealBadAngel |
ok, fixed that |
22:04 |
hmmmm |
so in theory, if you were to keep entering and exiting games, you'll have lots of leaked textures |
22:04 |
hmmmm |
before you said, "what, it's only 12 bytes!" |
22:04 |
hmmmm |
oh it's okay guys, I'm only leaking 12 bytes |
22:04 |
hmmmm |
don't worry |
22:04 |
crazyR |
would someone be able to add a "warning" log level if they have the time. my C++ skills are virtually non existant or i would add and merge request it myself |
22:04 |
hmmmm |
crazyR: that exists in ShadowNinja's log refactoring |
22:05 |
RealBadAngel |
hmmmm, sorry, you were right. already fixed it |
22:05 |
hmmmm |
i.e. coming soon |
22:05 |
hmmmm |
RealBadAngel: it's okay, I'm only leaking out 4 cc of piss per hour, it's okay |
22:05 |
hmmmm |
my pants are totally not looking wet |
22:06 |
crazyR |
hmmmm thanks didnt see that before :D |
22:08 |
Calinou |
heh http://paulmillr.com/posts/github-pull-request-stats/ |
22:08 |
Calinou |
C++ projects are untolerating of pull requests |
22:31 |
celeron55 |
that's not very surprising considering how much easier it is to shoot oneself in the foot with C++ |
22:40 |
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22:50 |
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22:53 |
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23:00 |
crecca |
hmmmm: are you kwolekr on github? |
23:05 |
RealBadAngel |
hmmmm, updated my pr |
23:33 |
VanessaE |
est31: you remember that in-engine database thing for region storage i.e. Areas mod? um... we need it worse thant we thought. my server peaked at 47 users today so far, and that Areas HUD is getting very laggy at that count. |
23:38 |
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23:42 |
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23:43 |
est31 |
hmmmm, http://irc.minetest.ru/minetest-dev/2015-07-13#i_4321308 |
23:43 |
est31 |
whats the problem here? |
23:43 |
VanessaE |
ah, he DOES read the logs :) |
23:49 |
luizrpgluiz |
it is possible to access the server remotely minetest? |
23:49 |
est31 |
luizrpgluiz, how do you mean that |
23:50 |
est31 |
you can start the client, and then you "access the server" :) |
23:51 |
VanessaE |
I think he means via a remote terminal, ssh or something |
23:51 |
luizrpgluiz |
yes |
23:52 |
luizrpgluiz |
because it has a line in minetest.conf called remote_acess |
23:54 |
luizrpgluiz |
because I was curious if it is possible to access the remote server without being graphically the game |
23:54 |
est31 |
does it? I can't find it in code |
23:54 |
est31 |
not yet |
23:54 |
est31 |
i think hunterz is writing a console, I'm not sure |
23:55 |
est31 |
it is possible to some extent already, with the irc mod, and the irc_commands |
23:56 |
luizrpgluiz |
:) |