Time |
Nick |
Message |
00:11 |
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00:24 |
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00:26 |
paramat |
O/ hmmmm this is ready if you want to review https://github.com/minetest/minetest/pull/3456 'Mgfractal: Add 3D and 4D fractals' |
01:03 |
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01:16 |
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04:31 |
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04:37 |
paramat |
hmmmm something to consider for the biome API: vertical limits of biomes and decorations should perhaps be relative to 'water level', currently changing sea level makes a mess. some values will need to be s32 to cope. i might start a branch to test this |
05:05 |
sofar |
[878591.531814] Server[516]: segfault at 7f850000001f ip 00000000006cf47c sp 00007f84910c09c0 error 4 in minetest[400000+642000] |
05:05 |
sofar |
took down my whole desktop session :( |
05:26 |
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05:59 |
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06:11 |
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06:49 |
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06:49 |
est31 |
hah loving these http://issuestats.com/github/minetest/minetest |
06:49 |
est31 |
especially if you compare mt to other projects |
06:50 |
est31 |
sofar, your whole desktop session? |
07:10 |
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07:36 |
sofar |
est31: yup, took down me whole X server (nvidia, so, that probably contributed to that) |
07:38 |
hmmmm |
that happens with wine a lot |
07:38 |
hmmmm |
paramat, I really don't want that to be the default |
07:39 |
hmmmm |
the whole point of water level is to be disjoint. I remember that sometime after I first implemented the water level parameter, you broke it by making the land generation relative to water level and effectively destroying the intended effect |
07:40 |
hmmmm |
although I appreciate the difference between land generation and biomes/decorations/etc. I feel that this needs to be an optional boolean parameter (flag) for each of the associated definitions |
07:41 |
hmmmm |
especially biomes |
07:41 |
hmmmm |
*especially* |
07:47 |
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07:48 |
paramat |
ha i looked at logs at just the right time |
07:48 |
paramat |
that's fine by me, keeps things simpler |
07:49 |
paramat |
i won't bother making it optional |
07:50 |
paramat |
i mean i won't work on it at all (as an option) :) |
08:09 |
paramat |
when i added mgv5 the terrain was linked to water level because c55's mgv5 branch did that, later i de-linked it on your request |
08:15 |
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09:50 |
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15:18 |
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16:00 |
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16:18 |
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17:03 |
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17:05 |
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17:47 |
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17:53 |
dfelinto |
howdy, any dev around willing to share some light on the code? more specifically on where should I look at if I want to implement custom matrices for drawing |
17:54 |
dfelinto |
I’m not sure if this is possible via the minetest code, or if I have to look at the irrlicht code |
17:54 |
dfelinto |
(use case: to port minetest for this device: www.visgraf.impa.br/mesa3d/ ) |
18:01 |
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18:44 |
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18:55 |
sofar |
dfelinto: minetest code already supports anaglyph, so follow the code from there |
18:55 |
dfelinto |
sofar: thanks, I will look at it |
18:57 |
sofar |
https://github.com/minetest/minetest/blob/master/src/drawscene.cpp#L52 perhaps... I'm just nosing around here myself |
18:58 |
sofar |
there's also interlaced support, but if you're doing VR glasses you'll want side-by-side I think |
18:59 |
sofar |
void draw_sidebyside_3d_mode? |
18:59 |
sofar |
looks like it's already there |
19:00 |
sofar |
dfelinto: try digging into the advanced gfx options menu first, before you code up something that isn't needed :^) |
19:00 |
dfelinto |
drawscene.cpp seems to have much of what I need |
19:00 |
dfelinto |
right, that one |
19:00 |
dfelinto |
not side by side |
19:00 |
dfelinto |
but quadbuffer |
19:00 |
dfelinto |
(aka, frame sequential) |
19:00 |
dfelinto |
maybe I will try to add new stereo modes first, because trying to tackle the Mesa3D |
19:01 |
sofar |
is that the name of the device itself? |
19:05 |
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19:06 |
dfelinto |
sofar: it’s what we call the device (Mesa3D) |
19:06 |
dfelinto |
sofar: that site has some more info |
19:06 |
sofar |
that's just a terrible name choice |
19:07 |
sofar |
I mean, come on, google "mesa 3d" |
19:07 |
dfelinto |
so far (not sofar ;) ) we are using the BGE - Blender Game Engine for the demo files . But we are considering putting together a Minetest demo too |
19:07 |
dfelinto |
haha I guess what comes up |
19:07 |
dfelinto |
mesa == table in Portugueses |
19:07 |
dfelinto |
Portuguese* |
19:07 |
sofar |
google it on google.com, not google.br |
19:07 |
dfelinto |
let me see |
19:08 |
sofar |
https://www.google.com.br/#q=mesa+3d |
19:09 |
sofar |
still don't see your 3d table... |
19:09 |
dfelinto |
sofar: visgraf.impa.br/mesa3d/ |
19:09 |
dfelinto |
sure it’s not the greatest name, but that’s beyond the point here ;) |
19:09 |
sofar |
you already posted that link |
19:10 |
sofar |
anyway, bad name, cool table. hope you get it to work with minetest |
19:10 |
dfelinto |
so do I |
19:10 |
dfelinto |
thanks for the help. my first time diving on its code |
19:10 |
dfelinto |
I wasn’t sure of how much of minetest relied on irrlicht, but apparently I shuold be able to hack my way through it |
19:15 |
sofar |
I doubt you need to do anything in irrlicht itself |
19:15 |
sofar |
other than using irrlicht methods |
19:16 |
dfelinto |
and if everything goes well I will take a look at minetest + dk2 too |
19:16 |
dfelinto |
that is not the priority though |
19:22 |
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19:41 |
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19:41 |
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19:51 |
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19:53 |
Calinou |
this is Mesa for me: http://mesamatrix.net/ |
19:54 |
Calinou |
for Minecraft players, it's just a biome |
19:54 |
sapier |
seems there's a new guy doing 3d except of me here :-) |
19:54 |
sapier |
I'm still missing a "laserpointer" device which is quite necessary in 3d mode maybe that should be done first ;-) |
20:02 |
sapier |
https://github.com/minetest/minetest/pull/2132 comments? |
20:08 |
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20:14 |
paramat |
i'd like to merge this later https://github.com/minetest/minetest/pull/3456 'Mgfractal: Add 3D and 4D fractals' if anyone wants to review and/or approve that's appreciated, although, it's straightforward adding of formulas so doesn't particularly need reviewing. bbl |
20:14 |
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20:32 |
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20:43 |
sofar |
if only paramat would help out valleys_mapgen get merged ;^) |
20:43 |
sofar |
that thing has potential |
21:07 |
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21:20 |
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21:24 |
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21:25 |
luizrpgluiz |
will be new in the next version of minetest? |
21:33 |
rubenwardy |
luizrpgluiz, -> #minetest |
21:53 |
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22:07 |
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23:45 |
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