Time |
Nick |
Message |
00:05 |
|
kaeza joined #minetest-dev |
00:19 |
Fixer_ |
RealBadAngel, are you planning adaptive HDR thing? |
00:19 |
RealBadAngel |
not atm |
00:19 |
RealBadAngel |
maybe later on |
00:20 |
RealBadAngel |
ofc if it wont be absurdly costly |
00:32 |
paramat |
hmmmm proposed work on decoschematic #3640 |
00:32 |
ShadowBot |
https://github.com/minetest/minetest/issues/3640 -- Deco schematic doesn't check for non-walkable node above placement pos |
00:35 |
Fixer |
\o/ |
00:35 |
Fixer |
my screenshot |
00:37 |
Fixer |
wonder will anyone merge that poor PR #602 that admins will like? %) |
00:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/602 -- map_meta.txt Overwritten |
00:37 |
Fixer |
MTG one |
00:37 |
Fixer |
Add access privilege that allows players to bypass protection |
00:46 |
|
proller joined #minetest-dev |
00:48 |
paramat |
i'm neutral about that and am leaving that up to other devs |
01:01 |
|
ssieb joined #minetest-dev |
01:02 |
RealBadAngel |
awww LoL |
01:02 |
RealBadAngel |
what a nice bug :) |
01:02 |
|
kaeza joined #minetest-dev |
01:03 |
RealBadAngel |
http://i.imgur.com/uBR8lTX.png |
01:04 |
RealBadAngel |
ive never saw such nice bug :) |
01:36 |
|
proller joined #minetest-dev |
01:39 |
|
H-H-H joined #minetest-dev |
01:39 |
|
kaeza joined #minetest-dev |
01:47 |
Taoki |
[01:20:11] <+RealBadAngel> and the one im using right now: http://i.imgur.com/wqWkOZq.png |
01:47 |
Taoki |
Oh my gosh :O |
01:47 |
Taoki |
Looking much more awesome already than I imagined it would look in the distant future :D |
01:50 |
kaadmy |
^ |
01:50 |
RealBadAngel |
thx :) |
01:50 |
kaadmy |
so true |
01:50 |
Taoki |
NP |
01:51 |
RealBadAngel |
damn, i really would love to have that better DoF, but its damn too slow :( |
01:51 |
Taoki |
RealBadAngel: I've kept having this idea though: Couldn't LUA itself define shaders, so that mods can include their own GLSL files if they wish? Though of course those would depend on what variables the code exposes, so it would be rather limited. |
01:52 |
RealBadAngel |
doable easily, but there were strong opposition on clients executing untrusted code |
01:52 |
RealBadAngel |
so rather wont happen |
01:52 |
Taoki |
Ah... that. Yeah |
01:53 |
RealBadAngel |
but you can have shaders packs ofc, there will be option to define which shader to use |
01:54 |
RealBadAngel |
or make a game that will require to install shaders pack for clients |
01:54 |
RealBadAngel |
this way client will have agree to download and install the shaders |
01:54 |
RealBadAngel |
*to |
01:54 |
Taoki |
As for DoF, I was wondering if the final version will use crosshair distance to the nearest surface to determine focal point. This is what Second Life does... it looks pretty good overall: Focus transitions to the area where the crosshair is pointing. |
01:55 |
Taoki |
If not, just having it constant and bluring in the distance works too. |
01:55 |
RealBadAngel |
i think croshair is the most easy and fine solution |
01:55 |
Taoki |
Yep |
01:55 |
RealBadAngel |
but theres a trick needed |
01:55 |
|
proller joined #minetest-dev |
01:55 |
RealBadAngel |
damn leaves as usual lol |
01:56 |
RealBadAngel |
guess why ;) |
01:56 |
Taoki |
I can imagine what that means :) |
01:56 |
Taoki |
Yeah, transparent objects will probably have to be ignored. |
01:56 |
kaadmy |
or checked as the depth were it solid? |
01:56 |
RealBadAngel |
you can easily 'see" through leaves so you constantly loose focus when they wave |
01:57 |
RealBadAngel |
i need to blur small area around croshair and get kinda average propably to set focal point |
01:59 |
Taoki |
That normally sounds overkill... using ranges from the depth buffer as the blur intensity mask is ideally all that's needed. |
02:01 |
RealBadAngel |
i mean extra blur for like 3x3 croshair window |
02:02 |
RealBadAngel |
nothing special |
02:02 |
RealBadAngel |
to get rid of those damn holes in leaves |
02:02 |
Taoki |
Ah |
02:03 |
Taoki |
What if the leaves aren't in front of the crosshair? That can happen even if they're in a corner of the screen, so this probably wouldn't work out as well. |
02:09 |
|
H-H-H joined #minetest-dev |
02:09 |
RealBadAngel |
idc care about corners |
02:09 |
RealBadAngel |
they do mess with the croshair if in the middle |
02:14 |
Hijiri |
there's no way to like stretch an entity's mesh between two points, right? |
02:15 |
Hijiri |
other than calculate the size and orientation myself |
02:16 |
RealBadAngel |
visually? |
02:16 |
Hijiri |
yes |
02:16 |
paramat |
with glass, what does DOF focus on? glass or view beyond? |
02:16 |
Hijiri |
or actually, like, to do it between two entities |
02:17 |
Hijiri |
the case where it's between two points I wouldn't gain anything other than not having to calculate the stuff |
02:17 |
RealBadAngel |
Hijiri, http://i.imgur.com/eKgfuns.png |
02:17 |
kaadmy |
RealBadAngel: wut |
02:17 |
RealBadAngel |
use visual_scale |
02:18 |
Hijiri |
ok, that's fair, for static points |
02:18 |
Hijiri |
What if I wanted to draw something between two entities though then, instead? |
02:18 |
Hijiri |
and have it follow the entities as they moved |
02:18 |
RealBadAngel |
paramat, good question, lemme try |
02:19 |
paramat |
i guess same problem as leaves |
02:19 |
Hijiri |
(also I did qualify my question earlier with "other than calculate the size and orientaiton myself") |
02:20 |
RealBadAngel |
paramat, yeah, but thats ok imho: http://i.imgur.com/GibcMdp.png |
02:20 |
RealBadAngel |
Hijiri, you have to attach one to another |
02:20 |
RealBadAngel |
combine them |
02:21 |
RealBadAngel |
theres a mod for example that "copies" an area and makes an entity out of it |
02:21 |
Hijiri |
Is it possible to attach an entity between both entities so that there's no visual lag if the connected entities move? |
02:22 |
RealBadAngel |
Hijiri, lemme find the mod for you |
02:24 |
Hijiri |
Is it the ship one? |
02:24 |
RealBadAngel |
https://forum.minetest.net/viewtopic.php?f=11&t=8059 |
02:25 |
RealBadAngel |
here you should find answers on how to combine entities |
02:25 |
Hijiri |
What I want is for example if I have two balls, I could draw a cylinder between the two balls |
02:25 |
Hijiri |
And the balls can move independently |
02:25 |
Hijiri |
But there is no lag for the cylinder's orientation being updated |
02:26 |
RealBadAngel |
make one entity instead of 3 |
02:26 |
Hijiri |
What if one entity is a player |
02:26 |
Hijiri |
brb |
02:26 |
Hijiri |
ok, I guess a player is not really an entity |
02:26 |
Hijiri |
brb though |
02:27 |
RealBadAngel |
it is, a special one, but an entity |
02:27 |
RealBadAngel |
and you can attach player to a cart for example |
02:27 |
|
H-H-H joined #minetest-dev |
02:28 |
Hijiri |
well the lua api doc doesn't refer to players as entities at least |
02:30 |
Hijiri |
Also it seems as though if I made the thing one entity, the balls wouldn't be able to move independently while still retaining the movement prediction |
02:30 |
RealBadAngel |
https://github.com/PilzAdam/item_drop/blob/master/init.lua#L8 |
02:30 |
RealBadAngel |
look at this code |
02:31 |
RealBadAngel |
it gets all the objects inside a radius |
02:31 |
RealBadAngel |
and have to exclude objects that are players... |
02:32 |
Hijiri |
because both entities and players are represented by ObjectRef |
02:32 |
RealBadAngel |
as i said, players are special kind of entities |
02:32 |
Hijiri |
well this code doesn't demonstrate that, if that's what you meant |
02:33 |
RealBadAngel |
any method that could be applied to regular entity will work with player one |
02:33 |
Hijiri |
just that both players and luaentities are objects |
02:33 |
RealBadAngel |
but not the other way around |
02:33 |
Hijiri |
setvelocity doesn't work with players |
02:34 |
RealBadAngel |
maybe there are some that wont work :) |
02:34 |
Hijiri |
the lua doc lists them |
02:34 |
RealBadAngel |
but when you will attach player to another object you will be able to set it for both effectively |
02:34 |
Hijiri |
uh, not lua doc, the lua api txt |
02:35 |
Hijiri |
because attach works on all ObjectRef |
02:35 |
Hijiri |
I think this is derailed now though |
02:35 |
RealBadAngel |
so, back to your question |
02:36 |
RealBadAngel |
balls and something in between |
02:36 |
Hijiri |
I didn't specify my question very well |
02:36 |
RealBadAngel |
attach your balls to the middle object, move it |
02:36 |
RealBadAngel |
and refer to balls directly to change their position or rotation |
02:37 |
Hijiri |
Will their velocity and acceleration work? |
02:37 |
RealBadAngel |
im not sure, you will have to test |
02:37 |
Hijiri |
The original reason I wanted a connection between entities was so that it could predict the connector's orientation/position. If I do it this way, then now the connector is predicted, but then the position of the balls will lag |
02:38 |
RealBadAngel |
but player attached to cart can still have own animations (move arms for example) |
02:38 |
Hijiri |
isn't that part of the mesh though? |
02:38 |
Hijiri |
rather than the player object actually moving relative to the cart |
02:39 |
RealBadAngel |
lemme check something |
02:39 |
Hijiri |
maybe I should just ask about my particular use-case to avoid X-Y problem |
02:40 |
Hijiri |
What I want to do eventually is allow a player to shoot a continuous beam from a tool or whatever, and if they're aiming at an entity I'd want that to connect the player and entity visually |
02:40 |
Hijiri |
but the player and entity should be able to move normally |
02:42 |
paramat |
your DOF neds to be much more subtle, and it should become much deeper/infinite at larger distances, it's not a fixed +-10 nodes thing |
02:51 |
RealBadAngel |
Hijiri, i tried to change attach pos on already attached object, it doesnt work |
02:53 |
RealBadAngel |
paramat, subtle how? |
02:53 |
RealBadAngel |
less blurry? |
02:54 |
paramat |
deeper DOF generally, and increasingly deep with distance |
02:54 |
paramat |
which results in less blur yes |
02:55 |
RealBadAngel |
i can propably increase focused range with the distance |
02:55 |
paramat |
anyway i'm sure there's an algorithm for it somewhere |
02:55 |
RealBadAngel |
atm its fixed |
02:56 |
paramat |
.. based on human eye |
02:56 |
RealBadAngel |
propably can be done, but remember what happend to ultra realistic DoF shader |
02:56 |
RealBadAngel |
it got trashed because was damn slow ;) |
02:57 |
paramat |
ok it being fixed obviously it won't look right |
02:57 |
paramat |
sure but it doesn't have to be a complex algorithm |
02:57 |
RealBadAngel |
hmm, shader work on linear depth and fixed range then |
02:57 |
RealBadAngel |
but i can apply fixed range on non linear depth |
02:58 |
RealBadAngel |
and recalculate it |
02:58 |
RealBadAngel |
propably that will do the trick |
02:59 |
RealBadAngel |
i believe that effective range will be bigger closer to far plane |
02:59 |
Hijiri |
I guess I could approximate a beam with particles |
02:59 |
Hijiri |
or I could have laggy beams |
03:00 |
RealBadAngel |
paramat, i will have to pass non linear depth and process it in dof shader then, lemme try that |
03:04 |
paramat |
yeah an exponential distance |
03:05 |
paramat |
within a few metres DOF is quite narrow, lots of blur, at large distance DOF is near-infinite (i think) |
03:05 |
paramat |
which is why string blur makes stuff look miniature |
03:06 |
paramat |
(strong) |
03:09 |
paramat |
then hopefully just tuning the exponent of distance will be a simple way to improve it |
03:17 |
RealBadAngel |
but keep in mind that is not the factor on which we do blur the image |
03:17 |
RealBadAngel |
we do have only one level of blur. what we can do is to change a factor on which focused and blurred colors are mixed |
03:21 |
paramat |
ok |
03:22 |
paramat |
i'm sure there will be info on the internet on how to get a realistic DOF simply from this |
03:27 |
paramat |
a more subtle level of blur will also help |
03:37 |
paramat |
#3641 possible fix for issue 3640 |
03:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/3641 -- DecoSchematic: Check for non-walkable node above placement position by paramat |
03:40 |
|
Miner_48er joined #minetest-dev |
05:21 |
|
H-H-H joined #minetest-dev |
05:23 |
|
Miner_48er joined #minetest-dev |
05:31 |
|
kaeza_ joined #minetest-dev |
05:32 |
|
kaeza_ joined #minetest-dev |
05:33 |
|
Guest71239 joined #minetest-dev |
06:28 |
|
Hunterz joined #minetest-dev |
07:32 |
|
linkedinyou joined #minetest-dev |
07:45 |
|
Alduin_ joined #minetest-dev |
07:51 |
|
est31 joined #minetest-dev |
08:30 |
|
est31 joined #minetest-dev |
08:40 |
|
nrzkt joined #minetest-dev |
08:55 |
|
jin_xi joined #minetest-dev |
09:23 |
|
Branar joined #minetest-dev |
10:12 |
|
kaeza joined #minetest-dev |
10:30 |
|
Amaz joined #minetest-dev |
10:46 |
|
leat joined #minetest-dev |
11:10 |
|
proller joined #minetest-dev |
11:21 |
|
Darcidride joined #minetest-dev |
11:33 |
|
dfelinto joined #minetest-dev |
12:30 |
|
Calinou joined #minetest-dev |
12:43 |
|
Obani joined #minetest-dev |
13:51 |
|
Fixer joined #minetest-dev |
14:08 |
|
DFeniks joined #minetest-dev |
14:09 |
|
STHGOM joined #minetest-dev |
14:15 |
|
blaze joined #minetest-dev |
14:25 |
|
red-001 joined #minetest-dev |
14:27 |
|
leat joined #minetest-dev |
14:59 |
|
kaadmy joined #minetest-dev |
15:06 |
|
jin_xi joined #minetest-dev |
15:14 |
|
Hunterz joined #minetest-dev |
15:35 |
|
CraigyDavi joined #minetest-dev |
15:46 |
red-001 |
game#794 |
15:46 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/794 -- Add an on_burn callback. by red-001 |
15:47 |
red-001 |
game#602 |
15:47 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/602 -- Add access privilege that allows players to bypass protection. by red-001 |
15:47 |
|
proller joined #minetest-dev |
16:07 |
|
hmmmm joined #minetest-dev |
16:35 |
|
proller joined #minetest-dev |
16:48 |
RealBadAngel |
i think i have finetuned DoF, http://i.imgur.com/ke4pOX4.png and http://i.imgur.com/RJPwjsz.png |
16:48 |
RealBadAngel |
what do you think? |
16:50 |
kaadmy |
HOLY MOLY |
16:50 |
kaadmy |
NICCE |
16:51 |
VanessaE |
does it smoothly shift from one focus distance to the other? |
16:52 |
* red-001 |
looks for a download link |
16:52 |
VanessaE |
(that does indeed look nice) |
16:52 |
red-001 |
it looks a lot better |
16:53 |
red-001 |
more human eye less camera lenses |
16:55 |
RealBadAngel |
VanessaE, it has autofocus, change is instant (i may add there later on small delay on focus change) |
16:57 |
|
Hunterz joined #minetest-dev |
16:58 |
|
Krock joined #minetest-dev |
16:58 |
RealBadAngel |
i think you may like night shot :) |
16:58 |
RealBadAngel |
http://i.imgur.com/1x0zoVo.png |
16:59 |
Krock |
wow. |
17:00 |
Krock |
RealBadAngel, that's a wonderful effect! |
17:00 |
sofar |
RealBadAngel: can you make a youtube video quickly? |
17:00 |
Obani |
lel |
17:00 |
Obani |
3 hours upload |
17:01 |
RealBadAngel |
i will rather upload all the changes i made recently |
17:01 |
RealBadAngel |
lemme do some cleaning, a few minutes |
17:01 |
kaadmy |
woah |
17:01 |
Krock |
Obani, in those situations people wish to have a free internet access with the same speed for everybody |
17:01 |
Obani |
:D |
17:01 |
Krock |
meshnet for the win! |
17:02 |
Fixer |
RealBadAngel, hard to say, i don't like the way it works that is more like macro lens (it is artistic blur, not real one) |
17:02 |
red-001 |
that gui looks so out of place |
17:03 |
Obani |
Fixer, this is not meant to be realistic |
17:04 |
RealBadAngel |
it has to look NICE and be FAST |
17:04 |
RealBadAngel |
realistic is not so important |
17:06 |
RealBadAngel |
and btw, since when cubic 1m stone hanging in the air is realitic, huh? ;) |
17:10 |
sofar |
I'd love to see a minetest subgame that makes *every* node subject to gravity |
17:10 |
sofar |
it'll be a constant earthquake zone as caves will be impossible |
17:10 |
RealBadAngel |
sofar, try irrBullet |
17:10 |
Obani |
An inertia Minetest game ? :p |
17:10 |
sofar |
and one can only mine at the top :) |
17:11 |
RealBadAngel |
search yt for irrBullet demo |
17:12 |
RealBadAngel |
i think BaW guys are using it, digging something from below can make everything collapse |
17:20 |
|
Amaz joined #minetest-dev |
17:27 |
sofar |
RealBadAngel: I'm in .nl this week. would love to try a branch with DoF though, brought my laptop so I can try |
17:28 |
sofar |
Intel HD 4000 though |
17:29 |
RealBadAngel |
the PP shaders seems to be fast |
17:29 |
RealBadAngel |
im still at 60FPS |
17:34 |
sofar |
well, this intel hd4000 can barely crawl to 60fps at fullscreen, so |
17:34 |
sofar |
it'll be a good test |
17:38 |
Fixer |
sofar, do you like that itty weather in EU? |
17:38 |
sofar |
Fixer: it's about the same weather where I live in OR, so, no biggie |
17:39 |
|
YuGiOhJCJ joined #minetest-dev |
17:39 |
|
YuGiOhJCJ left #minetest-dev |
17:58 |
sofar |
Fixer: I also grew up in .nl... so it's not something uncommon to me, either |
18:05 |
sfan5 |
sofar: OR as in orlando |
18:05 |
sfan5 |
? |
18:05 |
sofar |
sfan5: two letters means state |
18:05 |
sfan5 |
the thing is that i have no idea about US states |
18:06 |
sofar |
you're german |
18:06 |
sfan5 |
yes |
18:06 |
sofar |
you should know geography better than most americans ;) |
18:07 |
|
est31 joined #minetest-dev |
18:07 |
sofar |
sfan5: Orlando is in FL. OR is one of the three states on the "left coast" |
18:07 |
* sofar |
giggles |
18:07 |
sofar |
you can buy hints |
18:08 |
sfan5 |
hm right |
18:08 |
sfan5 |
orlando is a city |
18:08 |
sfan5 |
oregon |
18:09 |
sfan5 |
oh that's where portland is |
18:09 |
sofar |
yup ;) |
18:10 |
RealBadAngel |
ok, ive updated the branch and checked it |
18:10 |
RealBadAngel |
so, you may try it |
18:11 |
sofar |
dinner first, I'll try later |
18:11 |
RealBadAngel |
effects are controlled with settings, config only atm |
18:12 |
sofar |
signing off for now, ttyl |
18:13 |
Krock |
sofar, our knowledge about US states is so good like yours about the european countries |
18:15 |
sfan5 |
Krock: do you know anyone who knows where Liechtenstein is |
18:15 |
Krock |
sfan5, you. |
18:15 |
sfan5 |
indeed |
18:15 |
RealBadAngel |
https://github.com/RealBadAngel/minetestHD/commit/b16f4b380935060eaa11eb4dfaa718656eecaace#diff-3474ba74d8eb9c72a47c6542f51eb4fcR155 |
18:30 |
RealBadAngel |
imho that looks better and better each day :) http://i.imgur.com/5ogyrf9.png |
18:32 |
Obani |
RealBadAngel, how do you enable it ? |
18:32 |
RealBadAngel |
see the link above |
18:32 |
Obani |
RealBadAngel, how do you enable it in settings |
18:33 |
RealBadAngel |
setting = false/true ? |
18:33 |
Obani |
Yes but where is it, I can't find it |
18:33 |
Krock |
just like any other minetest.conf setting?! |
18:34 |
Krock |
https://github.com/RealBadAngel/minetestHD/commit/b16f4b380935060eaa11eb4dfaa718656eecaace#diff-18513665750ef5adf42b5ec29e14162eR1816 |
18:34 |
Krock |
there are your settings |
18:34 |
RealBadAngel |
Obani, you must be jokin right? ;) |
18:34 |
Obani |
no |
18:34 |
Krock |
see link |
18:34 |
RealBadAngel |
put those settings in your config just |
18:36 |
RealBadAngel |
also i suggest build in place, run by ./bin/minetest from main folder and not change resolution during game (you may change it when in main menu) |
18:36 |
RealBadAngel |
otherwise you may experience crashes |
18:37 |
RealBadAngel |
actually, not "may" but "will" ;) |
18:37 |
|
Robert_Zenz joined #minetest-dev |
18:41 |
|
paramat joined #minetest-dev |
18:42 |
RealBadAngel |
paramat, http://i.imgur.com/5ogyrf9.png http://i.imgur.com/1x0zoVo.png |
18:43 |
paramat |
nore sfan5 ShadowNinja i'll merge game 743 814 822 821 soon |
18:43 |
* paramat |
looks |
18:43 |
Obani |
RealBadAngel, default build is not in place ? |
18:43 |
RealBadAngel |
Obani, cmake . -DRUN_IN_PLACE=1 |
18:44 |
Obani |
I know |
18:44 |
Obani |
It's not by default ? |
18:44 |
|
Calinou joined #minetest-dev |
18:44 |
RealBadAngel |
not sure |
18:45 |
Obani |
It might have changed |
18:49 |
paramat |
DOF is improved but still too much blur, or, depth of clear focus needs to be deeper. notice how the desert scene looks like a miniature model? our eyes only experience strong blur effects like that at small distances. anyway apart from tuning DOF it looks good |
18:50 |
RealBadAngel |
paramat, there has to be balance between focused and non focused areas |
18:50 |
paramat |
bloom is lovely |
18:50 |
RealBadAngel |
you wanting as much as possible without blur propably because you dont like blur at all ;) |
18:51 |
RealBadAngel |
anyway that can be controlled with focal plane leghth |
18:51 |
paramat |
i don't mind it actually, in a screenshot. but for that distance it's too strong |
18:52 |
RealBadAngel |
https://github.com/RealBadAngel/minetestHD/commit/b16f4b380935060eaa11eb4dfaa718656eecaace#diff-bb27016097324b45d77cc85c90d7db4aR8 |
18:52 |
RealBadAngel |
i may expose that setting later on |
18:52 |
paramat |
anyway it's close. this uses exponential distance? |
18:53 |
RealBadAngel |
no, everythin is linear still |
18:53 |
|
Darcidride joined #minetest-dev |
18:53 |
RealBadAngel |
just fine tuned it |
18:54 |
RealBadAngel |
have some math for it, from real lenses but that is not workin as i expected yet |
18:54 |
RealBadAngel |
need to play with it some more |
18:54 |
RealBadAngel |
it works nicely for long distances but fails miserably at close |
18:55 |
paramat |
ok. for example if looking at a distant hill at 128 nodes, everything behind to infinity would be in focus |
18:56 |
paramat |
afaik the range of clarity extends much further behind the cosshair point than it extends in front of it |
18:56 |
paramat |
(in reality) |
18:56 |
RealBadAngel |
btw, on bloom: http://i.imgur.com/4rXr6r2.png |
18:56 |
paramat |
and the range of focus gets deeper with distance |
18:57 |
Obani |
RealBadAngel, It worked one time and I had a dark screen |
18:57 |
Krock |
RealBadAngel, known situation without my glasses... |
18:57 |
Obani |
Rest of the time it crashed |
18:57 |
Obani |
WTF ? |
18:57 |
paramat |
the bloom is much better now you've reduced it |
18:57 |
|
ssieb joined #minetest-dev |
18:58 |
RealBadAngel |
Obani, run it from main folder, not /bin |
18:58 |
Obani |
What ill it change ? |
18:58 |
RealBadAngel |
shaders paths are not relative yet |
18:59 |
paramat |
there's actually a technique where everyday landscape scenes can be made to look like miniature models by increasing DOF effects |
19:03 |
RealBadAngel |
paramat, http://i.imgur.com/MNI8Gth.png |
19:03 |
RealBadAngel |
at night its more visible whats blurred or not thx to lamps |
19:03 |
RealBadAngel |
as you can see at long distances you can see clearly way more |
19:04 |
|
Obani joined #minetest-dev |
19:04 |
RealBadAngel |
Obani, run it from main folder, not /bin |
19:04 |
paramat |
see 'miniature faking' https://upload.wikimedia.org/wikipedia/commons/b/b2/Oregon_State_Beavers_Tilt-Shift_Miniature_Greg_Keene.jpg |
19:05 |
RealBadAngel |
uh, i can see there SHITLOAD of blur ;) |
19:05 |
Obani |
RealBadAngel, this is reall working well |
19:05 |
red-001 |
does wikipeadia hate me or something? |
19:05 |
Obani |
Even on my 50$ laptop |
19:05 |
red-001 |
or is it adblock |
19:05 |
paramat |
looks like a tiny model |
19:06 |
red-001 |
all images on wikipedia are white to me |
19:06 |
paramat |
https://upload.wikimedia.org/wikipedia/commons/c/cf/Jodhpur_tilt_shift.jpg |
19:06 |
paramat |
sorry |
19:06 |
paramat |
search for 'tilt shift' 'miniature faking' |
19:07 |
paramat |
many games overdo DOF because it gives a sense of 3D, but then they look miniature |
19:08 |
paramat |
so depth of focus controls the sense of scale |
19:11 |
Fixer |
RealBadAngel, what branch? |
19:14 |
paramat |
so i think a less intense blur will get you closer, and will also partially solve the problems of a player wanting to look at non-central parts of the screen |
19:14 |
red-001 |
RealBadAngel mrt_1 doesn't build in VS2013 on win7 |
19:15 |
red-001 |
http://pastebin.com/66a2Vwwq |
19:16 |
Fixer |
paramat, that's artistic one, real average eyes blur will not kick in anyway in 99% of cases, only when looking at close range like 0.3 nodes away |
19:16 |
Fixer |
red-001, what branch? |
19:16 |
red-001 |
branch mrt_1 |
19:16 |
red-001 |
maybe |
19:19 |
paramat |
blur is still there at larger distances, just subtle |
19:21 |
red-001 |
visual studio seems to not support arrays without a fixed size |
19:21 |
Fixer |
in real life it is so small even at 0.3cm |
19:21 |
Fixer |
0.3m * |
19:24 |
Fixer |
sofar, Luxembourgh/Lie*tein is between France and Germany iirc |
19:24 |
Fixer |
and Belgium |
19:28 |
paramat |
now merging to game |
19:29 |
red-001 |
what are you merging? |
19:32 |
Krock |
Fixer, Lichtenstein is between switzerland and austria |
19:32 |
Fixer |
close enough |
19:32 |
Krock |
just about 200 km wrong.. |
19:37 |
red-001 |
RealBadAngle in irr::video::irrPP::render you should make orderedEffects fixed size or use something like an array |
19:38 |
red-001 |
RealBadAngel |
19:39 |
red-001 |
MSVS doesn't support arrays without a fixed size |
19:41 |
paramat |
merged |
19:41 |
Fixer |
paramat, fences?! \o/ |
19:42 |
|
hmmmm joined #minetest-dev |
19:42 |
* Fixer |
updates |
19:43 |
paramat |
yes at last |
19:44 |
Fixer |
sofar, i have a big hope in your Camera mod, that will be a big day for MT benchmarking |
19:47 |
|
H-H-H joined #minetest-dev |
19:47 |
red-001 |
paramat could you take a look at game#794 game? |
19:47 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/794 -- Add an on_burn callback. by red-001 |
19:48 |
paramat |
yeah |
19:48 |
Fixer |
paramat, have you noticed that... there are a lot more jungles? |
19:48 |
Fixer |
in valleys |
19:48 |
Fixer |
i said that before |
19:48 |
red-001 |
also I updated game#823 |
19:48 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/823 -- Document `share_bones_time_early` by red-001 |
19:48 |
paramat |
more common or denser? |
19:49 |
Fixer |
paramat, more common and near rivers, and I often start in them actually o.O |
19:49 |
red-001 |
I think there are more jungles in general |
19:49 |
red-001 |
more common |
19:49 |
paramat |
duane changed the humidity code |
19:49 |
Fixer |
paramat, right now started in SAVANA + river with Jungle trees along the river |
19:49 |
paramat |
and it's boosted near rivers |
19:50 |
Fixer |
aha |
19:51 |
Fixer |
paramat, https://i.imgur.com/jONZNWX.jpg |
19:52 |
Fixer |
seed is 17648140073979410438 |
19:52 |
paramat |
it varies humidity in a special way, so the biome system may be unbalanced now |
19:52 |
paramat |
lovely, it's a good feature |
19:53 |
paramat |
filmic tone mapping? |
19:53 |
Fixer |
paramat, yes |
19:54 |
paramat |
works well in savanna |
19:54 |
Fixer |
paramat, https://i.imgur.com/9Nfh9c3.jpg (jungles... jungles everywhere) |
19:54 |
Fixer |
paramat, nights are also cool |
19:54 |
Fixer |
paramat, i really like that effect |
19:55 |
paramat |
yes i'll probably get to like it |
19:56 |
red-001 |
how much faster are c++ mapgens then lua mapgens |
19:56 |
red-001 |
? |
19:57 |
paramat |
maybe about 15 times |
19:58 |
paramat |
and importantly no lua lag |
19:59 |
Fixer |
just usual mt lag |
20:00 |
paramat |
hmmmm #3641 not sure if it's worth fixing |
20:00 |
ShadowBot |
https://github.com/minetest/minetest/issues/3641 -- DecoSchematic: Check for non-walkable node above placement position by paramat |
20:01 |
paramat |
a lua mapgen on server with several players exploring causes constant 1-2s lua lags, unbearable. ok for singleplayer though |
20:02 |
|
nrzkt joined #minetest-dev |
20:03 |
red-001 |
would it be possibly to make mapgens DLLS? |
20:03 |
red-001 |
I would mean a user would have to trust the mapgen author.... |
20:04 |
red-001 |
but it should mean faster mapgens |
20:06 |
sofar |
RealBadAngel, mrt_1 branch in your tree, I assume |
20:06 |
* sofar |
testing it now |
20:07 |
red-001 |
sofar do you use windows? |
20:07 |
RealBadAngel |
sofar, yeah |
20:07 |
RealBadAngel |
Fixer, i will see what i can do with that error |
20:07 |
red-001 |
If so could you upload a binary? |
20:07 |
red-001 |
It doesn't work for me in VS2013 |
20:09 |
sofar |
red-001, no |
20:09 |
sofar |
red-001, linux only. although my kids sometimes play minetest on my wife's windows computer |
20:09 |
|
Alduin_ joined #minetest-dev |
20:10 |
sofar |
RealBadAngel, bad news: segfault on game start |
20:10 |
RealBadAngel |
sofar, ./bin/minetest .... |
20:11 |
red-001 |
http://pastebin.com/66a2Vwwq |
20:11 |
RealBadAngel |
i said that already a few times |
20:11 |
sofar |
RealBadAngel: I was offline |
20:11 |
RealBadAngel |
you have to run it from main folder, not the /bin |
20:11 |
sofar |
ok, that works |
20:11 |
sofar |
you know why already? |
20:12 |
RealBadAngel |
i know, havent coded that yet |
20:12 |
red-001 |
Visual studio only supports fixed size arrays |
20:12 |
Fixer |
paramat, funny one https://i.imgur.com/LEuRBln.jpg |
20:18 |
RealBadAngel |
red-001, cool will have to rewrite half of irrpp because of fucking microsoft. cool |
20:18 |
RealBadAngel |
have i said cool already? |
20:19 |
kaadmy |
Fixer: heh |
20:20 |
RealBadAngel |
sofar, and? any comments? |
20:21 |
Fixer |
RealBadAngel, it is DOF only? |
20:21 |
Fixer |
paramat, and this only is clearly LOL |
20:21 |
Fixer |
paramat, https://i.imgur.com/c2thPXG.jpg |
20:21 |
sofar |
RealBadAngel: can't see anu DoF effect yet... hmmm |
20:23 |
sofar |
RealBadAngel: oh actually it's worse. I had to restart after editing the minetest.conf and enabling the new options |
20:23 |
sofar |
RealBadAngel: and after restarting, I get this: |
20:23 |
sofar |
RealBadAngel: https://gist.github.com/sofar/27963adca95fd0688d25 |
20:24 |
hmmmm |
paramat: ?? |
20:25 |
sofar |
RealBadAngel: after, it runs but only wielditem and hotbar is rendered, the rest of the screen is black |
20:25 |
red-001 |
RealBadAngel what about using a vector ? |
20:26 |
hmmmm |
paramat: so the trees are getting placed on top of eachother? |
20:26 |
hmmmm |
how does that happen? |
20:26 |
hmmmm |
if one tree is already placed, its node will be default:tree or whatever, and when the second tree comes to get placed it checks and notices that the node at that point is not c_place_on, and will abort |
20:30 |
|
H-H-H joined #minetest-dev |
20:30 |
hmmmm |
oh I get it, the heightmap isn't updated between schematic placements |
20:31 |
Fixer |
sofar, shader compilation error |
20:31 |
sofar |
RealBadAngel: also, windows line endings? wha? |
20:31 |
sofar |
Fixer: yes, shader compile error. So? |
20:32 |
Fixer |
so black screen as a result |
20:32 |
red-001 |
EffectEntry* orderedEffects = (EffectEntry*)alloca(sizeof(EffectEntry) * (numActiveEffects)); |
20:33 |
sofar |
I fully understood the problem, the error message is quite self-explanatory |
20:33 |
red-001 |
^RealBadAngel |
20:33 |
sofar |
Fixer: I'm more interested in hearing about a solution |
20:33 |
red-001 |
^ RealBadAngel |
20:35 |
sofar |
he's probably already fixing |
20:35 |
|
Robert_Zenz joined #minetest-dev |
20:39 |
red-001 |
I think I fixed my problem |
20:44 |
Taoki |
RealBadAngel: It all looks absolutely incredible (screenshots posted earlier with DOF / HDR / bloom). |
20:45 |
Taoki |
RealBadAngel: Let us know when to prepare the hardcore propaganda for the other devs, to get this accepted in master ASAP ;) |
20:46 |
sofar |
Taoki: I don't think DoF is meant for master |
20:47 |
Taoki |
sofar: All of the changes are o.o |
20:47 |
Taoki |
including realtime lighting |
20:48 |
sofar |
no worries, minetestHD will be cool |
20:48 |
|
Alduin_ joined #minetest-dev |
20:49 |
Taoki |
If somehow mainstream Minetest doesn't accept these changes, I'm switching to RBA's fork and no longer using the main engine. But IIRC the shaders are a plan for normal minetest, and I see no reason why this would be the case. |
20:49 |
sofar |
In the long run I think a lot of this can merge back |
20:50 |
sofar |
but RBA is going way too fast to make his code stable and run everywhere without issues yet |
20:50 |
sofar |
just look at the glsl compile error I got on his last patch :) |
20:50 |
sofar |
and my hw isn't old, on the contrary |
20:50 |
Taoki |
Not expecting it to be merged immediately... though not too many months from now either hopefully :) |
20:51 |
Taoki |
I meant like, not be rejected permanently. |
20:51 |
paramat |
hmmmm sorry am back |
20:51 |
sofar |
he's gonna have to show that it's bug free |
20:51 |
sofar |
we can do that by helping testing |
20:51 |
paramat |
trees don't have a root node, so the node at ground level is unchanged when a tree is placed |
20:52 |
sofar |
right |
20:52 |
paramat |
if i add the root node back this will fix it |
20:52 |
paramat |
i removed the root node because it was creating ugly holes everywhere when players harvested trees |
20:52 |
paramat |
and because that is the old expected behaviour |
20:53 |
paramat |
i think i'd rather have the root node as a solution |
20:54 |
paramat |
thanks for comments, i suspected my implementation was hacky |
20:55 |
red-001 |
RealBadAngel I think I found a way around the problem I found |
20:55 |
red-001 |
EffectEntry* orderedEffects = (EffectEntry*)alloca(sizeof(EffectEntry) * (numActiveEffects)); |
20:56 |
red-001 |
not sure does it work correctly |
20:56 |
sofar |
RealBadAngel: so if I disable all the new options, except DoF (enabled that) then I don't get GLSL compilation errors |
20:56 |
sofar |
but I get bugged lighting issues |
20:57 |
sofar |
whole sections of the map mesh turn black |
20:59 |
paramat |
Fixer, 2nd screenshot, what's wrong with this? |
20:59 |
paramat |
first screenshot does happen occasionally |
20:59 |
paramat |
no idea why |
21:00 |
sofar |
RealBadAngel: it seems sunlight are causing the black parts, at night the problem is gone |
21:04 |
sofar |
RealBadAngel: Bloom causes the GLSL errors, the rest all work (I can enable them) |
21:04 |
sofar |
RealBadAngel: DoF causes the flat mesh areas |
21:04 |
sofar |
RealBadAngel: and cell shading causes weird lines |
21:04 |
sofar |
RealBadAngel: also, game segfaults when resizing the game window |
21:04 |
sofar |
with any of these |
21:05 |
paramat |
Taoki don't worry i will support post processing shaders being merged, maybe not RBA's choice of default parameters |
21:05 |
sofar |
yeah I don't think that there will be a lack of support for this |
21:06 |
Fixer |
paramat, what screenshot? |
21:06 |
paramat |
https://i.imgur.com/c2thPXG.jpg |
21:06 |
Fixer |
paramat, it is mix of jungle and apple trees |
21:06 |
Fixer |
that is funny part |
21:06 |
paramat |
indeed i think other devs will support, as long as it's coded well and has reasonable default settings |
21:07 |
Fixer |
paramat, some apple trees are actually under jungle ones |
21:07 |
Taoki |
paramat: Parameters are customizable via settings normally. The shaders themselves matter most. |
21:07 |
sofar |
apple trees are perlin based, jungle uses fill ratio |
21:07 |
Taoki |
Though I believe the tweaks are pretty much about right too :) |
21:07 |
paramat |
ah, biome blend |
21:07 |
paramat |
sometimes 3 biomes will interpenetrate |
21:08 |
paramat |
i see |
21:09 |
Fixer |
and even aspen trees here |
21:11 |
|
CraigyDavi joined #minetest-dev |
21:12 |
sofar |
aspen and apple trees share a biome |
21:15 |
sofar |
RealBadAngel: can you maybe add an error message so that it's more clear which shader failed to compile? |
21:15 |
sofar |
anyway, I need to get some sleep. later all |
21:27 |
|
Robert_Zenz joined #minetest-dev |
21:32 |
paramat |
i won't support motion-blur though, that's too embarassingly stupid :} |
21:45 |
|
linkedinyou joined #minetest-dev |
21:51 |
Fixer |
to avoid turning player into a sick boomer |
21:52 |
|
red-001 joined #minetest-dev |
21:54 |
red-001 |
If lua mapgens are so slow then couldn't mapgens be written in C++ |
21:55 |
red-001 |
mapgens could be libraries |
21:56 |
red-001 |
that are loaded at runtime |
21:59 |
paramat |
like an optional c++ module? |
21:59 |
sfan5 |
have fun compiling your mapgens for windows 32 and 64-bit and linux 32-bit and 64-bit and maybe also for os x |
22:00 |
sfan5 |
and how about some other glibc version, or what about alpine linux, it uses musl |
22:00 |
sfan5 |
tl;dr no |
22:01 |
|
H-H-H joined #minetest-dev |
22:05 |
red-001 |
sfan5 sounds fun! |
22:06 |
red-001 |
still I couldn't be too hard to compile for windows/linux 32 to 64 bit |
22:06 |
red-001 |
paramat yes |
22:07 |
red-001 |
or a dll on windows |
22:07 |
red-001 |
Dynamic-link library* |
22:10 |
red-001 |
RealBadAngel |
22:10 |
red-001 |
I fix compile issue in MSVS |
22:10 |
red-001 |
fixed* |
22:12 |
red-001 |
replace the line that has EffectEntry orderedEffects[numActiveEffects]; |
22:13 |
red-001 |
with http://pastebin.com/pKQhiitK |
22:13 |
red-001 |
no need to rewrite everything |
22:15 |
paramat |
nope sfan5 knows best |
22:36 |
red-001 |
finally https://i.imgur.com/PDv844i.jpg |
22:39 |
kaadmy |
nice red-001 ! |
22:39 |
red-001 |
RealBadAngel dov doesn't look good in third person mode |
22:40 |
* RealBadAngel |
yawns |
22:40 |
RealBadAngel |
i was takin a nap |
22:40 |
red-001 |
did you see my fix? |
22:40 |
RealBadAngel |
yeah |
22:40 |
RealBadAngel |
good you have figured it out |
22:42 |
red-001 |
thank stack overflow |
22:42 |
RealBadAngel |
red-001, how does it look for you in 3rd view? |
22:42 |
red-001 |
blurry |
22:42 |
red-001 |
it doesn't focus on the player |
22:43 |
red-001 |
but on the ground in front of the player |
22:43 |
RealBadAngel |
yeah, try to focus on an item |
22:43 |
RealBadAngel |
quite interesting effect |
22:43 |
|
H-H-H joined #minetest-dev |
22:43 |
red-001 |
it works |
22:44 |
|
proller joined #minetest-dev |
22:44 |
RealBadAngel |
entities are not writing depth info |
22:44 |
RealBadAngel |
so theyre messed |
22:45 |
RealBadAngel |
ehhh, theres shitload to do still |
22:45 |
red-001 |
cel shading adds strange lines |
22:45 |
RealBadAngel |
like? |
22:46 |
red-001 |
straight thin lines |
22:46 |
RealBadAngel |
screenie please |
22:46 |
RealBadAngel |
ive noticed random dots (you can see them easily on dark areas, without postprocessing) |
22:47 |
RealBadAngel |
thats an old unresolved bug |
22:47 |
RealBadAngel |
something with rendering precision |
22:48 |
RealBadAngel |
propably thx to our beloved BS |
22:48 |
RealBadAngel |
so we do have big and small numbers next to each other |
22:49 |
red-001 |
https://imgur.com/0ZiBVKV |
22:49 |
red-001 |
see the lines at the bottom |
22:50 |
red-001 |
line* |
22:50 |
RealBadAngel |
thats the same |
22:50 |
red-001 |
also boom causes black screen |
22:50 |
RealBadAngel |
hmmm |
22:50 |
RealBadAngel |
can i see glsl fail report? |
22:51 |
RealBadAngel |
bloom is using 4 shaders, i need to know which one is producing errors |
22:51 |
red-001 |
how would I do that? |
22:51 |
RealBadAngel |
look in log |
22:52 |
RealBadAngel |
all errors are reported |
22:54 |
RealBadAngel |
http://pastebin.com/7YiEub2j it will look something like that |
22:54 |
Amaz |
Is this it? http://pastebin.com/HPdnZnFE |
22:56 |
Amaz |
(That's what I get when I try to use bloom.) |
22:56 |
RealBadAngel |
yeah, lemme fix it |
22:56 |
red-001 |
http://pastebin.com/ZqrpXV8Y |
22:57 |
paramat |
game#824 game#825 |
22:57 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/824 -- Default/mapgen: Confine Aspen to one half of deciduous forest by paramat |
22:57 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/825 -- Default/schematics: Re-add force-placed root node to mapgen trees by paramat |
23:02 |
RealBadAngel |
red-001, amaz, try now |
23:02 |
RealBadAngel |
ive pushed some changes |
23:03 |
Fixer |
RealBadAngel, it has only DOF? |
23:03 |
RealBadAngel |
Fixer, what? |
23:04 |
Fixer |
RealBadAngel, what shaders are available? |
23:04 |
RealBadAngel |
dof, fxaa, bloom, cel, tonemapping |
23:04 |
Fixer |
RealBadAngel, mtr1 branch? |
23:04 |
RealBadAngel |
yes |
23:04 |
Fixer |
i will try it out ._. |
23:05 |
RealBadAngel |
btw, dont use bumpmapping together with postprocessing |
23:05 |
RealBadAngel |
theres unresolved issue with textures still |
23:10 |
Amaz |
Thanks RBA! That works brilliantly! |
23:11 |
RealBadAngel |
Amaz, how about framerate? |
23:11 |
|
paramat left #minetest-dev |
23:12 |
Amaz |
With all the new shaders enabled, and a view range of ~200, I'm getting 9-11 FPS, down from 30 normally. |
23:12 |
red-001 |
testing |
23:13 |
RealBadAngel |
Amaz, what ur gpu? |
23:14 |
Amaz |
GeForce 8400 |
23:16 |
RealBadAngel |
no wonders, http://www.hwcompare.com/9804/geforce-8400-gs-512mb-vs-geforce-gtx-550-ti/ |
23:16 |
RealBadAngel |
i do have gtx550ti as reference |
23:17 |
Amaz |
XD |
23:17 |
RealBadAngel |
i think thats a good time to get VBO in to kick the rendering a little |
23:18 |
RealBadAngel |
red-001, what about you? |
23:19 |
Fixer |
i will compile soon, hold on |
23:20 |
Fixer |
RealBadAngel, VBO has eating memory problems |
23:20 |
RealBadAngel |
no it does not |
23:20 |
RealBadAngel |
im using it for more than a yr propably |
23:20 |
RealBadAngel |
freeminer also |
23:20 |
RealBadAngel |
same as c55's farmesh |
23:31 |
red-001 |
I have the Radeon HD5450 |
23:32 |
red-001 |
low end 2011 card |
23:33 |
RealBadAngel |
something similar to gf8400 |
23:33 |
RealBadAngel |
how about fps? |
23:33 |
nrzkt |
RealBadAngel, => http://www.hwcompare.com/11286/geforce-gtx-550-ti-vs-radeon-hd-7970/ oops :D |
23:34 |
RealBadAngel |
nrzkt, oops :) |
23:34 |
Fixer |
7970 is good |
23:35 |
nrzkt |
yeah but i hope OpenGL 4.2 will reach mesa for AMD in kernel 4.6 + Mesa 11.2 :) |
23:35 |
red-001 |
bloom still doesn't work |
23:36 |
RealBadAngel |
red-001, have you fetched the latest patch? |
23:36 |
red-001 |
yes |
23:36 |
RealBadAngel |
look for errors again |
23:36 |
red-001 |
same error |
23:37 |
RealBadAngel |
please pastebin whole add.frag |
23:37 |
RealBadAngel |
add2.frag |
23:37 |
RealBadAngel |
its in client/shaders/postprocess |
23:39 |
red-001 |
http://pastebin.com/U0mi0uDW |
23:42 |
RealBadAngel |
red-001, you havent fetched the patch, try harder ;) |
23:42 |
RealBadAngel |
thats an old version of the file |
23:43 |
RealBadAngel |
red-001, you may replace the whole file with it: http://pastebin.com/sTaug48Y |
23:54 |
red-001 |
thanks |
23:55 |
red-001 |
it works |
23:56 |
red-001 |
38 fps with draw distance 58 |
23:56 |
red-001 |
no change |
23:59 |
red-001 |
snow causes realistic snow blindness |