Time |
Nick |
Message |
00:41 |
Fixer |
RealBadAngel, mrt_5 is 40% slower than normal one |
00:42 |
RealBadAngel |
paramat, est31 #3671 |
00:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/3671 -- Use inventory_image in the first place for inventory item mesh by RealBadAngel |
00:42 |
kaadmy |
huh |
00:43 |
kaadmy |
i'm getting these messsages printed about 10 a second |
00:43 |
rubenwardy |
Will this make inventory images appear in hand instead of weild meshes? |
00:43 |
paramat |
ok |
00:43 |
kaadmy |
2016-02-07 16:42:47: WARNING[Main]: Irrlicht: Could not open file of texture: character.png |
00:43 |
Fixer |
seen that |
00:43 |
RealBadAngel |
Fixer, what is slower? |
00:44 |
Fixer |
RealBadAngel, mrt_5 branch that i've compiled some days ago, with shaders and stuff |
00:44 |
RealBadAngel |
can be ofc |
00:44 |
Fixer |
did a very big testing this evening |
00:45 |
RealBadAngel |
its almost complete deferred rendering chain + some heavy duty shaders effects |
00:46 |
RealBadAngel |
final wont be much slower than that, theres not much more left to add there |
00:48 |
RealBadAngel |
but also keep in mind thats still WIP, many things can change here |
03:02 |
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red-001 joined #minetest-dev |
03:29 |
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kaadmy joined #minetest-dev |
04:06 |
RealBadAngel |
hmmmm, here? |
04:11 |
VanessaE |
clearly not :) |
04:15 |
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hmmmm joined #minetest-dev |
04:23 |
RealBadAngel |
or maybe? |
04:24 |
hmmmm |
?? |
04:25 |
RealBadAngel |
hmmmm, ive updated #3662 |
04:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/3662 -- Cleanup selection mesh code, add shaders for halo and selection boxes by RealBadAngel |
04:25 |
hmmmm |
ok |
04:26 |
hmmmm |
why did you change some of these video::SColors to const &? |
04:26 |
hmmmm |
do you realize they're only 4 byte structures? |
04:26 |
paramat |
http://i.imgur.com/U8Nd9u7.png |
04:26 |
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paramat left #minetest-dev |
04:26 |
RealBadAngel |
nerzhul wants everything to be const & |
04:27 |
hmmmm |
eh.... |
04:27 |
hmmmm |
video::SColor doesn't need to be |
04:27 |
hmmmm |
in fact I'd say it makes the code slower instead, and it's messier looking |
04:27 |
RealBadAngel |
now youre saying? when ive put that on all pos, colors and everything around? |
04:28 |
hmmmm |
I didn't know that you were going to do that or nerzhul was saying so |
04:28 |
RealBadAngel |
not to mention endless testing if it still compiles and works |
04:28 |
hmmmm |
I am not the same person as nerzhul |
04:28 |
hmmmm |
if the code works as const &, it should work as not-const & |
04:29 |
RealBadAngel |
btw that *& you mentioned. idk whats that and what for its made like this |
04:29 |
hmmmm |
maybe it was a typo? |
04:29 |
RealBadAngel |
ive just removed one parameter in that line, nothing more |
04:29 |
hmmmm |
oh |
04:30 |
hmmmm |
well somebody should fix that separately... |
04:30 |
hmmmm |
why is the node selection part of hud? |
04:30 |
RealBadAngel |
logical |
04:30 |
hmmmm |
yes but the hud refers to the heads-up display |
04:30 |
RealBadAngel |
turn off hud, you dont see selection |
04:30 |
hmmmm |
i.e. the text and pictures right on the screen |
04:30 |
hmmmm |
the 2d things |
04:31 |
hmmmm |
i don't think the selection mesh should be part of that subsystem... |
04:31 |
hmmmm |
when you turn off the hud, it'd turn off selection as well |
04:31 |
hmmmm |
is this really what you want...? |
04:31 |
RealBadAngel |
it was designed like that already |
04:31 |
hmmmm |
but why |
04:31 |
RealBadAngel |
and yes, we dont want selection when hud is off |
04:31 |
hmmmm |
who's we |
04:32 |
hmmmm |
what do others say about this?? |
04:32 |
RealBadAngel |
everybody? |
04:32 |
hmmmm |
and what about the wield tool? why is that disabled along with the hud now?? |
04:32 |
RealBadAngel |
now? |
04:32 |
RealBadAngel |
since always |
04:32 |
RealBadAngel |
why you think ive changed the design? |
04:32 |
hmmmm |
https://github.com/minetest/minetest/pull/3662/files#diff-3caa81f71bc3ee0838c9b7a1cfcfa6acL492 |
04:32 |
hmmmm |
not the design |
04:33 |
hmmmm |
look, if (draw_wield_tool) ... is inside of if (show_hud) {. .. |
04:33 |
hmmmm |
think long and hard about these design consequences |
04:33 |
RealBadAngel |
hold on a sec |
04:33 |
hmmmm |
are they actually how the players want minetest to behave? |
04:33 |
hmmmm |
this is what's most important |
04:34 |
RealBadAngel |
turning off hud turns off wielded and selection |
04:34 |
RealBadAngel |
i havent changed that |
04:34 |
RealBadAngel |
just run the game and see |
04:34 |
hmmmm |
alright fine |
04:34 |
hmmmm |
i hate having to load up minetest though |
04:35 |
RealBadAngel |
go on, i did |
04:35 |
hmmmm |
yeah but you're actually working on it, I'm not |
04:35 |
hmmmm |
you still didn't fix the missing space in getPointedThing's declaration |
04:36 |
RealBadAngel |
looks like you dont remember default behaviour just, you dont play too much, do you? ;) |
04:36 |
RealBadAngel |
oops |
04:37 |
hmmmm |
alright, you're right it isn't drawn |
04:37 |
hmmmm |
and same with selection |
04:37 |
hmmmm |
this isn't what I would have guessed, but as long as it doesn't change existing behavior on accident |
04:38 |
hmmmm |
what the hell, getPointedThing() is a mess |
04:38 |
hmmmm |
THIS is where cleanup is needed |
04:38 |
hmmmm |
not logging or threading or whatever |
04:39 |
hmmmm |
i also don't like this "f32 d" - wtf is 'd'? |
04:39 |
hmmmm |
dong? |
04:39 |
RealBadAngel |
lookin at me? ;) |
04:39 |
RealBadAngel |
not mine |
04:39 |
hmmmm |
but it's not your doing, this is something to be fixed another day |
04:39 |
hmmmm |
i'm just going to note it and move along |
04:40 |
hmmmm |
the D value is over 18 inches |
04:40 |
RealBadAngel |
but i know whats that ;) |
04:40 |
hmmmm |
also, RBA, you are welcome just as much as everybody else to clean up existing code |
04:41 |
hmmmm |
for what it's worth, I especially enjoy commits that have more red than green in them |
04:41 |
RealBadAngel |
slight offset to make lines visible and not mess with face surface |
04:41 |
hmmmm |
that ^ is totally obvious if you are intimately familiar with the code and understand the convention of "D" |
04:41 |
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gentoobro joined #minetest-dev |
04:42 |
RealBadAngel |
but, wheres that space you said i havent fixed? |
04:42 |
RealBadAngel |
cant see that |
04:42 |
hmmmm |
PointedThing getPointedThing(Client *client,Hud *hud, const ... |
04:42 |
hmmmm |
-----------------------------^ |
04:42 |
hmmmm |
-------------------------------------^ |
04:44 |
RealBadAngel |
awwwww |
04:44 |
RealBadAngel |
6 am, thats why ;) |
04:44 |
hmmmm |
excuses aside |
04:44 |
hmmmm |
what happens when tsrc->getTextureForMesh() fails? |
04:45 |
hmmmm |
what does it return? |
04:45 |
RealBadAngel |
cant fail |
04:45 |
hmmmm |
why not |
04:45 |
RealBadAngel |
it will generate fake one |
04:45 |
RealBadAngel |
random colors |
04:46 |
RealBadAngel |
that was made propably to prevent random crashes when you forget to supply texture or make a typo in its name |
04:50 |
hmmmm |
mmm |
04:50 |
hmmmm |
the ternary operator was supposed to be in the parameter list like so |
04:51 |
hmmmm |
u16 shader_id = shdrsrc->getShader(mode == "halo" ? "selection_shader" : "default_shader", 1, 1); |
04:52 |
hmmmm |
the idea behind that is to cut down on repetitive code |
04:52 |
hmmmm |
in general it's bad to repeat yourself because it puts a greater mental strain on future developers to remember to change every instance of the repetition |
04:52 |
hmmmm |
and more likely to make a mistake |
04:53 |
hmmmm |
anyway, isn't there a Settings::getEnum()? |
04:53 |
hmmmm |
huh guess not. |
04:53 |
RealBadAngel |
i havent thought to code it that way, thats indeed better |
04:54 |
hmmmm |
also I'm not saying this is something to be done right now, but in the future it would be HIGHLY APPRECIATED to start using constants in place of numeric literals for texture layer numbers |
04:55 |
hmmmm |
only people who work with the graphics a lot know that 0 is the main texture, 1 is something else, 2 is an options texture to be passed along to the shader, etc. |
04:55 |
RealBadAngel |
thats not any general rule |
04:56 |
hmmmm |
does it really need to be a rule in order for you to do it? |
04:56 |
hmmmm |
doesn't it intuitively make sense why this is a good thing? |
04:56 |
RealBadAngel |
i mean what which layer is |
04:56 |
hmmmm |
right and this is a cause for confusion |
04:56 |
RealBadAngel |
thats not a rule |
04:56 |
hmmmm |
maybe there should be a general rule |
04:56 |
hmmmm |
or at least a piece of documentation somewhere |
04:56 |
hmmmm |
/************** |
04:57 |
RealBadAngel |
in fact in each material each layer is something different |
04:57 |
hmmmm |
* Shader texture positions for <thingiehere>: |
04:57 |
hmmmm |
* 0 - This is the main texture |
04:57 |
hmmmm |
* 1 - This is the whatever texture |
04:57 |
hmmmm |
so on |
04:57 |
hmmmm |
do you not see how that could be helpful at all...? |
04:57 |
RealBadAngel |
hold on |
04:58 |
hmmmm |
source code does not need to be a cryptic, secret code |
04:58 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/game.cpp#L872 |
04:59 |
hmmmm |
uhhhm |
04:59 |
hmmmm |
is it just me or is that code completely faulty? |
05:00 |
hmmmm |
the memory layout of an integer with the value of "1" is not the same as the memory layout of a float with the value of "1.f" |
05:00 |
RealBadAngel |
whats wrong with it? |
05:01 |
hmmmm |
that code doesn't smell right at all |
05:01 |
RealBadAngel |
hm, i havent thought bout it, the code was propablty copied from some irrrlicht example |
05:02 |
RealBadAngel |
but i saw it being used in many irr apps |
05:02 |
hmmmm |
well, I'd take a closer look |
05:02 |
hmmmm |
it could be the source of bugs |
05:02 |
RealBadAngel |
possible |
05:03 |
RealBadAngel |
in fact im fighting with something that could be related |
05:03 |
hmmmm |
right |
05:03 |
hmmmm |
so listen |
05:04 |
hmmmm |
I think what that code is trying to do is use the overloaded f32 * version of that function for older irrlichts |
05:04 |
RealBadAngel |
thx for pointing it out, because it can be really the reason for textures going nuts when i use MULTIPLE shaders |
05:04 |
hmmmm |
the int layer2 = 2; ... declares and initializes an integer variable with the integer value of 2 |
05:04 |
hmmmm |
the address of that is 0x59405405945 or whatever |
05:05 |
hmmmm |
now, that ADDRESS is casted to an irr::f32 * without any conversion, because on the x86 architecture at least, you don't need to perform any conversion for different pointer types |
05:05 |
hmmmm |
so the actual underlying value of "2" is not converted to a floating point "2.f" |
05:06 |
hmmmm |
in any case, why did you show me this block of code? |
05:06 |
RealBadAngel |
to show that layers are actually described here |
05:06 |
RealBadAngel |
by respective uniform sampler names |
05:06 |
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proller__ joined #minetest-dev |
05:06 |
hmmmm |
inside of a random chunk of code? |
05:07 |
hmmmm |
what are the odds that somebody will actually stumble across that |
05:07 |
hmmmm |
it needs to be way more visible |
05:07 |
RealBadAngel |
its general shaders callback |
05:07 |
hmmmm |
so? |
05:07 |
RealBadAngel |
where else could it be? |
05:07 |
RealBadAngel |
if not here, then api |
05:07 |
hmmmm |
somebody who isn't familiar with the graphics code wouldn't know that |
05:07 |
hmmmm |
it's not impossible to figure out |
05:08 |
hmmmm |
but it requires a higher mental load to figure it out |
05:08 |
hmmmm |
why would you make somebody work harder to understand a piece of your code? |
05:08 |
hmmmm |
it's not just for you, i hope you realize, it's for everybody |
05:09 |
RealBadAngel |
do you realize that this demand to comment out setting each texture is kinda absurdly? |
05:09 |
hmmmm |
how is it absurd? |
05:09 |
hmmmm |
jeez, you know what, I'll do it if you don't want to |
05:09 |
hmmmm |
clear, easy-to-understand, maintainable code |
05:10 |
RealBadAngel |
im not talking about it being clear or something |
05:10 |
RealBadAngel |
im talking bout that you want commenting out obvious thing being done hundreds of times in the engine |
05:11 |
hmmmm |
make it self documenting then, by using a constant |
05:11 |
hmmmm |
instead of writing "1", write "TEX_LAYER_BASE" |
05:11 |
hmmmm |
or rather 0 |
05:11 |
hmmmm |
TEX_LAYER_NORMAL in place of 1 |
05:11 |
hmmmm |
see? |
05:12 |
RealBadAngel |
that would mean another PR that introduce that method and use it everywhere |
05:12 |
hmmmm |
yeah, so? |
05:12 |
RealBadAngel |
so out of scope of my PR |
05:12 |
hmmmm |
yes, I know that |
05:12 |
RealBadAngel |
but indeed good idea for the future |
05:12 |
hmmmm |
I mentioned earlier "By the way, this is something that would be nice to do ..." |
05:12 |
RealBadAngel |
ok, i will code that |
05:12 |
hmmmm |
[11:54 PM] <hmmmm> also I'm not saying this is something to be done right now, but in the future it would be HIGHLY APPRECIATED to start using constants in place of numeric literals for texture layer numbers |
05:13 |
RealBadAngel |
ok ok, ack |
05:13 |
hmmmm |
okay, back to the PR |
05:13 |
RealBadAngel |
since im messing all around now with renderer i can easily code it btw |
05:14 |
RealBadAngel |
whats next? |
05:14 |
hmmmm |
nothing yet I just want to make a note of something |
05:15 |
hmmmm |
when to use const <type> & vs. <type> |
05:15 |
RealBadAngel |
that could be said once for all and just used |
05:15 |
hmmmm |
prefer const <type> & when you want to pass along a value without copying it, i.e. when creating a copy would be costly |
05:15 |
hmmmm |
const v3f &? I can see the argument for that |
05:15 |
hmmmm |
sizeof(v3f) == 16 |
05:16 |
hmmmm |
8 < 16 |
05:16 |
hmmmm |
in practically every case it'd be more efficient to use const v3f & |
05:16 |
hmmmm |
const MapNode &? |
05:16 |
hmmmm |
not so much |
05:16 |
hmmmm |
sizeof(MapNode) == 4 |
05:16 |
RealBadAngel |
what about const boxes & ? |
05:17 |
hmmmm |
a pointer is either going to be 4 or 8 so it's not worth it to pass along to a constant |
05:17 |
hmmmm |
a box is 4 floats, right? |
05:17 |
RealBadAngel |
iterators fail on that |
05:17 |
hmmmm |
so that's at least 16 bytes |
05:17 |
RealBadAngel |
see comment in PR with error |
05:18 |
hmmmm |
use const_iterator |
05:21 |
hmmmm |
if a compile error is preventing you from doing something that you should be doing, try to figure out why and fix that, instead of shrugging your shoulders and moving along to the next thing |
05:24 |
RealBadAngel |
using consts wasnt my goal there |
05:24 |
RealBadAngel |
i was in that function with small visit btw |
05:25 |
hmmmm |
in modern minetest code, non-const reference parameters are prohibited |
05:25 |
hmmmm |
there is a good reason behind this... |
05:26 |
RealBadAngel |
ok, i can understand that, but i cannot alter code everywhere because im just close to it |
05:26 |
hmmmm |
it requires adding literally 6 characters |
05:26 |
hmmmm |
come on |
05:26 |
hmmmm |
type "const_" |
05:27 |
RealBadAngel |
it ends up with asking me whats that *& |
05:27 |
hmmmm |
this is a parameter YOU added |
05:27 |
RealBadAngel |
no |
05:27 |
RealBadAngel |
it was here |
05:28 |
hmmmm |
we're talking about 'boxes' in convertNodeBoxesToMesh, are we not? |
05:28 |
RealBadAngel |
yeah, just slight offtopic |
05:28 |
RealBadAngel |
im trying now to change it |
05:28 |
hmmmm |
well, I won't +1 the code unless this shit is fixed |
05:28 |
hmmmm |
just fix it, come on.. |
05:28 |
hmmmm |
i gave you the reason why it won't compile and how to fix it |
05:28 |
hmmmm |
it requires adding a 6 character string |
05:29 |
hmmmm |
this is really easy |
05:30 |
RealBadAngel |
i said im compiling it now |
05:32 |
RealBadAngel |
ok, const_iterator work |
05:33 |
RealBadAngel |
pushed |
05:33 |
RealBadAngel |
anything more? |
05:33 |
hmmmm |
i haven't gone through everything yet |
05:34 |
hmmmm |
and still with the f32 *txc |
05:34 |
hmmmm |
god dammit RBA |
05:34 |
hmmmm |
okay first of all, is txc modified at all? |
05:35 |
RealBadAngel |
i told you i havent changed it but put extra comments on it |
05:35 |
hmmmm |
what's wrong with what I proposed earlier? |
05:35 |
RealBadAngel |
absurdly long lines |
05:35 |
hmmmm |
change the name of the parameter, and then use a local variable "txc" for shorthand |
05:36 |
hmmmm |
this is not an absurdly long line |
05:36 |
RealBadAngel |
ok, that i can do |
05:36 |
hmmmm |
you're only modifying *one* line |
05:36 |
hmmmm |
change f32 *txc to f32 *node_texture_coords or something |
05:36 |
hmmmm |
then right before you start using txc |
05:36 |
hmmmm |
add f32 *txc = node_texture_coords; |
05:37 |
RealBadAngel |
http://pastie.org/10713042 |
05:38 |
RealBadAngel |
before i did that |
05:38 |
RealBadAngel |
but as you wish |
05:38 |
hmmmm |
keep that comment too |
05:38 |
hmmmm |
also I like how you wrote [24] |
05:39 |
hmmmm |
now finally, are any elements of "txc" modified by convertNodeboxesToMesh? |
05:39 |
RealBadAngel |
no |
05:39 |
hmmmm |
then maybe you should make that clear in your code by adding a const modifier |
05:40 |
hmmmm |
const f32 * |
05:45 |
RealBadAngel |
table cant change in function, but im not passing a table |
05:45 |
RealBadAngel |
im passing a pointer, which can change |
05:45 |
hmmmm |
right, do you know what const f32 * means? |
05:46 |
hmmmm |
what is the thing that's constant? |
05:46 |
RealBadAngel |
that i cant alter it |
05:46 |
hmmmm |
the variable's value, or the value of the f32 being pointed at? |
05:46 |
hmmmm |
which one? |
05:46 |
RealBadAngel |
the pointer itself |
05:46 |
hmmmm |
nope |
05:47 |
hmmmm |
f32 foobar = 5.f; const f32 *foobarp = NULL; foobarp = &foobar; |
05:47 |
hmmmm |
now try *foobarp = 2.f; |
05:47 |
RealBadAngel |
i dont wanna change whats being pointed |
05:47 |
hmmmm |
correct |
05:47 |
RealBadAngel |
im changing the pointer itself |
05:48 |
hmmmm |
const f32 * does what you want |
05:48 |
RealBadAngel |
and const just forbids me to change the pointer |
05:48 |
hmmmm |
f32 const * does what you're talking about |
05:48 |
hmmmm |
const f32 * forbids you from changing the values that the pointer is pointing at |
05:49 |
hmmmm |
const f32 const * does both |
05:52 |
RealBadAngel |
http://pastie.org/10713050 |
05:53 |
hmmmm |
dammit no |
05:53 |
hmmmm |
const f32 * |
05:53 |
hmmmm |
then change f32 *txc = ... to const f32 *txc = ... |
05:57 |
RealBadAngel |
if i define const f32 *txc = uv_coords; |
05:58 |
RealBadAngel |
and wanna try later on change it? txc = txc_default |
05:58 |
hmmmm |
that's fine |
05:58 |
RealBadAngel |
logically const here should mean i cannot change it |
05:59 |
hmmmm |
no, dammit |
05:59 |
hmmmm |
I already explained this |
05:59 |
hmmmm |
const before a "type *" means that the underlying values being pointed at are the constant things |
05:59 |
hmmmm |
const between type and the * means that the pointer cannot be changed |
05:59 |
hmmmm |
here, let me show an example |
06:00 |
RealBadAngel |
ah now i get it |
06:00 |
hmmmm |
you have an int foobar[] = {1, 2, 3}; |
06:00 |
hmmmm |
now you don't actually intend to modify foobar |
06:00 |
hmmmm |
you just need to pass it along to a function so it know which foobar values to use |
06:00 |
RealBadAngel |
ok, i got it |
06:00 |
hmmmm |
so you define int foo(const int *TheFoobar); |
06:00 |
hmmmm |
foo(foobar); |
06:01 |
hmmmm |
inside of foo you might have |
06:01 |
hmmmm |
int a = TheFoobar[0]; |
06:01 |
hmmmm |
that's fine |
06:01 |
hmmmm |
TheFoobar = SomeDefaultFoobar; also works fine |
06:01 |
hmmmm |
but when you try to do |
06:01 |
hmmmm |
TheFoobar[0] = 5; |
06:01 |
hmmmm |
that's going to fail compilation |
06:01 |
hmmmm |
get it? |
06:01 |
RealBadAngel |
yeah |
06:01 |
RealBadAngel |
pushed changed code |
06:02 |
hmmmm |
fantastic |
06:02 |
hmmmm |
now one last thing with that function |
06:02 |
hmmmm |
the use_default_txc - this is totally unnecessary |
06:03 |
hmmmm |
why not replace that line with: |
06:03 |
hmmmm |
no |
06:03 |
hmmmm |
const f32 *txc = uv_coords ? uv_coords : txc_default; |
06:03 |
hmmmm |
and move the definition of txc_default before it |
06:03 |
hmmmm |
and make txc_default a static const too |
06:04 |
RealBadAngel |
default is calculated per box |
06:05 |
RealBadAngel |
you can have shitload of boxes passed in |
06:05 |
hmmmm |
I don't get what you mean |
06:08 |
RealBadAngel |
i need to pass there some complex nodes with more than 1 box to check it |
06:09 |
hmmmm |
yeah but I don't get how that has to do with what I recommended... |
06:11 |
RealBadAngel |
i get what you mean, ok |
06:12 |
RealBadAngel |
but now i would need to predefine txc_default pointer |
06:12 |
hmmmm |
so what? the way it is right now, that array will get filled with constant values every time that loop is run |
06:12 |
RealBadAngel |
and then how the heck im supposed to define the table? |
06:12 |
hmmmm |
unless it gets optimized somehow |
06:13 |
hmmmm |
with a static const it'll only get filled once and never again |
06:13 |
hmmmm |
and you can be sure of that by the standard of the language |
06:13 |
RealBadAngel |
its not static |
06:13 |
RealBadAngel |
it gets calculated per each box |
06:13 |
hmmmm |
ohh wait a minute |
06:14 |
hmmmm |
hold up |
06:14 |
hmmmm |
you're right it does |
06:14 |
hmmmm |
okay, you can't make it static const then |
06:14 |
RealBadAngel |
also if i define pointer before, im not allowed to create a table |
06:14 |
hmmmm |
I see |
06:15 |
RealBadAngel |
unless i set specific compiler options |
06:15 |
hmmmm |
you want to use that array initialization syntax |
06:15 |
hmmmm |
but it varies for each loop |
06:15 |
RealBadAngel |
yeah |
06:15 |
hmmmm |
so you declare it inside of the loop |
06:15 |
hmmmm |
why not move the const f32 *txc = ... inside of the loop, then? |
06:16 |
hmmmm |
it takes just as much cpu power as what your code currently does |
06:18 |
RealBadAngel |
that works |
06:18 |
RealBadAngel |
lemme just check multiple boxes |
06:19 |
hmmmm |
and you reduced your code by 3 lines too |
06:19 |
hmmmm |
isn't that a win? |
06:20 |
RealBadAngel |
ive cut more like 50 after those comments already |
06:20 |
RealBadAngel |
i was coding it for both cases using mesh and textures before |
06:20 |
RealBadAngel |
so thats why there were different scales etc |
06:21 |
RealBadAngel |
now ive cleaned all those remains |
06:21 |
RealBadAngel |
pity that we cant texture the simple boxes and have then such thin lines equally visible |
06:22 |
RealBadAngel |
i kinda liked textured ones |
06:22 |
RealBadAngel |
like this one for example: https://cloud.githubusercontent.com/assets/2177790/12862216/ba648e94-cc69-11e5-89d2-fdef378cb6eb.png |
06:23 |
RealBadAngel |
anyway, theres no 100% good code from the start, also man is learning whole life and dies stupid ;) |
06:23 |
RealBadAngel |
thx for all those clues |
06:27 |
RealBadAngel |
rebased all those updates, need now to check if everything works as it should |
06:27 |
hmmmm |
some more minor things |
06:27 |
hmmmm |
https://github.com/minetest/minetest/pull/3662/files#diff-70868aa6d6b96c0c1623c761500d23c4R975 |
06:27 |
hmmmm |
does convertNodeboxesToMesh(...) really need to be on a separate line? |
06:28 |
RealBadAngel |
it was too long before |
06:28 |
hmmmm |
it seems like it's 74 columns if it's put onto the same line |
06:29 |
hmmmm |
that's well within the acceptable length limits |
06:29 |
RealBadAngel |
but i added txc = NULL in def , and then removed , NULL from call |
06:29 |
RealBadAngel |
now it does fit the 80 |
06:29 |
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06:29 |
hmmmm |
note that 80 is not a hard limit |
06:29 |
hmmmm |
90 is the hard limit |
06:29 |
hmmmm |
it's just preferred to keep it 80 or smaller if you can help it |
06:30 |
RealBadAngel |
i just forgot to put it back into one line after removing , NULL from call |
06:30 |
RealBadAngel |
anythin more? |
06:30 |
hmmmm |
yes |
06:31 |
hmmmm |
in Hud::updateSelectionMesh you have two if statements that are the exact same thing |
06:33 |
RealBadAngel |
you mean dropping old mesh? |
06:33 |
hmmmm |
yes |
06:35 |
RealBadAngel |
ok, fixed, whats next? |
06:36 |
hmmmm |
you never answered me before about why you have m_camera_offset = camera_offset everywhere |
06:36 |
hmmmm |
is m_camera_offset ever read in a function without a camera_offset parameter? |
06:37 |
RealBadAngel |
yes |
06:37 |
hmmmm |
okay then |
06:37 |
RealBadAngel |
i have to add offset to mesh coords just before displaying it |
06:38 |
hmmmm |
and another thing |
06:38 |
hmmmm |
unless I'm mistaken, every single frame, the selection mesh is copied and then freed |
06:38 |
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06:38 |
hmmmm |
is there a more efficient way to do this? |
06:39 |
RealBadAngel |
i think not, mesh is updated only when pointed thing changes |
06:39 |
RealBadAngel |
not on every frame |
06:40 |
hmmmm |
but I see hud.drawSelectionMesh() drawn in draw_* |
06:40 |
hmmmm |
isn't that called every frame? |
06:40 |
RealBadAngel |
draw is done each frame |
06:41 |
hmmmm |
right |
06:41 |
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06:41 |
hmmmm |
so that means the mesh is cloned translated and dropped each frame |
06:41 |
hmmmm |
but this only needs to be done inside of setSelectionPos(), no? |
06:42 |
RealBadAngel |
cloned yes |
06:42 |
RealBadAngel |
but not created |
06:42 |
hmmmm |
that's still a deep copy of each mesh buffer |
06:42 |
RealBadAngel |
no |
06:42 |
RealBadAngel |
it copies vertices only |
06:42 |
hmmmm |
okay then |
06:42 |
RealBadAngel |
without materials |
06:42 |
hmmmm |
still unnecessary copying |
06:42 |
RealBadAngel |
i have to |
06:42 |
hmmmm |
and what about indicies |
06:43 |
RealBadAngel |
i need to apply new colors |
06:43 |
RealBadAngel |
they do change with daytime and halo fluctuations |
06:43 |
hmmmm |
yeah i see that |
06:43 |
hmmmm |
in getPointedThing() |
06:44 |
RealBadAngel |
once i apply new colors i cannot reuse it |
06:44 |
hmmmm |
ugh |
06:44 |
hmmmm |
well it shouldn't be too bad as long as the mesh isn't overly large |
06:44 |
hmmmm |
or complicated |
06:44 |
RealBadAngel |
its single mesh anyway |
06:44 |
RealBadAngel |
its also now way faster than before |
06:45 |
RealBadAngel |
whole damn mapblock |
06:45 |
hmmmm |
that was ridiculous |
06:45 |
RealBadAngel |
cracks are too |
06:45 |
RealBadAngel |
next step will be those cracks |
06:46 |
RealBadAngel |
harder to make but in general same way as with halo |
06:47 |
RealBadAngel |
and btw, thats why we do have cloneMesh here, for speed sake |
06:47 |
RealBadAngel |
irrlicht one was copying materials too |
06:48 |
hmmmm |
yea |
06:48 |
hmmmm |
good thing we don't |
06:54 |
RealBadAngel |
ok, pushed recent changes |
06:54 |
RealBadAngel |
anything left? |
06:55 |
hmmmm |
one nitpick |
06:55 |
hmmmm |
in updateSelectionMesh, since you're returning right after the selection boxes size check, why have the rest of the function in an else statement? |
06:56 |
hmmmm |
you can save a line of code and a level of indentation by removing it |
06:56 |
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06:57 |
RealBadAngel |
now thats true |
06:59 |
RealBadAngel |
done |
07:01 |
hmmmm |
+1 |
07:01 |
RealBadAngel |
not yet |
07:02 |
RealBadAngel |
we have missed one thing |
07:02 |
RealBadAngel |
halo colors doesnt have to be calculated in case of boxes used |
07:03 |
RealBadAngel |
neither the light level |
07:03 |
RealBadAngel |
but wait a sec |
07:04 |
RealBadAngel |
if you specify white boxes in non modified game, arent they fully visible in complete darkness even? |
07:04 |
RealBadAngel |
need to check that |
07:04 |
RealBadAngel |
if they are, colors are needed for boxes too |
07:08 |
RealBadAngel |
hmmmm, http://i.imgur.com/xGTSYcI.png |
07:08 |
RealBadAngel |
i consider it to be a bug |
07:08 |
hmmmm |
oh, that's swell.. |
07:09 |
hmmmm |
i don't think there's a way out of this without querying the surrounding 6 nodes' light levels |
07:11 |
RealBadAngel |
there isnt, but look at the screenie |
07:12 |
RealBadAngel |
thats "before" |
07:12 |
RealBadAngel |
if you set boxes color to white, its visible no matter how dark is around |
07:12 |
RealBadAngel |
halo responds to light level, so its not visible in complete darkness |
07:12 |
RealBadAngel |
imho i shall apply the same to boxes |
07:13 |
RealBadAngel |
that "feature" wasnt just visible with default black lines |
07:13 |
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07:26 |
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07:27 |
RealBadAngel |
hmmmm, what do you think about it? |
07:27 |
hmmmm |
i don't really have an opinion |
07:27 |
hmmmm |
it needs to be fixed |
07:27 |
RealBadAngel |
easily now, just multiply boxes colour by vertex colour calculated for mesh |
07:28 |
RealBadAngel |
but then color calculations have to stay no matter method used |
07:30 |
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07:34 |
RealBadAngel |
damn, SColors cannot be multiplied |
07:49 |
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08:20 |
RealBadAngel |
hmmm, ok fixed the issue with box colors |
08:21 |
RealBadAngel |
http://i.imgur.com/XluQXAJ.png |
08:21 |
RealBadAngel |
so the "cheat" is gone |
08:32 |
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08:33 |
hmmmm |
selection meshes are already shaded according to the background? |
08:33 |
RealBadAngel |
yeah |
08:33 |
RealBadAngel |
i did the same with boxes now |
08:33 |
RealBadAngel |
you wont notice any difference with black ones ofc |
08:34 |
RealBadAngel |
but if you set it to white, effective color will depend on surroundings |
08:34 |
hmmmm |
oh that was a simple solution |
08:35 |
RealBadAngel |
just theres no color*color in irrlicht, funny |
08:36 |
hmmmm |
what does color * color even mean |
08:36 |
hmmmm |
cross product? |
08:36 |
hmmmm |
inner product? |
08:36 |
hmmmm |
something else? |
08:36 |
RealBadAngel |
blending colours |
08:36 |
RealBadAngel |
+ would be additive blending |
08:37 |
hmmmm |
https://en.wikipedia.org/wiki/Blend_modes#Simple_arithmetic_blend_modes |
08:37 |
hmmmm |
? |
08:37 |
hmmmm |
Divide? |
08:39 |
RealBadAngel |
https://en.wikipedia.org/wiki/Blend_modes#Multiply |
08:39 |
RealBadAngel |
thats what im using |
08:39 |
hmmmm |
oh derp |
08:40 |
hmmmm |
"Multiply blend mode multiplies the numbers for each pixel of the top layer with the corresponding pixel for the bottom layer. The result is a darker picture." |
08:40 |
hmmmm |
are each of these floating point values ranging from 0.0 to 1.0? |
08:40 |
RealBadAngel |
yes |
08:40 |
hmmmm |
i guess that'd work |
08:41 |
hmmmm |
when i looked at that code I thought it was the actual pixel intensity value |
08:41 |
RealBadAngel |
well, in range 0 -255 (we do use SColor here) |
08:41 |
hmmmm |
ahh |
08:41 |
RealBadAngel |
SColorf would be 0 - 1.0 |
08:41 |
hmmmm |
okay nevermind, that answers my question |
08:42 |
hmmmm |
i was mistaken in thinking that'd cause an integer truncation |
08:42 |
hmmmm |
looks good to me, then. |
08:44 |
RealBadAngel |
ok, squashed again |
08:44 |
RealBadAngel |
seems to be complete right now |
08:46 |
hmmmm |
aren't you going to push it to upstream? |
08:49 |
RealBadAngel |
mine upstream? |
08:49 |
hmmmm |
upstream upstream |
08:51 |
RealBadAngel |
PR is squashed and rdy |
08:51 |
nrzkt |
RealBadAngel, link ? |
08:51 |
RealBadAngel |
https://github.com/minetest/minetest/pull/3662/files |
08:52 |
hmmmm |
oh, you don't have access anymore do you |
08:52 |
hmmmm |
i forgot about the time you ragequitted |
08:52 |
RealBadAngel |
lol |
08:52 |
RealBadAngel |
thats why i couldnt understand what u are talkin about ;) |
08:52 |
hmmmm |
i'll push it for ya ol buddy ol pal |
08:53 |
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08:54 |
RealBadAngel |
okay, one next thing solved for deferred rendering |
08:54 |
hmmmm |
you have a merge conflict with upstream mine |
08:54 |
RealBadAngel |
ouch |
08:54 |
RealBadAngel |
hud? |
08:54 |
red-001 |
nrzkt could you reconsider your -1 for #3657 ? |
08:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/3657 -- Allow players to drop unknown items and add a setting to remove them on drop. by red-001 |
08:55 |
RealBadAngel |
ofc its hud, inventory meshes |
08:57 |
RealBadAngel |
i thought ive rebased it? |
08:57 |
Gael-de-Sailly |
bug with node highlighting: http://i.imgur.com/YOakPa5.png |
08:57 |
Gael-de-Sailly |
beautiful but not normal |
08:58 |
hmmmm |
nice |
08:58 |
RealBadAngel |
Gael-de-Sailly, have you compiled #3662 ? |
08:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/3662 -- Cleanup selection mesh code, add shaders for halo and selection boxes by RealBadAngel |
08:59 |
Gael-de-Sailly |
i don't know, that's daily builds PPA |
08:59 |
Gael-de-Sailly |
that's not merged so, no. |
09:00 |
Gael-de-Sailly |
trying now |
09:00 |
RealBadAngel |
i thought youre testing the code we have discussed atm |
09:01 |
RealBadAngel |
anyway im pretty suprised with that bug screenie, havent heard about any errors with it before |
09:01 |
hmmmm |
i can't reproduce it |
09:01 |
RealBadAngel |
and the halo code is here for quite a long time |
09:03 |
RealBadAngel |
hmmmm, so shall i rebase the PR or you can apply it somehow? |
09:03 |
hmmmm |
i fixed it |
09:04 |
RealBadAngel |
thx |
09:05 |
RealBadAngel |
hmmmm, so, theres a small hotfix needed |
09:05 |
hmmmm |
ugh what |
09:05 |
RealBadAngel |
not for this one |
09:05 |
RealBadAngel |
hold on |
09:06 |
RealBadAngel |
#3671 |
09:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/3671 -- Use inventory_image in the first place for inventory item mesh by RealBadAngel |
09:06 |
nrzkt |
red-001, i commented a little thing, else +1 |
09:06 |
RealBadAngel |
i need to remove wield_inventory from here at all |
09:06 |
RealBadAngel |
wield_image i mean |
09:07 |
Gael-de-Sailly |
no node highlighting |
09:08 |
hmmmm |
what about the thing that rubenwardy said about it? |
09:08 |
Gael-de-Sailly |
i have the black line |
09:08 |
Gael-de-Sailly |
but in minetest.conf, node highlighting is active |
09:09 |
RealBadAngel |
Gael-de-Sailly, setting has changed |
09:09 |
hmmmm |
wieldmesh isn't used at all? |
09:09 |
hmmmm |
wield image i mean |
09:09 |
RealBadAngel |
use config menu, under Basic |
09:10 |
RealBadAngel |
hmmmm, looks like it shouldnt be used for inv at all |
09:10 |
hmmmm |
getItemMesh is only used for inventory? |
09:10 |
RealBadAngel |
yes |
09:10 |
hmmmm |
but it's in wieldmesh.cpp |
09:11 |
RealBadAngel |
becase it is using its methods |
09:11 |
hmmmm |
totally obvious |
09:11 |
hmmmm |
ugh |
09:11 |
hmmmm |
okay, so does the wieldmesh use getExtrudedMesh then? |
09:12 |
RealBadAngel |
i plan to unify that later on |
09:12 |
RealBadAngel |
so both inventories, and hand will be using same meshes |
09:12 |
hmmmm |
i'd rather wait for others to verify the expected behavior |
09:12 |
hmmmm |
i don't know how to test this |
09:13 |
RealBadAngel |
if youre able to see inventories that means it is working |
09:13 |
Gael-de-Sailly |
node highlighting works |
09:13 |
Gael-de-Sailly |
the halo is much darker. normal? |
09:13 |
hmmmm |
alright, fine |
09:14 |
hmmmm |
will you squash? |
09:14 |
RealBadAngel |
only screwed thing was using wielded here |
09:14 |
RealBadAngel |
Gael-de-Sailly, yes i have fine tuned it |
09:14 |
RealBadAngel |
it was barely visible on bright surfaces |
09:14 |
RealBadAngel |
hmmmm, a sec |
09:15 |
RealBadAngel |
done |
09:16 |
RealBadAngel |
Gael-de-Sailly, with bloom on snow you couldnt actually see it at all |
09:17 |
RealBadAngel |
now its a bit darker and pulsation is made a bit more visible |
09:17 |
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09:17 |
hmmmm |
wow water nodes in the inventory are very bright |
09:18 |
RealBadAngel |
hmmmm, minetest game shall remove now all inventory_cube uses |
09:18 |
RealBadAngel |
engine will render real meshes instead of flat images |
09:19 |
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09:19 |
hmmmm |
ehh |
09:19 |
hmmmm |
the new wielditems stick out more |
09:19 |
hmmmm |
is this the way it's supposed to be? |
09:19 |
RealBadAngel |
wield item? |
09:19 |
hmmmm |
the wielded item |
09:20 |
RealBadAngel |
that i havent touched, you must be mistaken |
09:20 |
RealBadAngel |
mesh changes are about inventories |
09:21 |
hmmmm |
http://imgur.com/a/VekRJ |
09:21 |
RealBadAngel |
turn on inventory items animations to see what ive changed |
09:21 |
hmmmm |
the top is with your commit |
09:21 |
hmmmm |
the bottom is without |
09:22 |
RealBadAngel |
i can see snow darker too |
09:22 |
RealBadAngel |
havent time of day changed? :) |
09:22 |
hmmmm |
yeah by like 5 seconds |
09:23 |
hmmmm |
but seriously look at the difference in length between the two wieldmeshes |
09:23 |
hmmmm |
what is up with that |
09:23 |
RealBadAngel |
my code havent changed wielded at all |
09:23 |
hmmmm |
durr |
09:23 |
RealBadAngel |
i will make build before and after |
09:23 |
hmmmm |
this is just a magic trick then, right? |
09:23 |
RealBadAngel |
and compare |
09:23 |
hmmmm |
; |
09:23 |
hmmmm |
:\ |
09:24 |
RealBadAngel |
propably :) |
09:24 |
RealBadAngel |
hold on, need to build it |
09:24 |
Niebieski |
Why the shovel icon looks to the left on one pic and to the right on the other ? |
09:24 |
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09:25 |
hmmmm |
in the bottom image, the inventory mesh is actually the wield mesh |
09:25 |
hmmmm |
the top is the correct one i think |
09:26 |
RealBadAngel |
Niebieski, enabled inventory animations |
09:26 |
RealBadAngel |
selected items do spin around |
09:27 |
Niebieski |
Oh, well done. |
09:28 |
RealBadAngel |
hmmmm, but despite using same extrusion cache, meshes are kept separate for both wielded and inventories |
09:29 |
RealBadAngel |
my code havent messed a bit with wielded |
09:32 |
hmmmm |
maybe, just maybe, the wieldhand code is using getItemMesh |
09:33 |
RealBadAngel |
no its not |
09:33 |
hmmmm |
both getInventoryTexture and getWieldMesh use getClientCached |
09:34 |
RealBadAngel |
that i modified |
09:34 |
hmmmm |
in that PR? |
09:34 |
hmmmm |
that PR only modifies one line |
09:34 |
RealBadAngel |
no |
09:34 |
hmmmm |
did you modify it again |
09:34 |
RealBadAngel |
its the one which made inventories using meshes |
09:35 |
hmmmm |
i'm talking about 3671 |
09:35 |
hmmmm |
all 3671 does is removes the wield_image check from getItemMesh |
09:35 |
RealBadAngel |
https://github.com/minetest/minetest/commit/6cd2b3b445bf558fda1e5a7908adef8e3a45449a |
09:35 |
hmmmm |
but getItemMesh is used in createClientCachedDirect |
09:35 |
hmmmm |
which is used in getClientCached |
09:36 |
hmmmm |
which is used in both getInventoryTexture and getWieldMesh |
09:36 |
hmmmm |
ergo the wieldhand and inventory are using the same mesh |
09:36 |
hmmmm |
and 3671 just changes that so they're both using the inventory mesh instead of the wield mesh |
09:36 |
RealBadAngel |
no |
09:37 |
RealBadAngel |
youre wrong |
09:37 |
hmmmm |
where |
09:37 |
hmmmm |
also i've gotta go |
09:37 |
RealBadAngel |
wield hand is not using client cached |
09:37 |
hmmmm |
seriously |
09:37 |
RealBadAngel |
ofc not |
09:37 |
RealBadAngel |
since long time ago |
09:37 |
hmmmm |
?? |
09:37 |
hmmmm |
look at itemdef.cpp getWieldMesh |
09:37 |
hmmmm |
ohhhhhh |
09:38 |
hmmmm |
wohops |
09:38 |
hmmmm |
nevermind that then |
09:38 |
RealBadAngel |
that was some old stuff |
09:38 |
hmmmm |
nvm i missed something |
09:38 |
RealBadAngel |
kahrl when made wieldmesh scene node made that code obsolete |
09:38 |
hmmmm |
both of them use clientcached but they access different members |
09:38 |
RealBadAngel |
ehhhh |
09:39 |
RealBadAngel |
wield hand is not using client cached at all |
09:39 |
hmmmm |
seriously g2g |
09:39 |
RealBadAngel |
nor texture or mesh |
09:47 |
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red-001 |
what is the reason for mods not being able to use aysnc? |
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16:28 |
RealBadAngel |
hmmmm, ive compared colors before (a few commits behind) and current one: http://i.imgur.com/5sSib3x.png |
16:29 |
RealBadAngel |
none of the last commits could cause that change as i saw in your screenshot imho (do note that you had overall darker world, not only wield mesh) |
16:33 |
RealBadAngel |
also, #3671 is good to go |
16:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/3671 -- Use inventory_image only for inventory item mesh by RealBadAngel |
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16:36 |
Obani |
RealBadAngel, your feature of items turning in inventory is really cool ) |
16:36 |
RealBadAngel |
thx |
16:37 |
red-001 |
obani !title https://github.com/minetest/minetest/pull/3657 |
16:37 |
red-001 |
!title https://github.com/minetest/minetest/pull/3657 |
16:37 |
ShadowBot |
red-001: Allow players to drop unknown items and add a setting to remove them on drop. by red-001 · Pull Request #3657 · minetest/minetest · GitHub |
16:37 |
Obani |
red-001, ? |
16:37 |
Obani |
Also weren't you told to stop acting like this for your PRs ? |
16:37 |
Obani |
:p |
16:38 |
red-001 |
? |
16:38 |
red-001 |
I don't recall |
16:38 |
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16:40 |
RealBadAngel |
#3612 is also good to go |
16:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/3612 -- Filmic HDR tone mapping by RealBadAngel |
16:41 |
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16:41 |
RealBadAngel |
now its time to make sky, player and item nametags rdy for deferred rendering too |
16:41 |
RealBadAngel |
and that should be all the obstacles |
16:42 |
RealBadAngel |
maybe i will fix and cleanup cracks before introducing new renderer |
16:43 |
RealBadAngel |
that shouldnt be that hard since i already did almost the same with halo |
16:45 |
RealBadAngel |
i really would drop them and use particles and fading halo instead but i feel that force is strong with those cracks ;) |
16:48 |
red-001 |
RealBadAngel so are you planning to add shadow? |
16:48 |
RealBadAngel |
shadows? |
16:48 |
red-001 |
yes |
16:48 |
RealBadAngel |
ofc |
16:49 |
RealBadAngel |
i do have SSAO workin, later on maybe something better |
16:50 |
RealBadAngel |
with real renderer many things will be possible |
16:51 |
RealBadAngel |
well, i dont say that what we have its not real in fact |
16:51 |
RealBadAngel |
that will stay as default for non-shader version |
16:51 |
RealBadAngel |
simply the new one will be far better |
16:52 |
RealBadAngel |
allowing almost everything we could imagine to have |
16:53 |
red-001 |
that sounds awesome |
16:53 |
RealBadAngel |
you propably saw some screenies from WIP branch |
16:53 |
RealBadAngel |
those were just a teaser |
16:55 |
RealBadAngel |
and tests shows that we gonna be way faster than other games with similar quality |
16:56 |
RealBadAngel |
if on my box terasology is a slideshow (10-15fps) and i get 60 fps, that speaks for itself |
16:56 |
RealBadAngel |
not to mention mc with SEUS |
16:57 |
RealBadAngel |
also soon im gonna get occulus, that will be FUN :) |
16:57 |
red-001 |
SEUS? |
16:58 |
RealBadAngel |
Sonic Ether Unbeliveable Shaders (or something like that) |
16:58 |
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16:59 |
RealBadAngel |
google for "minecraft SEUS" and images |
17:04 |
red-001 |
RBA in cel shading mode the hand is drawn normally |
17:04 |
red-001 |
could the wuild |
17:04 |
red-001 |
nvm |
17:05 |
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17:05 |
RealBadAngel |
i dont think that hand should be cel shaded |
17:05 |
red-001 |
why? |
17:05 |
RealBadAngel |
but thats doable ofc |
17:05 |
RealBadAngel |
idk, just thought so |
17:06 |
red-001 |
it looks a bit strange to me |
17:06 |
RealBadAngel |
atm im trying to get rid of more strange lookin things that are shaded and shouldnt |
17:06 |
RealBadAngel |
makin one to be shaded is way simpler than that ;) |
17:07 |
RealBadAngel |
selection, sky have to be able to write depth (selection can now) |
17:07 |
RealBadAngel |
nametags should become part of hud |
17:08 |
RealBadAngel |
clouds cant also write the depth |
17:10 |
red-001 |
what's the reason behind mods not being able to use async? |
17:11 |
red-001 |
main menu has async |
17:11 |
RealBadAngel |
no idea, not my department |
17:11 |
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17:14 |
kaadmy |
RealBadAngel: any info about progress on SSAO? |
17:15 |
RealBadAngel |
kaadmy, atm im removing all the obstacles to make renderer and PP working flawlessly |
17:15 |
RealBadAngel |
i have to |
17:15 |
kaadmy |
ok ;) |
17:16 |
kaadmy |
good luck |
17:16 |
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17:16 |
RealBadAngel |
when i solve all the issues i can focus on details like lighting, specific effects etc |
17:17 |
RealBadAngel |
and yes, lighting will become small detail then |
17:18 |
RealBadAngel |
ssao for example is far more complicated than that |
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21:36 |
kahrl |
made a new PR: #3673 |
21:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/3673 -- Add '/clearobjects quick' by kahrl |
21:36 |
kahrl |
comments/reviews welcome |
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21:54 |
Krock |
kahrl, code looks good |
21:55 |
paramat |
any comments/reviews for #3649 ? |
21:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/3649 -- FindSpawnPos: Let mapgens decide what spawn altitude is suitable by paramat |
21:57 |
Fixer |
https://forum.minetest.net/viewtopic.php?f=3&t=14023 did few tests, I hope I have not missed anything |
21:58 |
paramat |
#3671 seems well tested so +1, anyone else want to approve? |
21:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/3671 -- Use inventory_image only for inventory item mesh by RealBadAngel |
21:59 |
paramat |
Fixer i'm concerned about alledged extra stutter when shaders are disabled |
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21:59 |
Fixer |
paramat, yeah, I made some graphs about that, it is strange thing |
21:59 |
paramat |
perhaps it should be better due to no vertextangents? < RealBadAngel |
22:01 |
Fixer |
paramat, i got 0-2% fps loss with that tangents patch %) |
22:01 |
Fixer |
paramat, when shaders are disabled |
22:01 |
Fixer |
paramat, https://cloud.githubusercontent.com/assets/16494741/12893390/902c2bd2-ce99-11e5-9791-2b2ce72dc565.png |
22:01 |
paramat |
i get 19% increase |
22:02 |
paramat |
with intel integrated graphics |
22:02 |
red-001 |
fixer shouldn't that be in engine development ? |
22:02 |
red-001 |
not general discussion |
22:02 |
Fixer |
red-001, dunno |
22:03 |
Fixer |
feel free to move it %) |
22:03 |
red-001 |
I can't |
22:03 |
paramat |
it's ok |
22:04 |
Fixer |
paramat, and you are not conserned with usual stutter :V ? |
22:04 |
paramat |
i am |
22:04 |
paramat |
i mean that thread is ok in general |
22:04 |
Fixer |
that's far from smooth gameplay |
22:05 |
Fixer |
paramat, try this mg_valleys_spflags = noaltitude_chill,nohumid_rivers is it slow as hell for you? |
22:06 |
paramat |
those flags shouldn't make it slower |
22:06 |
paramat |
discuss it with duane |
22:10 |
Fixer |
paramat, just wanted someone to test, have a strange feeling, will look at it more |
22:11 |
Fixer |
RealBadAngel, you here? |
22:11 |
Fixer |
RealBadAngel, have you changed the way meshes uploaded to GPU? |
22:13 |
Fixer |
or maybe it is mapgen slowness |
22:14 |
paramat |
the bottleneck is usually mesh rendering not mapgen speed |
22:14 |
Fixer |
i'm confused |
22:14 |
Fixer |
now it is really good in singleplayer, and meshes unload regularly in low portions |
22:14 |
Fixer |
smoother |
22:14 |
Fixer |
:S |
22:15 |
Fixer |
this thing is driving me crazy |
22:15 |
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22:15 |
Fixer |
will look more |
22:17 |
Fixer |
i will make automated mapgen test |
22:25 |
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22:26 |
nrzkt |
Fixer are your running in singleplayer or dedicated server ? |
22:27 |
nrzkt |
for your tests |
22:27 |
Fixer |
singleplayer |
22:29 |
nrzkt |
use the server tab |
22:29 |
nrzkt |
singleplayer is stupid because server run on the same thread than client |
22:29 |
nrzkt |
and redo your tests |
22:29 |
nrzkt |
performance should be better |
22:29 |
Fixer |
can redo some tests |
22:29 |
nrzkt |
i think singleplayer method for spawning a server should be removed to use the embedded server method |
22:29 |
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22:29 |
Fixer |
let me test it :} |
22:30 |
Fixer |
i was thinking earlier about singleplayer and server tabs |
22:48 |
paramat |
RealBadAngel if you haven't seen this, #3672 |
22:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/3672 -- Inventory items are covering item_image_button labels since 6cd2b3b |
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23:25 |
Fixer |
!tell nrzkt practically same results, will see if stutter is different |
23:25 |
ShadowBot |
Fixer: O.K. |
23:26 |
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23:46 |
Fixer |
paramat, weird, redone tests, results with shaders enabled look the same, but without shaders has much better performance with less stutter (57 fps instead of 51 fps), can't explain that |
23:47 |
Fixer |
than previous tests without shaders |
23:49 |
paramat |
ok good news i guess |
23:56 |
Fixer |
paramat, it is not good news, for some strange reason results for shader disabled got much better (and less stutter) and very slightly for other cases, that means that smth changed and tests can be debuted |
23:59 |
Fixer |
maybe it is videocard powersaving |
23:59 |
Fixer |
creepy stuff |