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IRC log for #minetest-dev, 2016-02-11

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Time Nick Message
00:29 sofar joined #minetest-dev
02:00 RealBadAngel joined #minetest-dev
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03:56 paramat kahrl is #3673 ready for merge? if so i'll merge it along with #3686 #3688
03:56 ShadowBot https://github.com/minetest/minetest/issues/3673 -- Add '/clearobjects quick' by kahrl
03:56 ShadowBot https://github.com/minetest/minetest/issues/3686 -- Small clean up and documentation additions. by kaeza
03:56 ShadowBot https://github.com/minetest/minetest/issues/3688 -- Documentation: Remove now unused 'vertical spawn range' by paramat
04:02 RealBadAngel also #3678, #3684, #3689 :)
04:02 ShadowBot https://github.com/minetest/minetest/issues/3678 -- Formspec: recreate item_image_button pressed state for its image and … by RealBadAngel
04:02 ShadowBot https://github.com/minetest/minetest/issues/3684 -- Dump shader programs on compile errors, fix mismatched pixel shader v… by RealBadAngel
04:02 ShadowBot https://github.com/minetest/minetest/issues/3689 -- Use single box for halo mesh by RealBadAngel
04:02 RealBadAngel hi
04:05 paramat could you add a short description for 3689? if it's a single cuboid for all uses that seems good to me
04:05 RealBadAngel theres explanation in code
04:05 RealBadAngel but can add that in PR too
04:05 RealBadAngel mainly, thats because of inner faces
04:07 RealBadAngel i can solve that later on with mrt easily, but now overlapping boxes (and surfaces accumulating transparent layer colors are just ugly)
04:08 RealBadAngel and its not single one for all, its calculated for each set of selection boxes, kinda bounding box
04:09 kahrl paramat: 3673 is ready, yes
04:11 paramat nice and simple, personally i don't think the halo needs to recreate the shape
04:11 paramat ok
04:13 RealBadAngel imho it should, but cant right now, at least ugly visual glitches
04:13 RealBadAngel +without
04:16 paramat yeah, i'm not too bothered either way
04:18 RealBadAngel tried to find any method to optimize mesh and remove invisible parts of faces but failed so far
04:20 paramat now merging the 3 i mentioned
04:21 RealBadAngel i do have way simpler solution to that, just project selection mesh on screen plane, get its 2D shape and blit it back onto original render with transparency
04:21 RealBadAngel with that approach we can also solve liquids rendering glitches
04:22 RealBadAngel thats the exact same problem here
04:23 RealBadAngel in fact this method can solve all the problems with rendering transparent things
04:24 RealBadAngel but, for that i will need mrt in (so, laaaaater ;)
04:26 RealBadAngel kahrl, could you check 3684 and 3689 too?
04:28 paramat merged
04:39 RealBadAngel kahrl, geometry shader is passed to GPU
04:40 RealBadAngel i was playin already with geometry shaders
04:40 kahrl yeah, but only for glsl shaders
04:40 kahrl the line I commented was about assembly shaders
04:40 RealBadAngel ah ok
04:41 kahrl RealBadAngel: and just a minor stylistic choice, but I'd make the output stream a parameter of dumpShaderProgram
04:41 RealBadAngel why?
04:42 kahrl that makes it clear at the call sites of dumpShaderProgram that the error message goes to errorstream but the programs are dumped to warningstream
04:43 kahrl and it makes dumpShaderProgram more general, so it could be used to dump to other stream later if needed
04:43 RealBadAngel ok, can do that
04:43 kahrl another stream*
04:45 RealBadAngel so, thats all bout dump thingy?
04:46 RealBadAngel btw, i wonder why i havent coded that before, that makes debugging glsl a lot easier
04:46 kahrl the change of pixel shader version should be in a separate commmit, since it's completely unrelated to dumping
04:46 kahrl commit*
04:47 RealBadAngel i just noticed it btw, that propably have no meaning at all since we set ver in headers
04:47 RealBadAngel but i dont believe drivers ;)
04:48 RealBadAngel ok, will make another PR out of it
04:49 RealBadAngel but it can have meaning, i remember folks reporting compile errors when for example float x = 1 was used
04:49 RealBadAngel 1.1 doesnt allow that, while 1.2 do
04:50 RealBadAngel in 1.1 you have to use form "float x = 1.0"
04:52 RealBadAngel on NVidia i was able to use both notations, AMD was reporting errors
05:09 RealBadAngel kahrl, updated dump PR
05:11 kahrl looks good
05:15 sofar RealBadAngel: want me to test shaders on Intel ?
05:15 sofar for one of your branches?
05:16 RealBadAngel you can compile mrt_1 branch
05:16 kahrl I can't comment on the halo PR too much, since I haven't played with halos yet, but I've commented a few things about aabb3f usage
05:18 sofar compiling...
05:18 RealBadAngel kahrl, yeah, pushing the changes now, your suggestion works
05:20 RealBadAngel kahrl, about visual side theres not much to comment in fact, just single box instead of overlapping ones
05:21 RealBadAngel overlapping transparent surfaces are not fixeable with current renderer, same as for water
05:21 sofar RealBadAngel: mrt_1 branch works just fine, but that doesn't have the problematic bloom code in it
05:22 RealBadAngel enable it
05:22 RealBadAngel use config settings
05:23 sofar o right
05:23 sofar still one GLSL compile error with bloom
05:23 kahrl RealBadAngel: makes sense
05:23 sofar vec4/vec2 type mismatch
05:24 RealBadAngel sofar, hold on i will update the branch in a few minutes
05:24 sofar texture2D(sampler2D, vec4)
05:25 RealBadAngel kahrl, could you merge the dump PR? i could add it to mrt branch and dump PP shaders compile errors
05:26 RealBadAngel (thats why i have exposed the function for anyway)
05:26 sofar cell & DoF are fine, no errors
05:27 RealBadAngel sofar, how about speed?
05:27 sofar looked entirely adequate, and my IVB isn't the snappiest at 1600x900, so, good
05:29 RealBadAngel kahrl, updated halo PR, im not sure if i should shorten the section with offset and expand
05:31 kahrl I think the shortened version may be a bit too confusing
05:32 kahrl about convertNodeboxesToMesh - is the offset_boxes parameter needed? It seems to be always set to false
05:32 sofar 28-30fps with bloom/tone/dof enabled, ~100 viewing range
05:32 RealBadAngel it will be needed when i will go back to shaped halo
05:32 kahrl and I'm not sure about its implementation anyway (adding 0.005 to the offset each box)
05:33 kahrl that seems like it would lead to extremely huge boxes for detailed nodebox models
05:33 RealBadAngel thats gonna be used by halo only
05:34 kahrl I'd say leave it out for now and add it back in when it becomes necessary
05:34 RealBadAngel and for that effect you would need 100 boxes to shift it by 1 pixel of 16x16 texture
05:35 kahrl 100 doesn't seem that much
05:35 RealBadAngel and 0.005 is the minimum value to disable textures fighting on same or near planes
05:37 RealBadAngel kahrl, the code is tested and works, i will need it anyway, why i should keep it in some branch (its just a few lines) and look for it god knows when?
05:37 RealBadAngel but can remove it if you insist
05:38 RealBadAngel 100 nodeboxes in one node? that would be a killer node for rendering, doubt if there are such nodes out there
05:39 kahrl I'm pretty sure there are
05:39 RealBadAngel i can remind only famous round barrels from the past
05:39 kahrl due to the transparency issues, is the shaped halo even something that's feasible to go back to?
05:40 RealBadAngel yes definitely
05:40 RealBadAngel also with fixed water transparency issues
05:40 RealBadAngel i do know how to fix that easily
05:40 kahrl good to hear :)
05:41 RealBadAngel short version: skip transparent stuff on solid pass
05:41 RealBadAngel project all the water onto screen plane
05:41 RealBadAngel get 2d shape
05:41 RealBadAngel put transparent 2d shape onto solid render
05:42 RealBadAngel voila
05:42 kahrl ah so you only see the nearest transparent thing if there are overlapping ones
05:42 kahrl yeah that works, many games do it that way
05:43 RealBadAngel that will work for any transparent surfaces
05:43 RealBadAngel i will code that when get mrt in
05:43 kahrl does that require shaders or can it be done with the fixed pipeline?
05:43 RealBadAngel mrt doesnt require shaders to work
05:44 kahrl nice
05:44 RealBadAngel i will just render transparent stuff to another RTT
05:44 RealBadAngel and blend in the final run
05:45 kahrl isn't RTT very slow though?
05:45 RealBadAngel no, cant see any slowdowns
05:45 RealBadAngel sofar, is mrt_1 branch slow for you?
05:46 RealBadAngel mrt_1 uses already up to 10 RTTs per single frame
05:46 kahrl I guess the slowdowns with using RTT for inventory textures came from the fact that you had to make one RTT for each item rendered
05:46 kahrl hmm, 10
05:46 RealBadAngel kahrl, that was even worse, that was whole scene
05:47 RealBadAngel or more, and still 60fps :)
05:47 kahrl that seems to be on the order of magnitude of # of items per creative inventory page, isn't it?
05:48 RealBadAngel kahrl, just creating new scene, camera, set light, rtt and all the shit was taking long
05:48 RealBadAngel now we just define single viewport on the current RTT
05:48 kahrl I see
05:49 RealBadAngel in fact rendering iventory item is not different from rendering it in world
05:50 RealBadAngel just viewport is small window instead of whole screen
05:51 RealBadAngel so if you are rendering shitload of meshes each frame, a few dozens more doesnt make any difference
05:59 RealBadAngel so, bout this offset, can i leave it or trash it?
06:03 kahrl eh I don't care enough about it to insist on leaving it out
06:04 kahrl but ask the other devs if they are ok with adding it
06:05 RealBadAngel then propably there will be 10 different opinions on that, i think i will just remember bout it and remove it now
06:06 kahrl well, ask 1 other dev
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06:10 RealBadAngel nah, removed it, that may be in fact not needed when i code transparent render pass trick
06:10 RealBadAngel that would be general fix for all transparent stuff not only halo
06:12 RealBadAngel kahrl, since dump is approved by est31 and you, could you merge it?
06:12 kahrl yes, will do
06:12 RealBadAngel thx
06:12 RealBadAngel i will make that version mismatch PR on top of it right now
06:14 kahrl merged
06:14 * kahrl brb
06:15 RealBadAngel ok
06:25 RealBadAngel kahrl, #3690
06:25 ShadowBot https://github.com/minetest/minetest/issues/3690 -- Set proper GLSL pixel shader version by RealBadAngel
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06:47 kahrl RealBadAngel: commented there
07:23 RealBadAngel kahrl, vertex shader version does not match pixel shader one
07:24 RealBadAngel for opegl 2.1 vertex shader is 1.1 pixel one 1.2
07:24 RealBadAngel theres no even 1.2 version of vertex shaders
07:25 RealBadAngel http://irrlicht.sourceforge.net/docu/namespaceirr_1_1video.html#a296c30d8c7591c4e083f7b7e2d4b35ad
07:26 RealBadAngel and http://irrlicht.sourceforge.net/docu/namespaceirr_1_1video.html#a4a0a5ebb62ca1b59a6bfb8e9fe81b250
07:26 kahrl oh, ok
07:27 RealBadAngel before opegl 3.0 there was a mess with versioning
07:28 RealBadAngel since 3.0 all versions numbers are the same for GLSL, pixel and vertex
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08:05 RealBadAngel btw, why doors in minetest game have separate selection boxes for bottom and upper parts?
08:06 RealBadAngel upper part shall have selection boxes empty, lower one should have extended one to cover whole doors
08:08 RealBadAngel selection boxes are not limited to size of a node, can be extended
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09:44 RealBadAngel nrzkt, see 3689 again
10:11 RealBadAngel nrzkt, also can you check 3678?
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10:44 nrzkt link ? :D
10:44 nrzkt #3689 #3678
10:44 ShadowBot https://github.com/minetest/minetest/issues/3689 -- Use single box for halo mesh by RealBadAngel
10:44 ShadowBot https://github.com/minetest/minetest/issues/3678 -- Formspec: recreate item_image_button pressed state for its image and … by RealBadAngel
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11:10 nrzkt RealBadAngel, comments done, okay for 3689, but little adjustements on 3678
11:21 RealBadAngel nrzkt, updated 3678
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11:48 RealBadAngel kahrl, box.repair() works fine, updated
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12:13 RealBadAngel btw, we have made introduced camera offset because rendering far areas was glitchy, but then we have to translate all the mapblock meshes when offset changes.
12:13 RealBadAngel that sounds pretty costly
12:14 RealBadAngel couldnt it be better to change BS instead?
12:15 RealBadAngel BS = 10 means shitload of useless calculations all the time anyway
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12:16 nore RealBadAngel: we can't change BS because the problem is with single precision floats, so it is relative precision
12:16 RealBadAngel who said we cant change BS?
12:17 RealBadAngel ive applied BS = 1 and only physics get fucked up
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12:17 nore I mean, changing BS wouldn't fix that problem
12:18 RealBadAngel at what distance problems with rendering were starting to appear?
12:18 nore We could change it though, except if someone else sees problems
12:18 nore Near the edge, like 16k or 30 nodes
12:19 RealBadAngel perfect
12:19 nore With thin nodeboxes, signs, etc
12:20 nrzkt nore => #3687 (trivial)
12:20 ShadowBot https://github.com/minetest/minetest/issues/3687 -- Drop luaentity_common.h which is not included anywhere by nerzhul
12:20 nrzkt please :)
12:20 nrzkt RealBadAngel, i agree this conversion of BS vs float is anoying and add many and many conversions
12:21 nrzkt sfan5, can you look ^ too please ?
12:21 nore nrzkt: I can't test it right now, but it looks good :)
12:24 RealBadAngel dividing coords by 10 will solve the problem then
12:24 RealBadAngel im doing mapblock_mesh cleanup atm, when im done with that i will remove camera offset and BS multiplications from whole engine
12:24 RealBadAngel that should save lotsa time for us
12:24 RealBadAngel with mapblock_mesh, btw, im coding using tangent vertices only when specific effects are used, so one could use shaders only for waving and other stuff without tangent space
12:24 nrzkt nore, it was not included anywhere :p
12:25 RealBadAngel that should speed up low end boxes same as without shaders at all
12:25 nrzkt RealBadAngel, will you update your mapblock server side cleanup ? This optimization is quite interesting for end users (and bandwidth)
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12:25 RealBadAngel nrzkt, you mean 3166?
12:26 nore RealBadAngel: no, it won't, because floats are *relative* precision
12:28 RealBadAngel nore, i will check it anyway
12:28 nrzkt #3166
12:28 ShadowBot https://github.com/minetest/minetest/issues/3166 -- Send to clients only changed node metadata instad of whole mapblock by RealBadAngel
12:28 nrzkt yes :)
12:29 RealBadAngel nrzkt, i started with it a few days ago again, but still havent finished it, put it away for a moment, waiting for some solutions to pop up in my mind ;)
12:30 nrzkt RealBadAngel, no problem :)
12:30 nrzkt kahrl okay for merging #3687 ?
12:30 ShadowBot https://github.com/minetest/minetest/issues/3687 -- Drop luaentity_common.h which is not included anywhere by nerzhul
12:31 RealBadAngel nrzkt, ive fixed a few issues with it already, just grouping updates into single package left (thats a bit hard, because i do have put away changes that are too far and do that per each player connected)
12:31 RealBadAngel current design isnt helping doing so
12:32 RealBadAngel i think i will need to skip meta updates in current loop and make another one focused only on meta changes
12:32 kahrl nrzkt: looks good to me
12:33 kahrl RealBadAngel: changing BS will break existing maps
12:34 RealBadAngel if the gain in speed will be significant imho it will be worth it
12:34 kahrl coordinates including the BS factor are used at least in player coordinates and AFAIK a few things relating to objects
12:35 kahrl I say spawning a player somewhere far away from where they last left (and possibly deep underground) is never worth it
12:35 RealBadAngel if it will be only problem with incorrect spawn once that wouldnt be any problem at all
12:36 kahrl uh
12:37 kahrl having a completely black screen (because you're inside stone), not being able to do anything, and having to cheat (use /teleport) to fix it isn't "any problem at all"?
12:38 kahrl if the player even figures out that the problem is that they have to teleport, and doesn't just quit such a broken game out of frustrating
12:38 RealBadAngel "excuse me, mr moderator, could you teleport me back to spawn please?"
12:38 kahrl frustration*
12:39 kahrl I'm sure the moderators will be pleased with this work-creation program
12:39 RealBadAngel kahrl, lets just check if the change is worth thinkin about possible problems
12:39 kahrl and if there is no moderator? (singleplayer, or no one around)
12:39 RealBadAngel if it will be significant gain then we can think what to do with it, ok?
12:40 kahrl yeah, but like nore said, there won't be any
12:40 kahrl since floating point precision is relative to the size of the number
12:41 RealBadAngel if problem started with 16k or more and then max will be 3.2k ?
12:42 RealBadAngel im going to do those two things at once, cut BS and trash camera offset
12:44 nore RealBadAngel: no, it won't help, since all coordinates will be affected
12:45 nore And about old maps, they should be properly converted
12:50 RealBadAngel plants and leaves are waving funny way with BS=1 ;) (in shaders BS = 10 still)
12:53 RealBadAngel nore, on which objects i could observe rendering glitches?
12:53 RealBadAngel im in the world with BS=1 and camera_offset_step = 40000
12:53 nore RealBadAngel: signs, snow, and other thin nodeboxes
12:54 nore anything with the signlike drawtype actually
12:58 RealBadAngel nore, http://i.imgur.com/D9yXLvM.png
12:58 RealBadAngel how about that?
12:59 nore RealBadAngel: this one isn't signlike
12:59 RealBadAngel you said snow
12:59 RealBadAngel snow is nodebox
13:00 nore Yeah, but I thought it was thinner
13:00 kahrl don't you have to be farther away anyway
13:00 nore and you have to move a bit away and look at it from above IIRC
13:00 nore ah, I know
13:01 nore go to coordinates like 30k, 30k, 30k too
13:01 nore so all coordinates are big
13:01 nore else, it will only show the effect in some directions
13:01 RealBadAngel at y=30k i wont place anything
13:04 RealBadAngel were at 30k,0,-30k, 30k,0,30k
13:05 RealBadAngel still cant see any glitches
13:06 RealBadAngel http://i.imgur.com/iCEuy0o.png
13:06 RealBadAngel here also nothing
13:07 nore hm..
13:07 nore still, it seems strange to me
13:07 RealBadAngel nore, you can check it by yourself, set BS = 1, and camera_offset_step to 40k
13:08 nore I'll try that when I will have some time
13:08 RealBadAngel i will make BS = 10 again and compare
13:10 RealBadAngel with offseting disabled ofc
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13:12 RealBadAngel nore, ok, glitches are back
13:13 nore that *is* strange
13:13 RealBadAngel i can see flickering textures
13:14 RealBadAngel so, BS + camera_offset = BullShit.  Q.E.D.
13:24 RealBadAngel a conclusion, that would be an accurate reason to release .14 , dont you think so? :)
13:27 RealBadAngel at 30k glitches are visible at almost everything, texures are fighting each other
13:27 RealBadAngel selection boxes do disappear
13:27 RealBadAngel nodeboxes are "shaking" when moving camera
13:36 RealBadAngel kahrl, so, what do you think about it now?
13:41 RealBadAngel do you know what happens when you cross the camera offset barrier ?
13:41 RealBadAngel turn on profiler and look at this mess
13:44 RealBadAngel folks are complainin about spikes  and "stuttering", thats propably main reason
13:45 RealBadAngel when some1 is walkin around 200,0,0 crossing the offset change line, all the meshes around are translated and refreshed all the time
13:52 RealBadAngel also that would the reasons why VBO gets jerky from time to time
13:52 RealBadAngel it means also reloading all the meshes into VRAM again
13:54 RealBadAngel so,"Down with the bloody big head ;)
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14:38 nrzkt kahrl, nore #3692 ? :)
14:38 ShadowBot https://github.com/minetest/minetest/issues/3692 -- v2d & aabbox3d cleanups by nerzhul
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15:07 est31 nrzkt, sorry for the email spam
15:09 RealBadAngel well, with completely no camera_offset code and BS = 1.0 glitches are in fact still here, harder to notice but not really gone
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15:40 RealBadAngel est31, could you check 3678 too? kahrl and nrzkt already reviewed it
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15:42 nrzkt est31: rebased :)
15:43 est31 nrzkt, PR is fine with me
15:45 nrzkt okay, i changed the commit message to be clear now
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15:48 est31 nrzkt, should I merge, or do you want to merge
15:52 nrzkt if you want, go :)
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15:58 nrzkt thanks est31
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16:47 Fixer i'm complaining yes
16:47 Fixer stutter is at least since 0.3.*
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16:53 jin_xi woah, RBA you talking about killing camera_offset?
16:53 * jin_xi hopes
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16:57 RealBadAngel jin_xi, atm i can see slight glitches at 30k, but really cant see anything at 2k no matter how hard i try
16:57 RealBadAngel why offset was set to 200? not 2k for example?
16:58 jin_xi idk but crossing offset is way to visible to users when it should not be. it messes with some mods (attachment stuff if i remember right)
16:59 RealBadAngel i will try to dig some more around it but maybe later
16:59 RealBadAngel anyway results are promising
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17:15 kaadmy wow the tonemapping is really obvious with pixture ;)
17:16 kaadmy i have a problem regarding z-depth fighting with waving water too
17:17 kaadmy Look at the water to the right of the waterfall area https://usercontent.irccloud-cdn.com/file/BAS9qPBk/zdepthfighting.png
17:17 kaadmy and i get 4 fps with shaders :(
17:17 kaadmy but i get about 20 with no shaders anyway ;)
17:18 RealBadAngel i will speed up shaders without bump mapping and parallax too
17:19 kaadmy i had shaders on with tonemapping and waving water and plants
17:21 RealBadAngel but even if you are not using bumps or parallax tangent space vertices are used
17:22 RealBadAngel and that seems to be a problem for slower boxes/gpus
17:23 kaadmy and i noticed recently without shaders has gotten slower
17:23 kaadmy 5-6 fps slower with 30-node viewing range
17:23 kaadmy while before in about the same area i got a good fps with 60+ viewing range
17:27 RealBadAngel last change that could affect fps without shaders was about to speed it up
17:27 RealBadAngel and it is confirmed by others that they have regained 20% more fps
17:28 RealBadAngel change was pushed 4 days ago
17:30 kaadmy i'm using git, updated yesterday
17:32 RealBadAngel could you check which of latest changes from a few days is causing less fps for you?
17:33 Fixer you mean tanget commit?
17:33 Fixer i lost 0-2 FPS with it
17:33 Fixer paramat on other hand gained +20%
17:33 Fixer tangent*
17:33 Obani I think I gained some FPSs too
17:34 RealBadAngel the tangent commit was about non shaders only
17:34 kaadmy my craptop barely has opengl in the first place
17:34 kaadmy anyway halos work now
17:35 kaadmy and the fps seems to be much better now with latest git...
17:35 Fixer RealBadAngel, yes, compared to earlier build i lost 0-2 fps in no_shaders mode
17:35 kaadmy still have the broken animations tho
17:35 Fixer RealBadAngel, and gained that lag thing %)
17:35 RealBadAngel kaadmy, broken animations of what?
17:35 kaadmy the spinning items in inventory look neat ;)
17:36 Fixer inventory looks nice, shading is cool
17:36 kaadmy RealBadAngel: the player model animation only plays one frame before re-starting
17:36 kaadmy i'll test with minetest_game, see if it's pixture's problem
17:36 RealBadAngel kaadmy, you can blame for many things but not for players animation for sure ;)
17:37 kaadmy yup, pixture's problem
17:37 RealBadAngel Fixer, im working on mapblock mesh atm, im going to speed up things here a bit
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17:38 Fixer RealBadAngel, nice, good luck with that!
17:42 RealBadAngel well, atm is not any nice ;) http://i.imgur.com/3soR5n3.png
17:42 RealBadAngel trying to find a damn bug lol
17:42 kaadmy huh :)
17:42 Fixer RealBadAngel, feels like my old home, with faulty Radeon 9600 memory
17:42 Obani lol
17:43 Obani Is this experimental art ?
17:43 kaadmy nope, it's a buttload of $$$ if you put it on a canvas :D
17:43 RealBadAngel i wouldnt call that damn bug an artist ;)
17:43 Obani Well no, you are :p
17:44 Obani You made this :p
17:44 Krock Interesting art you made there
17:45 RealBadAngel i got a better lookin bug with pp recently
17:45 kaadmy would it be possible to have animated wield/inventory images?
17:45 kaadmy like animated torches in your hand?
17:46 RealBadAngel try this one: http://i.imgur.com/uBR8lTX.png
17:46 RealBadAngel this is really an effect of bug
17:47 Obani Nice one
17:48 RealBadAngel kaadmy, why not, doable
17:48 Obani include it in luaapi for we can make effects with it :p
17:48 RealBadAngel and those are shaders for paramat: http://i.imgur.com/dToCnLw.png ;)
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18:40 kaadmy another nice addition  would be to have flat node drawtypes, like plantlike, signlike, torchlike and such to use extruded wield meshes
18:46 kaadmy dang, the meshes for inventory items seems to have massive performance problems for me
18:46 kaadmy i get 6 fps in the inventory
18:47 kaadmy 7 fps if i disable the item animations
18:47 kaadmy wow
18:47 kaadmy that's what causes the huge fps drops for me
18:47 kaadmy disabling the hud goes from 25 to 50 fps
18:48 kaadmy soo.. is there an option to disable the mesh items?
18:55 kaadmy RealBadAngel: is it possible to disable the item meshes?
18:55 sofar item animations can be disabled separately
18:55 kaadmy not animations, the item meshes
18:56 kaadmy this(https://github.com/minetest/minetest/commit/6cd2b3b445bf558fda1e5a7908adef8e3a45449a)
18:56 sofar do you have animations enabled?
18:56 kaadmy no
18:56 kaadmy doesn't change anything
18:56 kaadmy and disabling the hud with all 8 slots with items in them goes from 15-20 to 40
18:57 kaadmy fps*
18:58 sofar pretty sure it can't be disabled just like that
18:59 kaadmy i'm trying to find a way to revert back to images
18:59 kaadmy seems like too much has been changed to allow that easily tho :(
19:05 Fixer have no problem with 3d items in inv
19:08 kaadmy <kaadmy> my craptop barely has opengl in the first place
19:08 kaadmy ^ most people won't have that problem
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19:51 Hijiri Does on_rightclick for items work even if the client is on stable?
19:52 Hijiri since RMB state is sent
19:53 Hijiri actually I can't find item on_rightclick in the lua doc on master, maybe I was mistaken
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19:53 Hijiri oh, I see it
19:53 Hijiri on_secondary_use
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19:55 Hijiri I would guess that it needs a newer client since the client has to send what it's pointing too I guess
19:55 Hijiri ok yeah nevermind, I read the issue introducing it originally and it says old clients won't send the event
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23:18 Taoki RealBadAngel: HDR seems to work nicely in latest master. Eagerly waiting for bloom and DoF to be there too :)
23:19 Taoki Also, I'm not seeing items spin in the inventory, like in that video. Is there a setting for that?
23:20 sofar yes, it's a hidden setting in minetest.conf
23:21 sofar no wait
23:21 sofar it's actually in the UI
23:21 Taoki What's the name?
23:22 sofar inventory_items_animations
23:23 Taoki Thanks. Works for me, looks great!

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