Time |
Nick |
Message |
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08:53 |
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08:54 |
crazy_baboon |
Anyone knows where in the code is the main minetest light is defined? |
08:55 |
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08:56 |
ANAND |
Light is defined per-node, and the actual rendering happens client-side. But I'm not knowledgeable enough to give a more detailed answer here... :) |
09:04 |
crazy_baboon |
thanks :) |
09:08 |
crazy_baboon |
I am missing something here: in Irrlicht, to add a new light source, you either use smgr->setAmbientLight() or smgr->addLightSceneNode() |
09:09 |
crazy_baboon |
but if I comment out the only occurances of these in the code base (which are in the tile.cpp file) |
09:09 |
crazy_baboon |
then nothing happens and the rendering is carried out as normal |
09:10 |
crazy_baboon |
so the light sources being used must be implemented somewhere else in the code |
09:10 |
crazy_baboon |
I just don't know where |
09:11 |
crazy_baboon |
if anyone could help here, I would apreciate |
09:12 |
crazy_baboon |
btw, I am working towards implementing shadows in minetest |
09:16 |
crazy_baboon |
at the moment, the weather is never sunny in minetest ;) |
09:17 |
ANAND |
oh, good luck :) |
09:19 |
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09:35 |
crazy_baboon |
In fact, none of the code inside TextureSource::generateTextureFromMesh seems to be doing anything at all |
09:54 |
Cornelia |
crazy_baboon: I'd imagine the light sources in minetest are "fake". They're not actually using the lighting engine since they need to be discrete for tiled light |
10:02 |
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10:03 |
crazy_baboon |
sorry for my ignorance: what is "tiled light"? |
10:04 |
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10:07 |
Cornelia |
Um.. my attempt to describe how light propagates in these Voxel games |
10:07 |
Cornelia |
Basically, it's discrete instead of continuous. |
10:08 |
Cornelia |
Light is applied to a node as a whole and used in the shader to give the illusion of light. |
10:08 |
crazy_baboon |
ah ok, so these are self-luminous nodes? |
10:08 |
Cornelia |
I'm not a 100% sure how minetest does it.. but it's probably something like that. |
10:09 |
Cornelia |
Essentially. |
10:09 |
Cornelia |
Light sources propagate values to the nodes. |
10:09 |
crazy_baboon |
Thanks Cornelia |
10:09 |
Cornelia |
No problem. :) |
10:11 |
crazy_baboon |
My idea was to disable these light-emiting nodes and use an actual light source in place of the sun |
10:11 |
crazy_baboon |
do you think this would be feasable? |
10:13 |
ANAND |
crazy_baboon: have a look at #6839 |
10:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/6839 -- [WIP] Dynamic Shadows by kilbith |
10:14 |
crazy_baboon |
Thanls ANAND |
10:14 |
ANAND |
Your welcome :) |
10:14 |
crazy_baboon |
I am aware of this document and I use every now and then |
10:14 |
crazy_baboon |
but it uses shadow mapping |
10:15 |
crazy_baboon |
I am trying to use Irrlicht in-built shadow system (volumetric i think) |
10:15 |
crazy_baboon |
just a crude approach to shadowing |
10:19 |
crazy_baboon |
@Cornelia: do you know how these "light-emitting" nodes are called in Irrlicht? |
10:20 |
crazy_baboon |
ANAND, but I may well be wrong! |
10:25 |
ANAND |
I know nothing about graphics programming, but I hope you come up with something that works, and works well :) |
10:27 |
Cornelia |
I'm not sure. I'd need to soft through the code to figure it out. |
10:28 |
Cornelia |
If I had to guess, the light level (0-15?) Is passed as a shader uniform for each node when rendered. |
10:30 |
ANAND |
light-levels of 0-14 are allowed |
10:30 |
ANAND |
https://github.com/minetest/minetest/blob/34f940dccae53ac62177d2555c63688fce90519d/doc/lua_api.txt#L5929 |
10:31 |
crazy_baboon |
Thanks guys! |
10:39 |
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11:03 |
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11:17 |
crazy_baboon |
Strange! I deleted the contents of the function that are supposed to draw cuboids and nothing happened... |
11:18 |
crazy_baboon |
these functions are defined in content_mapblock.cpp and are named: |
11:18 |
crazy_baboon |
drawCuboid() |
11:18 |
crazy_baboon |
generateCuboidTextureCoords() |
11:19 |
crazy_baboon |
drawAutoLightedCuboid() |
11:23 |
rubenwardy |
Understanding by deletion |
11:24 |
rubenwardy |
Also, light level 15 is used by sunlight |
11:24 |
rubenwardy |
So 0-15 inclusive |
11:24 |
rubenwardy |
This is 4 bits |
11:24 |
rubenwardy |
Because the light value of a node is actually two values |
11:24 |
rubenwardy |
The light during day and the light during night |
11:29 |
rubenwardy |
It would be good to have more graphics people, but it's a long journey |
11:31 |
Cornelia |
I've got two projects in the queue.. and then Minetest. :P |
11:32 |
rubenwardy |
Lol |
11:52 |
rubenwardy |
#7222 |
11:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/7222 -- Increasing draw range |
12:13 |
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12:31 |
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12:32 |
crazy_baboon |
hey I'm back for more lighting discussions! |
12:37 |
rubenwardy |
Yay |
13:06 |
crazy_baboon |
rubenwardy "Understanding by deletion": I am doing a code cleanup https://github.com/crazyBaboon/minetest |
13:48 |
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14:19 |
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14:30 |
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14:38 |
ANAND |
Super trivial: #7670 |
14:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/7670 -- CMake: Enable RUN_IN_PLACE by default by ClobberXD |
14:43 |
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14:47 |
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14:47 |
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14:52 |
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14:54 |
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14:55 |
crazy_baboon |
Anyone knows where in the code the cuboids are drawn? |
14:55 |
crazy_baboon |
I found a set of functions "// cuboid drawing!" in content_mapblock.h and .cpp |
14:57 |
crazy_baboon |
I removed them from the source code but the cubes are actually drawn/generated perfectly |
14:57 |
crazy_baboon |
so I wonder... where abouts the code are they actually drawn? |
14:58 |
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14:59 |
rubenwardy |
What cuboids? |
15:03 |
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15:13 |
crazy_baboon |
rubenwardy I suppose they are the voxels? |
15:15 |
crazy_baboon |
what other 'cuboids' are in the game? |
15:15 |
Krock |
I'd say check out the rendering engine? |
15:17 |
rubenwardy |
Voxels are made into a mesh using the fast face algorithm |
15:17 |
rubenwardy |
I believe in mapblockmesh or meshgen |
15:17 |
rubenwardy |
Not an area I'm familiar wirh |
15:19 |
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15:20 |
Krock |
oh right meshgen |
15:20 |
Krock |
https://github.com/minetest/minetest/blob/master/src/mapblock_mesh.cpp#L464 |
15:20 |
Krock |
^ crazy_baboon |
15:21 |
Krock |
and the node tile is further below |
15:26 |
crazy_baboon |
Thanks Krok! |
15:27 |
Krock |
np cray_babon |
15:27 |
ANAND |
lol |
15:32 |
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15:32 |
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15:37 |
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15:40 |
crazy_baboon |
it's the function video::S3DVertex() in makeFastFace() that draws the voxels |
15:48 |
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15:52 |
crazy_baboon |
what is a "node tile"? is it a voxel/cuboid? |
16:03 |
Krock |
according to the node definition that's just one face |
16:09 |
crazy_baboon |
Thanks! Now I see the association of the name "tile" with a building tiles ;) |
16:42 |
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17:03 |
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18:04 |
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18:10 |
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18:12 |
paramat |
i'l edit game#2142 on merge and also merge game#2186 in an hour |
18:12 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2142 -- Simplify Wool by tenplus1 |
18:12 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2186 -- Simplify DYE mod by tenplus1 |
18:12 |
paramat |
game#2199 is updated |
18:12 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2199 -- Rename 'killme' mod to 'mtg_commands' and add missing files by paramat |
18:13 |
paramat |
and .. game#2200 |
18:13 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2200 -- Fire: Make flames floodable by paramat |
18:31 |
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19:16 |
paramat |
merging game#2142 will take a few mins as editing on merge |
19:16 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2142 -- Simplify Wool by tenplus1 |
19:16 |
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19:21 |
paramat |
nope, that PR is broken |
19:35 |
paramat |
it's now redone by author |
19:35 |
paramat |
merging game#2186 |
19:35 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2186 -- Simplify DYE mod by tenplus1 |
19:39 |
paramat |
done, merging game#2202 |
19:39 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2202 -- Simplify WOOL mod by tenplus1 |
19:42 |
paramat |
merged |
19:49 |
paramat |
making a post in the forum about the changes |
20:22 |
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