Time Nick Message 08:54 crazy_baboon Anyone knows where in the code is the main minetest light is defined? 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 :) 09:35 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 10:03 crazy_baboon sorry for my ignorance: what is "tiled light"? 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! 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 12:32 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 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 14:55 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? 14:59 rubenwardy What cuboids? 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 15:20 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 15:40 crazy_baboon it's the function video::S3DVertex() in makeFastFace() that draws the voxels 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 ;) 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 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 19:21 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