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IRC log for #minetest-dev, 2020-03-19

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All times shown according to UTC.

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17:37 GreenDimond Why does the night and day values of a mapnode being equal mean that it is near the surface? (Referencing https://github.com/minetest/minetest/blob/5.1.1/src/clientiface.cpp#L335)
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17:40 Krock GreenDimond: it means that it's exposed directly to sun light
17:40 Krock no torches around
17:41 GreenDimond But couldnt they be equal in other situations?
17:41 GreenDimond Oh right no
17:41 GreenDimond day bank is always 15 if exposed to the sky regardless of time
17:41 Krock yes
17:42 Krock it's true unless the mapblock light is corrupted
17:42 GreenDimond Does the time of day affect the night lightbank?
17:42 Krock no, the time of day is only used to calculate light levels for a certain node in-game
17:43 GreenDimond That.. doesnt answer my question
17:43 Krock > no
17:44 GreenDimond Followed by > used to calculate light levels for a certain node in-game
17:44 Krock *only* used
17:44 GreenDimond the light levels in each node are made up of a day and night lightbank
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17:44 Krock yes, and these are used to calculate the brightness of faces, and for the Lua API
17:45 GreenDimond Right
17:45 Krock light banks are only caches which are later used to calculate the current light value
17:46 GreenDimond Yes
17:46 GreenDimond So time of day affects the light banks? How?
17:46 GreenDimond Or am I seriously misunderstanding
17:46 Krock No, it doesn't.
17:46 GreenDimond Ok so light banks are independent of time of day
17:46 Krock daylight + nightlight + time of day = current light of a node
17:47 GreenDimond and time of day is factored in when doing the shading
17:47 Krock day and night light are timeless
17:48 GreenDimond Alright, I think I get it now.
17:48 GreenDimond Also, why is it called a "bank"? They should be LightTypes, no?
17:48 Krock different programmers, different terminologies.
17:48 Krock there's actually a class to properly implement those, but it's only used in a few places
17:49 Krock what bothers me is that the "current light level" and the banks are both u8 values, hence easy to confuse
17:51 GreenDimond Yeah im currently rewriting the lighting system
17:51 GreenDimond and adding support for colored lighting
17:51 GreenDimond I would like to know where this class is .. should I be converting everything to use those?
17:54 Krock content_mapblock.h LightPair
17:54 Krock but I suspect that's for already transformed light levels
17:55 Krock after the 0..15 value is calculated for the current time, it's then looked up in an array to get a value from 0..255 for screen brightness
17:55 Krock and it's again an u8
17:58 GreenDimond Yeah thats client side
17:58 GreenDimond But I will be changing that too
18:04 GreenDimond Currently im still working on changing the server side stuff
18:06 GreenDimond I've changed the LightBank to a LightType enum of LIGHTTYPE_SKY/R/G/B, rather than day and night. Once I change getLightBanks and getLightBlend, ill work on making changes to all the files where the light touches (ha).
18:06 GreenDimond Also, param1 will now be a u16 with the first 4 bits for sky light and the last 16 for color
18:07 GreenDimond Which means I get to do some conversions to prevent breakage
18:07 DS-minetest the last 12*
18:08 GreenDimond yes sorry
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20:02 GreenDimond How do I enable tracebacks?
20:03 sfan5 "enable"?
20:03 GreenDimond Im getting a bad alloc exception but it doesnt tell me where from
20:04 sfan5 from Lua or what?
20:04 sfan5 in either case use a debugger
20:05 GreenDimond The engine
20:06 GreenDimond alright, will try that
20:12 GreenDimond Maybe this is a stupid question, but how am I supposed to use the information GDB gives me? All I got was a bunch of threads and at the end a method and file:line. Is the method and line number what I should be looking at? Because I havent even remotely touched the file its giving me.
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20:14 sfan5 which gdb command did you enter?
20:14 GreenDimond run
20:16 GreenDimond I may be using GDB entirely wrong-- I've never used a debugger before.
20:21 sfan5 oh I misinterpreted your description
20:22 sfan5 the method and file:line at the end is the place it crashed
20:22 jonadab There are other, more advanced things you can do with a debugger, but start with getting a backtrace, and then with learning how to interpret a backtrace.
20:22 sfan5 but since std::bad_alloc means it ran out of RAM, that is not necessarily the place where too much memory was allocated
20:23 GreenDimond got a completely different file:line the second time
20:23 GreenDimond backtrace doesnt seem very helpful
20:24 GreenDimond (I mean the command is helpful but the result doesnt help me)
20:25 GreenDimond Though I might know why its running out of memory
20:26 GreenDimond The crash happens when I place a light source, so the light spread is probably doing something screwy
20:27 GreenDimond Ooh. I placed a light source in a smaller room and it didnt crash (but it did take a long time to place)
20:27 jonadab There are some types of bugs where backtrace is of limited assistance, granted.
20:28 jonadab There's also valgrind.
20:28 jonadab If you suspect a memory leak, valgrind is how you track those down.
20:28 jonadab Learning to use valgrind is "fun".
20:28 p_gimeno sounds like a very deep recursion
20:29 GreenDimond I think the light spread is checking something that I changed and isnt satisfied properly
20:35 GreenDimond Also I messed up the natural vs artificial lighting but Ill fix that *after* I fix the light spreading
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20:48 GreenDimond I fixed it!
20:48 GreenDimond Was missing a handler in getLightr
20:48 GreenDimond -r
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