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17:12 |
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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) |
17:39 |
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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 |
17:44 |
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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 |
18:19 |
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20:02 |
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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. |
20:12 |
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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 |
20:45 |
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20:48 |
GreenDimond |
I fixed it! |
20:48 |
GreenDimond |
Was missing a handler in getLightr |
20:48 |
GreenDimond |
-r |
20:54 |
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22:11 |
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22:36 |
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22:55 |
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