Time Nick Message 00:00 Zughy[m] can confirm, not being able to type è or é is so annoying 00:02 sfan5 luk3yx: your steps are a bit fuzzy but I cannot find a bug with the craftpreview boat model in either first or third person 00:03 sfan5 anyway just open issues, we'll eventually find out the reason 00:03 luk3yx sfan5: Both lines look 1px too short 00:04 sfan5 they are 00:04 luk3yx And the boat needs to be intersecting some node 00:05 luk3yx https://i.imgur.com/TQGrytP.png 00:05 sfan5 how could a gui item possibly intersect an in-world node 00:05 luk3yx I have no idea but they seem to 00:06 sfan5 the change missing in the model code is probably this then https://github.com/minetest/minetest/commit/3579dd21867598ff30867ebd68b690c85ba14f9b#diff-841c1b824e0ac7bf7749b4e4d239685d529ef79054b6a91dd1730c4b38c625e4L42-L47 00:06 kilbith it's not a "GUI item", it's a GUI Scene, it's entirely possible that scenes can conflict 00:08 DS-minetest such intersection happens when the depth buffer isn't reset, no? 00:08 sfan5 (that link is supposed to show the changes to src/client/sky.cpp in case that isn't working) 00:10 kilbith luk3yx, try that: https://paste.ubuntu.com/p/dCY3gVYPPm/ 00:10 kilbith on my end this seems to work correctly with that patch 00:12 kilbith well even without it, there is no glitch on my end 00:13 kilbith https://i.imgur.com/zEiWxSU.png 00:13 kilbith everytime you have a different bad surprise with the model 00:14 kilbith looks like some vertices (?) aren't drawn in the correct order 00:16 sfan5 that looks like what'd happen without the depth buffer and no backface culling 00:16 sfan5 but I suppose both of those are enabled 00:19 kilbith ok we apparently need to enable both EMF_BACK_FACE_CULLING and EMF_ZWRITE_ENABLE on this scene 00:19 kilbith this *seems* to fix it 00:20 sfan5 that breaks transparent models, doesn't it? 00:20 kilbith didn't test 00:22 kilbith well yes it does break the transparent models 00:29 sfan5 since the gui may render it's own independent 3d scene maybe you do have to call driver->clearZBuffer at some point 00:30 sfan5 the hud also does this before rendering item stacks 00:35 luk3yx Okay now I'm even more confused 00:35 luk3yx If I have any items in my inventory the model looks fine 00:38 luk3yx kilbith: The issue I was having still occurs with your fix 00:39 luk3yx If I only have one inventory item and drop it in the trash slot the issue reappears the moment I do 00:40 kilbith here is the reason why 00:40 kilbith inventory item is a scene from drawItemStack 00:40 kilbith ... which calls up driver->clearZBuffer() 00:41 luk3yx Interesting, I can reproduce this issue on 5.4.0 16:39 MTDiscord backface culling is not the issue here 16:39 MTDiscord it's all about the z buffer 22:49 sfan5 numzero: I suppose you don't have a better idea for a fix here? http://sprunge.us/3x3vEs?diff 23:08 numzero sfan5: for the exact behavior described, no 23:08 numzero btw why are you patching 2D line drawing? does anyone ever use it? 23:09 sfan5 we draw the crosshair using it