Time |
Nick |
Message |
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12:07 |
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12:33 |
sfan5 |
merging #11282 in a few mins |
12:33 |
BrBridge |
<ShadowBot> https://github.com/minetest/minetest/issues/11282 -- GUIEditBox: Allow selecting and copying read-only texts by SmallJoker |
12:34 |
sfan5 |
the bridge handles that too, impressive |
12:43 |
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13:16 |
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14:05 |
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14:07 |
kilbith |
your latest commit on Liso's fork causes a double-free + a GLSL compilation error: https://i.imgur.com/Wek6O3A.png |
14:09 |
kilbith |
https://github.com/minetest/minetest/pull/11244/commits/29f66242790624c7d51369efb67fde640ee973ee#diff-8eec513e9d352d3219330c4322bb5f625b5e972bc5b050c04a924113ef334211R170 |
14:09 |
kilbith |
should be #if |
14:10 |
kilbith |
also wtf is this: https://github.com/minetest/minetest/pull/11244/commits/29f66242790624c7d51369efb67fde640ee973ee#diff-338620f4b79e1a00e394bb90133eb962a50bfa461512d619452e879a38ae8bacR406 |
14:12 |
sfan5 |
works on my machine, but I'm not surprised by defined() causing problems somewhere |
14:12 |
sfan5 |
can you use #if with undefined variables in GLSL? |
14:12 |
sfan5 |
anyway that part probably won't be in the final version once the inconsistencies are figured out |
14:13 |
kilbith |
wait I'm recompiling with the very latest Liso commit from this branch because I see a lot more glitches since you put your hands on it |
14:15 |
ShadowNinja |
sfan5: Looks like the issue is because of the #ifdef defined(), should be #if defined(). |
14:15 |
sfan5 |
huh oh |
14:15 |
sfan5 |
didn't see |
14:16 |
sfan5 |
ah only one of them is incorrect, explains why I didn't catch it |
14:22 |
kilbith |
ok confirmed after resetting to Liso's latest commit, one of your commits caused this: https://youtu.be/IXUNVfCcDpQ |
14:23 |
kilbith |
I'm out and please: let Liso pushing alone. |
14:23 |
sfan5 |
lol |
14:24 |
sfan5 |
he's upset that I broke something in the process of cleaing up |
14:27 |
sfan5 |
sure feels good to get the blame as the only coredev helping this PR get in a mergeable state |
14:27 |
sfan5 |
like I've commented I suspect it was this change https://0x0.st/-eLW.png which by the way Liso told me to make myself |
14:28 |
sfan5 |
but clearly it's my fault |
14:28 |
sfan5 |
asshole |
14:56 |
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15:06 |
MTDiscord |
<Jordach> There was a windowing issue specific to macOS a while back in this PR that I provided a patch for |
15:09 |
MTDiscord |
<Jordach> Saying that I should have a PR that fixes the bizarre night time dawn dusk blending |
15:30 |
MTDiscord |
<Liso> sfan5 no, Im not upset at all!!! I'm really excited with some other person working on this ? |
15:30 |
sfan5 |
that wasn't aimed at you, don't mind it |
15:31 |
MTDiscord |
<Liso> if I wrote something that make you think that, Im sorry, I don't speak english very well ? |
15:31 |
sfan5 |
except for the file in src/client/shadow I'm finished with the stuff I wanted to do so don't hesitate to push new commits to your branch |
15:32 |
sfan5 |
:) |
15:32 |
MTDiscord |
<Liso> ? |
15:33 |
MTDiscord |
<Liso> as soon as I can I'll continue with the PR, It's just you know.... family stuff xD |
15:34 |
sfan5 |
sure no hurry |
15:34 |
sfan5 |
you've done a lot of impressive work so far, thanks for that |
15:35 |
MTDiscord |
<Jordach> Uh stupid ass question |
15:35 |
MTDiscord |
<Liso> nah, just i was bored at work xD |
15:35 |
MTDiscord |
<Jordach> But couldn’t the method for applying shadows be used to achieve depth buffer based second stage shading |
15:37 |
MTDiscord |
<Jordach> Since the light map is already passed through |
15:37 |
MTDiscord |
<Jordach> Bloom and DoF are now super easy |
15:37 |
MTDiscord |
<Liso> you mean, use the depth texture for postprocess ?? |
15:38 |
MTDiscord |
<Jordach> You already reduce shadows on light emitting objects |
15:38 |
MTDiscord |
<Jordach> I wonder if that trick could be used for bloom |
15:38 |
MTDiscord |
<Liso> yes, but that is achieved by the nigthratio value passed in the vertex information |
15:39 |
MTDiscord |
<Liso> that actually is the level of sun's illumination, so with that we can avoid apply shadows underground and reduce the shadows on light objects |
15:41 |
MTDiscord |
<Liso> but you are right. If we use a second pass with gbuffer, we can get a lots of new effects, like bloom, dof, god rays, ... |
15:42 |
MTDiscord |
<Liso> even dynamic lighting for all light sources |
15:42 |
MTDiscord |
<Jordach> God rays are sunlight angle depending |
15:42 |
MTDiscord |
<Jordach> Which we both know is pass by shadows |
15:43 |
MTDiscord |
<Liso> idk, as I said, I'm learning gfx now xd |
15:43 |
rubenwardy |
yeah, that PR is very impressive and cool |
15:45 |
MTDiscord |
<Liso> I had in mind trying to implement some "deferred rendering", to offer the capability to create shaderpack. but now I think its better spent some time trying to improve the rendering speed. |
15:49 |
MTDiscord |
<Jordach> I may or may not be developing an iOS build soonish |
15:51 |
MTDiscord |
<Liso> nice |
15:56 |
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16:04 |
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16:20 |
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16:29 |
MTDiscord |
<Liso> sfan5 in which OS are you testing?? |
16:35 |
sfan5 |
Linux |
16:35 |
sfan5 |
GPU is GeForce GTX 1050 Ti if it matters |
16:36 |
MTDiscord |
<Liso> yes, maybe. arch with rx5500 its not working. |
16:38 |
MTDiscord |
<Liso> well by arch I mean Manjaro. I'm too old to fight with base config xD |
16:38 |
sfan5 |
still something wrong with the nodes_shader? |
16:39 |
MTDiscord |
<Liso> both |
16:41 |
MTDiscord |
<Liso> No,no! sorry, my fault. They are working. I didnt pull. sorry |
16:43 |
sfan5 |
I think the change to clientmap regarding m_drawlist caused some regressions, I've seen light go "through" areas that are obviously occupied |
16:43 |
sfan5 |
the selection of block for shadow map rendering would need a closer look |
16:48 |
MTDiscord |
<Liso> uhmmm, ok |
17:00 |
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17:03 |
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17:04 |
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21:53 |
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21:53 |
ghosthell |
Non Terrestrial Or Terrestrial Beings which can help me with Trans Universal Transportation (Please PM Me)8 |
21:55 |
MTDiscord |
<Jonathon> .....well then |
21:56 |
BrBridge |
<VanessaE> wat |
22:26 |
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