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IRC log for #minetest-dev, 2021-05-22

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All times shown according to UTC.

Time Nick Message
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12:33 sfan5 merging #11282 in a few mins
12:33 BrBridge <S​hadowBot> 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
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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
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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
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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
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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 <V​anessaE> wat
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