Time Nick Message 12:33 sfan5 merging #11282 in a few mins 12:33 BrBridge 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 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 15:06 MTDiscord There was a windowing issue specific to macOS a while back in this PR that I provided a patch for 15:09 MTDiscord Saying that I should have a PR that fixes the bizarre night time dawn dusk blending 15:30 MTDiscord 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 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 ? 15:33 MTDiscord 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 Uh stupid ass question 15:35 MTDiscord nah, just i was bored at work xD 15:35 MTDiscord But couldn’t the method for applying shadows be used to achieve depth buffer based second stage shading 15:37 MTDiscord Since the light map is already passed through 15:37 MTDiscord Bloom and DoF are now super easy 15:37 MTDiscord you mean, use the depth texture for postprocess ?? 15:38 MTDiscord You already reduce shadows on light emitting objects 15:38 MTDiscord I wonder if that trick could be used for bloom 15:38 MTDiscord yes, but that is achieved by the nigthratio value passed in the vertex information 15:39 MTDiscord 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 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 even dynamic lighting for all light sources 15:42 MTDiscord God rays are sunlight angle depending 15:42 MTDiscord Which we both know is pass by shadows 15:43 MTDiscord idk, as I said, I'm learning gfx now xd 15:43 rubenwardy yeah, that PR is very impressive and cool 15:45 MTDiscord 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 I may or may not be developing an iOS build soonish 15:51 MTDiscord nice 16:29 MTDiscord 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 yes, maybe. arch with rx5500 its not working. 16:38 MTDiscord 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 both 16:41 MTDiscord 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 uhmmm, ok 21:53 ghosthell Non Terrestrial Or Terrestrial Beings which can help me with Trans Universal Transportation (Please PM Me)8 21:55 MTDiscord .....well then 21:56 BrBridge wat