Minetest logo

IRC log for #minetest-dev, 2021-11-04

| Channels | #minetest-dev index | Today | | Google Search | Plaintext

All times shown according to UTC.

Time Nick Message
00:45 tekakutli joined #minetest-dev
00:56 AliasAlreadyTake joined #minetest-dev
02:58 v-rob joined #minetest-dev
03:28 queria^clone joined #minetest-dev
03:33 queria^clone joined #minetest-dev
04:00 MTDiscord joined #minetest-dev
06:49 tekakutli joined #minetest-dev
08:05 hendursa1 joined #minetest-dev
09:19 specing_ joined #minetest-dev
09:34 olliy joined #minetest-dev
10:57 calcul0n joined #minetest-dev
11:49 calcul0n_ joined #minetest-dev
12:30 Fleckenstein joined #minetest-dev
12:32 Fleckenstein is there an issue for the misc problems with shaders disabled yet? like sprite animations displaying black and some animated 3d models displaying white? it's really an annoyance, not sure whether this is already being worked on or whether i should try to fix it myself
12:32 Fleckenstein i believe its a problem with irrlicht, or am i mistaken?
13:12 sfan5 those issues are news to me
13:25 MTDiscord <Sublayer plank> um, wasn't it that bug erlehmann was talking about in regards to mineclone's enchanting table book model having a glitched texture in 5.5.0-dev?
13:38 Fleckenstein most likely yes
13:38 Fleckenstein its an older bug
13:38 Fleckenstein i _somehow_ resolved it for chests and shulkerboxes by exporting the model in blender in a very specific way but it was quite a pain and I don't know how exactly i did it anymore
13:39 Fleckenstein the thing really is, if shaders are enabled, everything is fine
13:55 Fleckenstein so, am i right assuming that there has not been done any work yet? is there anything i should know trying to fix it?
13:58 MTDiscord <luatic> WDYM by "glitched texture"?
13:59 MTDiscord <luatic> Might be related to normals
14:04 appguru joined #minetest-dev
14:07 olliy joined #minetest-dev
14:27 proller joined #minetest-dev
14:30 tech_exorcist joined #minetest-dev
15:08 MTDiscord <josiah_wi> The README does not say how to run the unit tests. I haven't run them before; should I know anything about this?
15:32 Fleckenstein its simply just white or black
15:32 Fleckenstein entirely
15:52 MTDiscord <josiah_wi> I can't figure out how to run the tests. Please advise.
15:54 MTDiscord <luatic> Which tests? Lua or C++ ones?
15:54 MTDiscord <josiah_wi> C++
15:54 Fleckenstein isnt it --run-unittests?
15:55 MTDiscord <josiah_wi> Ah, thank you.
15:56 MTDiscord <josiah_wi> Well, this is quite something.
15:56 MTDiscord <josiah_wi> I caused an overflow error in the pseudorandom number generator.
15:57 MTDiscord <josiah_wi> Should I even open an issue for this...
16:00 Fleckenstein oh no, in 5.5-dev the bug is even there with shaders enabled
16:00 MTDiscord <josiah_wi> I'll bet I have ubsan still compiled in. I'll just disable that.
16:01 MTDiscord <savilli> better to open a PR XD
16:01 sfan5 so did it not happen with shaders disabled?
16:02 sfan5 https://github.com/minetest/minetest/issues/11146 might be related btw
16:02 sfan5 though I haven't seen anyone who is able to reproduce it
16:02 MTDiscord <josiah_wi> savilli, whover wrote this pretty clearly accepted it would have UB. Fixing this mess is something nobody wants to deal with.
16:02 Extex joined #minetest-dev
16:03 hendursaga joined #minetest-dev
16:03 MTDiscord <josiah_wi> I looked at the code and it's blaringly obvious.
16:03 MTDiscord <savilli> or they just forgot to cast to unsigned
16:03 MTDiscord <Sublayer plank> erlehmann seems to be able to reproduce it, he was talking about it as late as 4 days ago
16:03 MTDiscord <Sublayer plank> https://irc.minetest.net/minetest-dev/2021-10-31#i_5892518
16:04 sfan5 keeping track of bugs that only get discussed but not properly filed is kinda hard...
16:09 Fleckenstein in 5.5-dev, its white if shaders are off, black if shaders are on
16:09 Fleckenstein kinda funny ngl
16:10 Fleckenstein tried to bisect it but git bisect decided to SEGFAULT lmao
16:13 MTDiscord <josiah_wi> How many of the Minetest CI builds run unit tests?
16:14 MTDiscord <Sublayer plank> looks to be all linux compilers and the macos build
16:15 MTDiscord <josiah_wi> Thank you.
16:22 fluxionary joined #minetest-dev
16:23 v-rob joined #minetest-dev
16:24 MTDiscord <josiah_wi> "test them all" he said. Guess what, exhaustively testing every possible noise2d input is incredibly slow.
16:25 MTDiscord <josiah_wi> I estimate around 4096 minutes to complete, give or take.
16:25 MTDiscord <josiah_wi> Wait no.
16:25 MTDiscord <josiah_wi> 4096 * 4096 minutes
16:26 Fixer joined #minetest-dev
16:26 MTDiscord <josiah_wi> I need answers, erlehmann.
16:53 Extex joined #minetest-dev
17:51 v-rob joined #minetest-dev
18:03 longerstaff13 joined #minetest-dev
18:32 v-rob joined #minetest-dev
18:54 erlehmann joined #minetest-dev
18:55 erlehmann i just read a bit of the logs. Fleckenstein is right, the bug is there in 5.5-dev with or without shaders. without shaders, the textures are white. with shaders, textures are black.
18:56 erlehmann i did not have any success bisecting the issue.
19:00 erlehmann Fleckenstein btw, it is a good idea to put all build scripts for (binary) artifacts in the repository. i have no idea, for example, how colors.json was created or how to recreate the blender exports for anything.
19:01 erlehmann oh, wrong channnel sorry
19:27 olliy joined #minetest-dev
19:43 Extex joined #minetest-dev
20:04 x2048 joined #minetest-dev
20:08 x2048 I'm fixing rendering of shadows on entities, and I see this behavior that Minetest/irrlicht loads some models with insane normals, while other models are fine. Does anyone know the reason?
20:09 sfan5 normals are only recalculated if they seem wrong
20:09 sfan5 also make sure you have the latest irrlichtmt
20:10 x2048 good catch, I'll try with the latest head, thanks sfan5
20:11 x2048 I've tried forcing the recalculation, but (a) for some reason MT asks to produce 'smooth' normals which makes little sense, and (b) it does not seem to change a lot. digging deeper...
20:14 x2048 side notice, it looks like MeshCache in irrlichtmt does not work, at least in debug build. Had to skip through 25 loads of stairs.obj
20:14 sfan5 that's intentional
20:15 x2048 is that because of texturepacks?
20:16 sfan5 it's because the code needs to modify the instance of the model it has or something
20:22 v-rob joined #minetest-dev
20:26 x2048 Maybe we could tweak it to use the cache and clone the mesh on get, would save parsers some work.
20:26 x2048 Latest irrlicht, force mesh recalcualtion: https://user-images.githubusercontent.com/4933697/140414550-14e6fe37-6f4a-4b43-9070-e6215d9a645c.png
20:26 x2048 sorry, s/mesh/normals/
20:27 sfan5 I did sort of but the only thing it did is increase ram usage #11652 (unclear if it's faster)
20:27 ShadowBot https://github.com/minetest/minetest/issues/11652 -- Preload meshes at startup by sfan5
20:29 sfan5 blue are supposed to be normals?
20:30 x2048 Yes, added this to show them: m_animated_meshnode->setDebugDataVisible(scene::EDS_NORMALS | scene::EDS_MESH_WIRE_OVERLAY);
20:31 sfan5 looks like total nonsense
20:31 sfan5 but how would it get those wrong
20:33 x2048 One thing I found is this potential bug in exporter for blender: https://github.com/joric/io_scene_b3d/blob/master/export_b3d.py#L1136
20:33 x2048 Notice the order of x, y, z
20:33 sfan5 if you force recalculation that shouldn't matter
20:33 proller joined #minetest-dev
20:36 x2048 I agree, will debug the mesh manipulator now to find out what's going on
20:36 x2048 I'm also puzzled why player's model is perfectly fine
21:18 specing_ joined #minetest-dev
21:21 v-rob joined #minetest-dev
21:51 erlehmann x2048 any luck bisecting it?
21:55 sfan5 if I had to guess it happens even on the very first revisions that use IrrlichtMt
21:55 erlehmann why though
21:57 x2048 Kind of... models that are affected reuse vertices in the vertex buffer. Mesh manipulator will not calculate the normals for sharp edges correctly, because the vertex can only store one normal vector.
22:07 x2048 They are also animated, and I'm looking for how this affects the normals.
22:25 sfan5 huh
22:26 sfan5 erlehmann: simply going from irrlicht 1.8 to their indev version broke a few things, wouldn't be surprised if this is one
22:48 Taoki joined #minetest-dev
23:05 v-rob joined #minetest-dev
23:34 v-rob joined #minetest-dev
23:43 YuGiOhJCJ joined #minetest-dev

| Channels | #minetest-dev index | Today | | Google Search | Plaintext