Time |
Nick |
Message |
00:05 |
erlehmann |
since we already have curl and ogg stream |
00:05 |
erlehmann |
maybe you can just implement something like that |
00:05 |
erlehmann |
and not bother with dynamic media for it |
00:08 |
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00:09 |
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01:15 |
MTDiscord |
<MisterE> we already have ogg stream? |
01:15 |
MTDiscord |
<MisterE> how? |
01:15 |
MTDiscord |
<MisterE> im really interested if its a viable alternative |
01:19 |
MTDiscord |
<MisterE> I know that streaming has been suggested many times, but I cant find that it has been implemented erlehmann |
01:20 |
MTDiscord |
<MisterE> oops modding |
01:20 |
MTDiscord |
<MisterE> i mean #minetest |
01:23 |
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01:37 |
Baytuch |
I have some problem with chest mod on the default game. After problems with the network, the chest stopped opening, but working with the inverter - worked. |
01:38 |
Baytuch |
I check it and found problem. |
01:39 |
Baytuch |
def.drawtype == chest . I remove node and work again |
01:41 |
Baytuch |
in nornal mode - must be 'airlike' |
01:49 |
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02:23 |
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04:59 |
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05:00 |
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07:05 |
MTDiscord |
<luatic> I don't like your fix: It removes arbitrary mesh nodes above chests. This might even work in MTG, but I doubt that it will be compatible (or expected) by mods. |
07:09 |
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07:12 |
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07:45 |
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07:53 |
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08:11 |
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08:26 |
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08:31 |
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08:42 |
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08:52 |
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08:57 |
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09:30 |
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11:34 |
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12:18 |
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14:18 |
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15:54 |
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16:47 |
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17:00 |
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17:17 |
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17:23 |
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17:43 |
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17:44 |
Toothless |
Hello, I was wondering why differant color lights only the same light color? |
17:47 |
MTDiscord |
<LandarVargan> You can only have one color of light atm, and changing that would require a lot of thought and work, but it may happen at some point |
17:48 |
Toothless |
I was wondering how difficult it would be to make lights emit they're natural color/texture. |
17:51 |
rubenwardy |
that requires coloured lighting |
17:51 |
rubenwardy |
https://github.com/minetest/minetest/issues/2670 |
17:52 |
Toothless |
thank you |
17:53 |
Toothless |
This might be of interest to those who are working on various shaders. |
17:53 |
Toothless |
https://hub.packtpub.com/working-with-shaders-in-c-to-create-3d-games/ |
18:00 |
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18:07 |
Krock |
will merge #12075, #11978, #9517 in 10 minutes |
18:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/12075 -- Lua API: Consistently use double vs. single quotes by appgurueu |
18:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/11978 -- Add TGA test nodes to devtest by erlehmann |
18:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/9517 -- FormspecMenu: make drawing of backgrounds less hacky by Desour |
18:09 |
Krock |
May I squash #12059 on merge and explain the changes within the commit message, or are individual commits preferred? |
18:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/12059 -- Lua API documentation: Various fixes (2) by SmallJoker |
18:16 |
Krock |
merging (3) |
18:17 |
Krock |
done |
19:39 |
MTDiscord |
<luatic> celeron55: why does using just https://minetest.net instead of https://www.minetest.net entail cert shenanigans? |
19:41 |
MTDiscord |
<Sublayer plank> the minetest.net redirect website is hosted with a self-signed cert |
19:50 |
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19:53 |
erlehmann |
sfan5 celeron55 the inventory framerate drop is even worse in older versions of minetest. |
19:53 |
erlehmann |
i guess no one ever noticed because what are you doing in inventory anyway |
19:53 |
erlehmann |
but it seems to be able to affect drag-and-drop-operations sometimes |
19:54 |
erlehmann |
like, you click somewhere to drag an item, but a different item ends up being dragged or so |
19:54 |
erlehmann |
unclear if that is related to framerate really |
19:56 |
erlehmann |
anyways, if i find something, i'll tell you. i don't think a machine that can render the game at 30fps should drop down to 7 in inventory |
20:39 |
MTDiscord |
<jordan4ibanez> So does Minetest use an array texture in GL or does it use a dynamically generated ram atlas? I cannot seem to find any information through the source code that it's constructing array textures into memory as the glsl shader utilizes a texture2D |
20:40 |
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20:41 |
erlehmann |
if i use inventory cube for all items, would that help lol |
20:41 |
erlehmann |
(the texture modifier) |
20:41 |
erlehmann |
mhhh, nodeboxes would still be cursed |
21:00 |
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21:51 |
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21:56 |
sfan5 |
array textures? |
21:57 |
erlehmann |
https://www.khronos.org/opengl/wiki/Array_Texture |
21:58 |
erlehmann |
> Array texture are not usable from the fixed function pipeline; you must use a Shader to access them. |
22:00 |
sfan5 |
oh huh |
22:00 |
erlehmann |
jordan4ibanez since it's an OpenGL 3.0 thing, i doubt minetst uses it |
22:00 |
sfan5 |
nah Minetest/Irrlicht uses single textures |
22:00 |
sfan5 |
erlehmann: optional features exist |
22:04 |
erlehmann |
for context https://www.khronos.org/opengl/wiki/FAQ#Many_Small_2D_Textures |
22:04 |
erlehmann |
> watch out for texture filtering because a linear filter can cause texel bleed (neighboring sub-texture gets sampled) |
22:04 |
erlehmann |
> Another solution is to put those small textures in one 3D texture (GL_TEXTURE_3D which is part of GL 1.3 and above) as long as all the 2D textures are the same size. |
22:04 |
erlehmann |
oha |
22:04 |
erlehmann |
weird |
22:17 |
erlehmann |
regarding the inventory slowdown – i have no idea why, but … the measured drawtime goes up quite a bit even when the inventory is already displayed. |
22:17 |
erlehmann |
and consequently, fps go down |
22:17 |
erlehmann |
might be a sampling artifact? |
22:43 |
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22:43 |
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22:48 |
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22:58 |
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