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13:50 |
MTDiscord |
<x2048> Pushing a small patch in a few minutes https://pastebin.com/VfAqeB1Y. Fixes #12686 |
13:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/12686 -- 5.6 changed object glow drastically |
14:04 |
sfan5 |
I looked at that issue before and wondered if that was the right fix since the glow stuff changed so drastically |
14:04 |
sfan5 |
thanks for fixing |
14:32 |
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15:18 |
MTDiscord |
<x2048> There's a multiplier of 2.5 applied to emissive_light here: https://github.com/minetest/minetest/blob/master/src/client/mapblock_mesh.cpp#L1561. |
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17:48 |
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18:38 |
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18:39 |
MTDiscord |
<x2048> Any ideas about this 'if' in getInteriorLight? https://github.com/minetest/minetest/blob/master/src/client/mapblock_mesh.cpp#L106 |
18:53 |
MTDiscord |
<x2048> Looks like a leftover from legacy, and the reason is not clear from the logs. |
19:03 |
celeron55 |
i'll take a look |
19:05 |
celeron55 |
https://github.com/minetest/minetest/commit/f5fd4a0af1fef2e9cd3f7f368884349013a06dcc#diff-773af0bb916fbeab5135fa2e7d9ca54413bbbd7db33ae4f5cd147473cc8425cbL133 |
19:05 |
Pexin |
all I can tell is that https://github.com/minetest/minetest/blob/master/src/client/game.cpp#L3263 passes -1 as increment in 2 places |
19:06 |
Pexin |
which gets relayed to the file local func in mapblock_mesh |
19:06 |
celeron55 |
i think this commit that introduces the particular >0 explains it |
19:06 |
celeron55 |
i mean, explains the logic it's based on, and the logic it's based on has a comment that says "We don't know if light should undiminish from this particular 0. Thus, keep it at 0." |
19:07 |
celeron55 |
that comment is written by me... in 2010 |
19:08 |
celeron55 |
it's not likely whatever that logic comes from matters at all nowadays |
19:09 |
celeron55 |
probably has something to do with how lighting updates were done originally... maybe |
19:10 |
Pexin |
mathematically just removing the if does nothing, because it will still be floored at 0 either way |
19:11 |
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19:12 |
MTDiscord |
<x2048> If prevents adding increment if the previously calculated light is zero. For example, if I want to add glow for an entity which is in complete darkness. |
19:13 |
Pexin |
oh, yeah doi. sorry. |
19:15 |
celeron55 |
i'd say just get rid of it. but it needs some heavy testing as light is persistent |
19:15 |
celeron55 |
entity lighting isn't but nodes |
19:20 |
MTDiscord |
<x2048> This increment is only used in flat (non-smooth) light code (fixed value of 1) and selection mesh (fixed value of -1) |
19:21 |
celeron55 |
then it's not persistent |
19:23 |
MTDiscord |
<x2048> It's not. But in those cases the 'if' is important, otherwise non-solid nodes will glow in the dark with flat lighting. |
19:23 |
MTDiscord |
<x2048> non-solid = non-fast-faces |
19:38 |
sfan5 |
PSA: this year's serverlist statistics -> https://kitsunemimi.pw/tmp/serverlist_stats_2022-09-04.txt |
19:45 |
MTDiscord |
<x2048> Further digging into getInteriorLight(), this increment of 1 makes nodebox nodes appear lighter than solid nodes at the same map light level: https://i.imgur.com/NdUoJhO.png |
19:45 |
MTDiscord |
<x2048> (on the right side I remove the +1 from the increment) |
20:13 |
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21:09 |
MTDiscord |
<x2048> Added #12741 to change behavior of getInteriorLight, align brightness of solid and non-solid draw types and formally correct entity glow. |
21:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/12741 -- [No squash] Corrections to entity and node light calculation by x2048 |
21:27 |
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