Time |
Nick |
Message |
00:18 |
|
Baytuch joined #minetest-dev |
01:53 |
|
cheapie left #minetest-dev |
04:23 |
|
Baytuch joined #minetest-dev |
05:00 |
|
MTDiscord joined #minetest-dev |
05:05 |
|
cranezhou joined #minetest-dev |
05:41 |
|
Baytuch joined #minetest-dev |
06:10 |
|
calcul0n_ joined #minetest-dev |
07:01 |
|
calcul0n joined #minetest-dev |
07:47 |
|
Baytuch joined #minetest-dev |
08:52 |
|
appguru joined #minetest-dev |
09:34 |
|
YuGiOhJCJ2 joined #minetest-dev |
09:44 |
|
YuGiOhJCJ2 joined #minetest-dev |
10:00 |
|
YuGiOhJCJ2 joined #minetest-dev |
11:06 |
|
cranezhou joined #minetest-dev |
11:10 |
|
Baytuch joined #minetest-dev |
11:41 |
|
proller joined #minetest-dev |
12:06 |
|
proller joined #minetest-dev |
12:45 |
|
YuGiOhJCJ2 joined #minetest-dev |
13:38 |
|
definitelya joined #minetest-dev |
13:39 |
definitelya |
Zughy[m]: Hi, look in #minetest, please. |
13:39 |
|
Alias joined #minetest-dev |
14:02 |
|
Taoki joined #minetest-dev |
14:21 |
|
edwin joined #minetest-dev |
14:21 |
edwin |
hello devs |
14:22 |
edwin |
I am part of a group at EleutherAI working on a reinforcement learning project based in minetest |
14:23 |
edwin |
we need to tweak the engine first to change a few things, and I have a particular that I wonder if you could help me with |
14:23 |
edwin |
*issue* |
14:25 |
edwin |
long story short - I am unsure how I could extract the raw texture from a TextureBufferOutput and save this to file |
14:25 |
edwin |
so if you could give me some pointers on this it would be much appreciated |
14:30 |
|
appguru joined #minetest-dev |
14:30 |
Krock |
is the problem about retrieving the texture or saving one that you already have? |
14:31 |
Krock |
buffer->getTexture(textureid) should do the trick |
14:32 |
Krock |
.... welcome to IRC where answers might take a day |
14:35 |
|
tekakutli joined #minetest-dev |
14:37 |
|
edwin joined #minetest-dev |
14:39 |
edwin |
ah, this texture id is what I did not understand |
14:39 |
edwin |
so the buffer holds multiple textures |
14:42 |
edwin |
how are these textures indexed? - my default guess would be a time-based queue, based on the name "buffer" |
14:44 |
Krock |
@x2048 are you around, by any chance? |
14:46 |
Krock |
most of the rendering stuff is done in Irrlicht (Minetest has its own fork), so you might find answers there. unfortunately I did yet not work with rendering-related code |
14:57 |
Krock |
I'd first try to get the Mesh of a special node (not drawtype = "normal") which happens to contain all texture IDs in its material props |
14:58 |
Krock |
then ITextureSource::getTexture() lets you retrieve the texture object from that |
14:59 |
|
ne joined #minetest-dev |
15:02 |
edwin |
I tried the naive thing of subbing in "0" for the index - this captures most of the game menu but leaves everything else transparent |
15:13 |
MTDiscord |
<Jonathon> @x2048 |
15:21 |
|
tekakutli joined #minetest-dev |
15:25 |
|
diceLibrarian joined #minetest-dev |
15:31 |
Zughy[m] |
definitelya: I'm not in there, but in short you kept overriding Giova contributions to MT client |
15:32 |
|
jwmhjwmh joined #minetest-dev |
15:34 |
jwmhjwmh |
Merging #12999 and #13002 in 6m. |
15:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/12999 -- Add `minetest.get_mapgen_edges` by TurkeyMcMac |
15:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/13002 -- Let mods choose a forceload limit by TurkeyMcMac |
15:35 |
definitelya |
"Kept" is not the right word, I just thought I'd help better the translation, like anybody would. If you didn't like that, you could have simply told me, you know? |
15:37 |
|
Fixer joined #minetest-dev |
15:40 |
definitelya |
From my perspective, I don't really mind the ban; there are plenty of projects I could focus on. I wanted to offer the same help here. |
15:45 |
definitelya |
Anyways, thanks for explaining your gripes, at least. |
15:47 |
|
proller joined #minetest-dev |
15:49 |
|
Desour joined #minetest-dev |
15:54 |
|
proller joined #minetest-dev |
15:55 |
|
fluxionary joined #minetest-dev |
16:04 |
sfan5 |
~tell edwin don't you just want screenshot functionality? it's already there in the code |
16:04 |
ShadowBot |
sfan5: OK. |
16:30 |
jwmhjwmh |
Merging #13015 in 5m. |
16:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/13015 -- Fix Minetest startup after removing last used game by TurkeyMcMac |
17:32 |
|
jwmhjwmh joined #minetest-dev |
17:55 |
|
jwmhjwmh joined #minetest-dev |
18:15 |
|
appguru joined #minetest-dev |
18:36 |
|
Taoki joined #minetest-dev |
20:04 |
|
appguru joined #minetest-dev |
20:19 |
|
jwmhjwmh joined #minetest-dev |
20:42 |
|
edwin joined #minetest-dev |
20:42 |
edwin |
@sfanS not quite - we want to get screenshots of the game without rendering it to an actual window |
20:42 |
edwin |
headless mode screenshots |
21:08 |
|
v-rob joined #minetest-dev |
21:28 |
MTDiscord |
<x2048> edwin: As the pipeline is built now, you won't be able to get the final output from TextureBuffer or TextureBufferOutput, because the final image is rendered directly into the screen buffer |
21:30 |
MTDiscord |
<x2048> Look for the usage of ScreenTarget class, it shows the places where screen is selected as the output. |
21:35 |
MTDiscord |
<x2048> Indexes of textures in TextureBuffer are numeric names, see example of how it's used here: https://github.com/minetest/minetest/blob/b85831e389ae62316f2aac1e0b4e2cefb35b3ed7/src/client/render/secondstage.cpp#L115 |
21:37 |
MTDiscord |
<x2048> What you can do create TextureBuffer in populatePlainPipeline https://github.com/minetest/minetest/blob/b85831e389ae62316f2aac1e0b4e2cefb35b3ed7/src/client/render/plain.cpp#L142 |
21:38 |
MTDiscord |
<x2048> Assign 0 to the texture where you want to capture the screen |
21:38 |
MTDiscord |
<x2048> And add a RenderStep that will convert that texture into an IImage and save to PNG using Irrlicht APIs |
22:11 |
|
Baytuch joined #minetest-dev |
22:54 |
|
jwmhjwmh joined #minetest-dev |
23:32 |
|
panwolfram joined #minetest-dev |