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IRC log for #minetest-dev, 2022-12-03

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All times shown according to UTC.

Time Nick Message
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13:39 definitelya Zughy[m]: Hi, look in #minetest, please.
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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
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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
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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
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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
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15:31 Zughy[m] definitelya: I'm not in there, but in short you kept overriding Giova contributions to MT client
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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?
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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.
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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
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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
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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
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