Time Nick Message 13:39 definitelya Zughy[m]: Hi, look in #minetest, please. 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 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 14:39 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 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 @x2048 15:31 Zughy[m] definitelya: I'm not in there, but in short you kept overriding Giova contributions to MT client 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? 15:40 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. 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 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 21:28 MTDiscord 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 Look for the usage of ScreenTarget class, it shows the places where screen is selected as the output. 21:35 MTDiscord 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 What you can do create TextureBuffer in populatePlainPipeline https://github.com/minetest/minetest/blob/b85831e389ae62316f2aac1e0b4e2cefb35b3ed7/src/client/render/plain.cpp#L142 21:38 MTDiscord Assign 0 to the texture where you want to capture the screen 21:38 MTDiscord And add a RenderStep that will convert that texture into an IImage and save to PNG using Irrlicht APIs