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Message |
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13:29 |
MTDiscord |
<dibesfer> made my first minetest issue! https://github.com/minetest/minetest/issues/14504 |
13:58 |
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14:09 |
MTDiscord |
<herowl> Regarding #14343: Not sure if it is worth to try implementing colored ambient light on particles if it isn't supported currently, I would rather have the PR with just brightness (hsv value?) applied onto particles for now, and the rest to wait for a particles shader proper. |
14:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/14343 -- Ambient light and server control for it by Andrey2470T |
14:57 |
sfan5 |
commented there |
14:58 |
Krock |
There are no special meeting points. Would anyone like to discuss something? |
15:03 |
sfan5 |
no |
15:13 |
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15:14 |
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15:18 |
MTDiscord |
<herowl> Well, tbh I would like to discuss the specifics of the PR mentioned above to bring it closer to merge. Not sure if there is anyone interested in that though. |
15:20 |
MTDiscord |
<herowl> sfan5: Wouldn't post-processing step keep pitch-black objects still pitch-black? |
15:22 |
MTDiscord |
<herowl> I think moving that to post-process wouldn't solve the particles issue. |
15:23 |
sfan5 |
hm, true |
15:23 |
sfan5 |
is this more about coloring or darkening the scene or about adding light where there isn't? |
15:24 |
MTDiscord |
<herowl> Adding light where there isn't. |
15:24 |
MTDiscord |
<herowl> Color is for controlling the tint and intensity tbh. |
15:25 |
sfan5 |
IIRC the engine already has its own hardcoded artificial and natural light colors |
15:26 |
MTDiscord |
<herowl> Engine doesn't apply light to underground places though |
15:26 |
sfan5 |
so what I'm thinking is this could be split into two things: 1. an ambient light level (not color!) 2. control of the artificial and natural light colors |
15:28 |
sfan5 |
the first one should be a bit easier because you don't run into the potential issue of having to bring color into somewhere there isn't |
15:29 |
MTDiscord |
<herowl> So you think the color was a mistake and the PR should just add a "minimum light level" that the player sees? |
15:30 |
sfan5 |
not really |
15:31 |
sfan5 |
wanting to control the light tint is reasonable and the engine should allow that |
15:31 |
Krock |
doesn't this also slightly duplicate the gamma and exposure API? |
15:31 |
sfan5 |
but this PR could indeed start by adding a "minimum light level" |
15:31 |
MTDiscord |
<herowl> Krock: aren't those two post-process? |
15:32 |
Krock |
@herowl I think so, yes. |
15:32 |
MTDiscord |
<herowl> This one isn't post-process at all |
15:32 |
Krock |
#12959 |
15:32 |
ShadowBot |
https://github.com/minetest/minetest/issues/12959 -- Add dynamic exposure correction by x2048 |
15:33 |
MTDiscord |
<herowl> Yeah I feel that one is post-process, which means it's a whole different thing. |
15:34 |
Krock |
I cannot find any mention of "postprocess". There's the code but I don't know what's in the first pass and what is executed as post-process |
15:34 |
Krock |
it's registered within "addPostProcessing" so I suppose it's latter |
15:37 |
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15:37 |
MTDiscord |
<herowl> sfan5: if those are to be split into separate tasks, and considering the problems with color blending here and in Minetest in general, would it be prudent to limit this PR (14343) to just the first task, and then have another PR handling all the colors in the future? |
15:37 |
sfan5 |
I think that would make sense, yes |
15:38 |
MTDiscord |
<luatic> sfan5: regarding control of artificial / natural light, that's what #14091 does, right? |
15:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/14091 -- API for light intensity and color at night and day by sfence |
15:38 |
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15:38 |
sfan5 |
as a concrete example: particles literally already have working glow, a minimum light level is not different from a C++ perspective |
15:39 |
MTDiscord |
<luatic> the glow feature is different from ambient light; it does not let you control the color |
15:40 |
sfan5 |
I know, I did not compare the two |
15:40 |
sfan5 |
@luatic so it seems but it's not 100% obvious to me what the PR does from a quick look |
15:44 |
MTDiscord |
<luatic> basically it lets you specify ambient light, more or less according to the phong model |
15:44 |
MTDiscord |
<luatic> so a "base" light that is added to everything (this is used as an approximation of light scattered in the scene) |
15:45 |
sfan5 |
which PR are we talking about now because this doesn't make sense to me |
15:46 |
sfan5 |
you just linked #14091 |
15:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/14091 -- API for light intensity and color at night and day by sfence |
15:46 |
MTDiscord |
<luatic> I'm talking about Andrey's PR right now |
15:51 |
sfan5 |
I was wondering about the other one |
15:53 |
MTDiscord |
<herowl> The other one seems to be about sun and moon light color... |
15:53 |
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15:53 |
MTDiscord |
<herowl> And it implements intensity in terms of color components, just like Andrey's PR does now. |
15:53 |
MTDiscord |
<herowl> Btw |
15:54 |
sfan5 |
https://github.com/minetest/minetest/blob/e79587c934d2a0497ed8a4300a6e58e1d35e70d7/src/client/mapblock_mesh.cpp#L303-L326 this should be configurable too, somehow |
15:54 |
MTDiscord |
<herowl> sfan5: The Andrey's PR initially had luminance and color separately, but Lars decided it is redundant (because luminance/intensity can be implemented in terms of color). |
15:57 |
MTDiscord |
<luatic> yes, for ambient light it's definitely redundant. i wonder whether the PRs are slightly conflicting, given that sfence implemented color "offsets" (isn't this roughly the same as ambient light?) |
16:06 |
MTDiscord |
<herowl> @Lars I don't think sfence's PR can light underground...? |
16:16 |
sfan5 |
rubenwardy: requesting a zipgrep for water_level |
16:23 |
MTDiscord |
<wsor4035> here you go: https://content.minetest.net/zipgrep/7f387ef9-1f05-45ba-bff1-63152df52c7b/ |
16:24 |
MTDiscord |
<wsor4035> note to archive it with internet archive if you want the results to be preserved |
16:27 |
sfan5 |
good enough |
16:28 |
sfan5 |
doesn't seem like anyone is still trying to set it as a global setting |
16:31 |
Krock |
that would be for new worlds only. afaik, the server always writes this value to map_meta.txt |
18:56 |
MTDiscord |
<luatic> imma merge #14484 in 5m |
18:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/14484 -- Turn dos files into unix files by cx384 |
22:34 |
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