Time Nick Message 13:29 MTDiscord made my first minetest issue! https://github.com/minetest/minetest/issues/14504 14:09 MTDiscord 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 15:18 MTDiscord 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 sfan5: Wouldn't post-processing step keep pitch-black objects still pitch-black? 15:22 MTDiscord 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 Adding light where there isn't. 15:24 MTDiscord 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 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 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 Krock: aren't those two post-process? 15:32 Krock @herowl I think so, yes. 15:32 MTDiscord 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 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 MTDiscord 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 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 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 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 basically it lets you specify ambient light, more or less according to the phong model 15:44 MTDiscord 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 I'm talking about Andrey's PR right now 15:51 sfan5 I was wondering about the other one 15:53 MTDiscord The other one seems to be about sun and moon light color... 15:53 MTDiscord And it implements intensity in terms of color components, just like Andrey's PR does now. 15:53 MTDiscord 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 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 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 @Lars I don't think sfence's PR can light underground...? 16:16 sfan5 rubenwardy: requesting a zipgrep for water_level 16:23 MTDiscord here you go: https://content.minetest.net/zipgrep/7f387ef9-1f05-45ba-bff1-63152df52c7b/ 16:24 MTDiscord 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 imma merge #14484 in 5m 18:56 ShadowBot https://github.com/minetest/minetest/issues/14484 -- Turn dos files into unix files by cx384