Time |
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Message |
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17:30 |
Krock |
VanessaE: Texture "homedecor_shrubbery_green.png" of homedecor:shrubbery_green has transparent pixels, assuming use_texture_alpha = true |
17:30 |
Krock |
bring me a shrubbery |
17:30 |
Krock |
that and a ton other, similar warnings in 5.4.0-dev |
17:33 |
VanessaE |
heh |
17:33 |
VanessaE |
nfi how to properly fix that. all textures were made with GIMP |
17:33 |
VanessaE |
however, I could swear they're all either 0% or 100%, no real alpha |
17:34 |
sfan5 |
the textures are fine, you just need that property in your nodedef |
17:34 |
VanessaE |
er, no |
17:35 |
VanessaE |
that property is meant for textures with actual alpha. |
17:35 |
VanessaE |
it was warned early on that you should never use it if you don't need it, it costs fps |
17:35 |
VanessaE |
or so I recall |
17:36 |
sfan5 |
thats news to me |
17:37 |
VanessaE |
---==###(*) The More You Know |
17:37 |
VanessaE |
:) |
17:38 |
VanessaE |
iirc, some of the first things to use that property were stained glass (as in doyousketch2's mod) or maybe Bobblocks, since faking it using the water alpha didn't work out too well |
17:38 |
VanessaE |
(I forget why that didn't work, maybe X-ray sides or something) |
17:40 |
sfan5 |
hm |
17:40 |
Krock |
well, you only need it for solid nodes, nodeboxes and such |
17:40 |
Krock |
for glass and liquids it's IIRC not required, right? |
17:41 |
sfan5 |
use_texture_alpha indeed controls "basic" vs. full alpha for glasslike, allfaces, {plant,fire,torch,sign,rail}like |
17:41 |
sfan5 |
and of course this was never properly documented |
17:42 |
sfan5 |
for the drawtype = normal it controls no alpha vs. full alpha |
17:42 |
sfan5 |
since recently this also applies to meshes and nodeboxes (with compatibility code that genereates these warnings of course) |
17:45 |
sfan5 |
maybe I need to rework the whole thing again to properly account for opaque vs basic vs alpha |
17:47 |
VanessaE |
maybe give it a threshold: if a texture has alpha but no translucent pixel is more than say 2% opaque, assume it's a harmless error by the artist or their image editor, and just silently treat it as no alpha and no need for it. |
17:48 |
VanessaE |
I imagine that would eliminate most false positives/warnings. |
17:48 |
VanessaE |
(I mean, you simply aren't going to see something that's only 2% opaque :) ) |
17:50 |
sfan5 |
the point here is to transition to the modder explicitly saying if they want their texture to be opaque or not |
17:50 |
sfan5 |
for nodeboxes and meshes at least |
17:51 |
VanessaE |
right |
17:51 |
Krock |
I'm pretty sure this also helps weak devices to skip alpha calculations |
17:52 |
Krock |
concluding from what I've read about partially transparent inventory HUD images on the RPI 2 |
19:10 |
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19:43 |
Sokomine |
i want a collection of libraries for standard things. a lib that can be updated independently and to which mods stick |
19:45 |
VanessaE |
*cough* |
19:45 |
VanessaE |
signs_lib, biome_lib, basic_materials....... |
19:45 |
VanessaE |
;) |
19:46 |
Sokomine |
that's fine :-) but that's not what i have in mind. you seldom get into concact with mineclone or the like...though you do know realtest :-) game developers sadly sometimes get creative over things where they shouldn't |
19:47 |
Sokomine |
doesn't really need diffrent door implementations for these games...a door is a door... |
19:47 |
VanessaE |
well mtg kinda got that one sorted out mostly |
19:48 |
Sokomine |
yes. mtg. i'd be glad if other games would keep to that |
19:48 |
VanessaE |
(though, do doors have actual "open" and "closed" states yet? or is it still "flipped one way or the other") |
19:48 |
VanessaE |
shh don't say that in here |
19:48 |
VanessaE |
you'll draw paramat's ire ;P |
19:48 |
Sokomine |
oh :-) |
19:48 |
Krock |
depends on how you define open/closed |
19:49 |
VanessaE |
Krock: well, covering or not covering the doorway |
19:49 |
VanessaE |
nothing more than that. |
19:49 |
VanessaE |
it came up in the regional climate modpack thread, I mentioned how it could be a nice detail if snow/rain could blow in through an open door |
19:49 |
Sokomine |
well...i don't care that much about *how* it's implemented. but as long as the things function the same for players that want to interact with them - namely right-click the thing and it turns into the other state, is in general a two-node high thing - then i'm not that pleased about lots of diffrent implementations needing workarounds all the time |
19:50 |
VanessaE |
but then how to detect if a door is "open" relative to the building, I couldn't answer |
19:50 |
Sokomine |
but diffrent names for dirt, diffrent implemntations for trees and the like are equally annoying :-( |
19:51 |
Sokomine |
ah. and detecting if a door is open isn't easy. that's right. no really way to detect that...the door might have been placed in open state... |
19:51 |
Krock |
VanessaE: there's a nice trick where you can put a door into a corner and stand in the middle to safely enter and close the home so that the house is always closed |
19:51 |
Krock |
kinda teleporting through the non-swinging door part |
19:51 |
Krock |
so it's never open |
19:51 |
VanessaE |
heh, nice |
19:52 |
VanessaE |
though in the case of the snow, I just had in mind a regular flat wall with a door that's either open or not :) |
19:52 |
Sokomine |
sadly not easy to detect. only the placer of the door will really know |
19:53 |
VanessaE |
the only way I had in mind involves comparing the 4 nodes to either side of the door, if they line up with the door or not. |
19:53 |
VanessaE |
but that's slow and hacky |
19:53 |
VanessaE |
and a door may not necessarily have them |
19:53 |
VanessaE |
like if there are two or more in a line |
19:54 |
VanessaE |
(it seems oddly common to have several in a line now, maybe it's for multiple player entry or something) |
19:57 |
Sokomine |
there may even be an overhang, or the door may be one between two rooms...all not easy to detect :-( |
19:57 |
Sokomine |
mobs have a hard life! most never discover how to use doors |
21:38 |
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