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IRC log for #minetest, 2024-10-30

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All times shown according to UTC.

Time Nick Message
00:00 erle luatic any pointers towards how to debug whatever texture wrapping thing you mean?
00:00 erle it's really annoying, the font is readable but zalgofied
00:00 erle (yes, i can bisect it, but that will probably take some time)
00:01 MTDiscord <luatic> erle: i'm looking into it. if we're unlucky it's a mutable shared state mess, e.g. it relied on some default being set which has ceased being set.
00:01 MTDiscord <luatic> depending on the configuration.
00:02 erle so if i click on font size setting and set it to the exact same value it has (16), it looks better
00:02 erle but then i restart and it looks weird again
00:03 erle to amuse you, several people already told me i will have troubles with my new name, it not being in ASCII hehe
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00:05 erle oh i have fps limited to 30
00:05 erle so i could have more fps maybe
00:08 erle hahaha, nope. i only get about 30 fps.
00:08 erle at 200 view range
00:11 erle luatic with LIBGL_ALWAYS_SOFTWARE=1 i get non-broken text rendering btw
00:11 erle i'll try to vary the features, one moment
00:11 MTDiscord <luatic> then that might be a driver bug tbh
00:12 MTDiscord <luatic> arguably if everything goes well the wrapping shouldn't come into play because texture coordinates should be in-bounds
00:12 erle 3d game devs are as fast saying it is a driver bug, as c devs are saying it is a compiler bug
00:12 erle possible, but unlikely, given i don't have text rendering issues in any other app
00:14 erle i will consider it though, by doing an apitrace
00:15 erle luatic i found another shader-related bug. if shaders are on and the GPU is too old the game might not even start now.
00:15 erle which means you can't turn them off
00:17 MTDiscord <luatic> erle: hehe true. well i'm looking at CGUIFont::draw -> CGUISpriteBank::draw2DSpriteBatch -> COpenGLDriver::draw2DImageBatch which should only produce in-bounds coordinates.
00:17 MTDiscord <luatic> though the float math there is slightly dubious: rounding errors might produce values slightly above 1 i suppose. you could see whether clamping all values in the tcoords rect to the [0, 1] range fixes it.
00:18 erle well why would it have worked and now not?
00:18 erle was it changed?
00:19 erle FYI, a pretty rough way of identifying rendering degradations is doing stuff like this: MESA_GL_VERSION_OVERRIDE=1.4 MESA_EXTENSION_MAX_YEAR=2005 ./bin/minetest
00:20 MTDiscord <luatic> erle: the right wrapping config could make this. as could power of two resolutions.
00:20 MTDiscord <luatic> s/make/mask
00:20 erle what is a wrapping config?
00:20 MTDiscord <luatic> https://learnopengl.com/Getting-started/Textures, "Texture wrapping"
00:20 erle no i mean in the code
00:21 MTDiscord <luatic> i don't see it explicitly being set before rendering text, which makes it all the more plausible that it was relying on some default
00:21 erle oh i see
00:21 MTDiscord <luatic> irrlicht represents these using the E_TEXTURE_CLAMP enum
00:23 MTDiscord <luatic> materials store these in TextureWrap(U|V) fields
00:24 erle btw, try this with shaders enabled: MESA_GL_VERSION_OVERRIDE=1.4 MESA_EXTENSION_MAX_YEAR=2002 ./bin/minetest
00:24 erle the game will crash before showing the main menu
00:25 erle i mean, i am pretty sure it will. i only have this machine where it does.
00:26 MTDiscord <luatic> erle: can't repro, though i do get funny filtering with this
00:26 erle filtering?
00:26 MTDiscord <luatic> texture filtering, of the text specifically
00:27 MTDiscord <luatic> as in things are blurry for example
00:27 erle oh, i see
00:27 erle so like in my screenshot?
00:27 MTDiscord <luatic> no, different
00:27 MTDiscord <luatic> in your screenshots it's two lines at the character borders, hence my current theory
00:27 erle in my screenshots it varies actually
00:27 erle i mean
00:28 erle i only showed you one
00:28 erle but the corruption changes
00:28 erle any idea why it might temporarily vanish when font size is set?
00:29 MTDiscord <luatic> i could explain it permanently vanishing for power of two sizes but otherwise not really
00:29 erle like, set to the same value it had before
00:31 erle it does vanish when i set font_size_divisible_by to another value too
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00:31 erle but it always shows up when i restart
00:31 MTDiscord <luatic> those are a bunch of settings the font code observes and updates some things when they are changed
00:32 erle well that would give credibility to your idea about uninitialized/default values i guess?
00:33 erle luatic btw i do have unifont, just saying
00:33 erle so i see very well when it is blurry
00:33 MTDiscord <luatic> actually, it looks like i was looking at the wrong fonts (sprite fonts, why do we even still have them?); the TTF font class is similar though and ends up calling draw2DImageBatch as well
00:35 erle well if it only happens for fonts
00:35 erle maybe it's DPI-related?
00:35 erle well, it is late
00:35 erle thank you for helping debug
00:37 erle btw, regarding renderers, openRA managed to make its ogl3 renderer the default, then closed bug reports where the game was crashing on startup, then figured out why metrics that no one used the ogl2 renderer anymore, even though there was a drop down in the interface.
00:37 erle but if i am not mistaken, the main menu was rendered using the current renderer
00:37 erle so you could only choose ogl2 if ogl3 was actually working
00:37 erle otherwise the game would not start
00:37 erle s/why/via/
00:38 MTDiscord <luatic> yeah, i think you mentioned that a while ago lol
00:38 erle and i was told some doom implementation also managed a similar thing, having a software renderer and ogl3. but the menu used ogl3. this is hearsay, but i don't doubt it.
00:39 erle anyway, it is very easy to convince yourself that no one is using something if you don't rely on it yourself.
00:39 MTDiscord <luatic> indeed
00:39 MTDiscord <luatic> anyways i better go to bed now, i gotta get up at 10 am tomorrow
00:39 erle you and me both i guess
00:39 erle damn so late
00:39 erle n8n8
00:40 MTDiscord <luatic> 👋💤
00:40 erle this is why i am happy about unifont
00:40 erle i see emoji :3
00:40 erle but b/w
00:41 MTDiscord <luatic> :3
00:42 erle btw, unifont should be the default font, everywhere
00:42 erle (it is on my systems, in almost every app, hahaha)
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00:45 ireallyhateirc luatic is Luanti's mascot now
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12:41 erle hmm, seems that performance is worse than i remembered when i look at a lot of transparent nodes?
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12:41 erle like going from 30fps to 5fps when looking at a huge wall of glass
12:46 erle i read this https://github.com/minetest/minetest/issues/14993 and setting transparency_sorting_distance to 0 did not fix the issue :/
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14:01 MinetestBot shaft: Oct-27 15:22 UTC <SwissalpS> you asked if there was no other option, I basically said no, no easy ones.
14:01 MinetestBot shaft: Oct-27 15:22 UTC <SwissalpS> so, yes what you did is the way to go :)
14:05 shaft I'm filing a complaint: The ingame content browser search is shit. I type "hand painted" and my "hand painted expanded" is on page two and visible. yes I could type hand_painted but most people won't know this and package names can differ from titles. The search should show closest matches first. I've experienced this with many other packages with spaces, just don't remember which, so I'm using mine as an example.
14:07 shaft Also people still download the unmaintained original hand_painted from 2018 with many missing textures (because they've been renamed since then) and opaque water 3x as much as my fork. Why am I competing against a corpse? It's dead.
14:08 shaft Eh, the original had drummyfish as package name
14:09 shaft *and thus invisible
14:11 shaft Oh right. Mesecons is the third option when I search for mesecons on the website. Just as stupid. It should be the fist result like in any dictionary ever made.
14:14 shaft You don't need to use tell. I'll be checking the log later. Bye
14:15 SwissalpS shaft do a search on github, there already is an issue/PR open regarding the search
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23:22 ireallyhateirc I think I asked this question, but is it possible to use multiple textures for one mesh?
23:23 ireallyhateirc iirc luatic told me that yes but I need to make multiple materials for that
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23:33 erle ireallyhateirc wat exactly are you trying to do?
23:34 MTDiscord <wsor4035> Yes
23:34 ireallyhateirc I'm making a modular character and would like to animate the face and eyes as a texture on the model
23:35 ireallyhateirc so it could be more convenient to use separate files for eyes, lips and the rest of the body
23:35 erle how are you making the separate materials?
23:37 erle https://github.com/minetest/minetest/issues/13067 https://forum.minetest.net/viewtopic.php?t=22990 possibly relevant
23:53 ireallyhateirc erle, materials in blender
23:53 ireallyhateirc I click the "add material" button

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