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 |
00:04 |
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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 |
00:31 |
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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) |
00:42 |
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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 |