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IRC log for #minetest, 2024-11-17

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Time Nick Message
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01:08 ireallyhateirc I can't load a texture from another mod for some reason. I have a "pcity_nodes" mod that uses the texture and "pcity_common" that stores the texture in the "textures" directory
01:09 ireallyhateirc Could not load image "/home/user/.minetest/games/perfect-city/mods/pcity_common/textures/pcity_common_palette.png" while building texture; Creating a dummy image
01:09 ireallyhateirc but the path itself exists and is correct
01:09 ireallyhateirc I made sure to make pcity_common a dependency of pcity_nodes
01:10 ireallyhateirc Any ideas why it doesn't work?
01:13 ireallyhateirc Ok, never mind. I used file path for tiles instead of simply the file name
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03:52 silverwolf73828 I love the new textures and shaders! The ray tracing and the sun reflecting on the water make everything look so real!
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13:36 MTDiscord <_devsh_> @luatic there is not saving from rgb8 instead of rgba8, no GPU supports it  I'd add support for S3TC (dxt/bc1-3) formats if you want faster rendering or upload
13:38 MTDiscord <_devsh_> Sfan5 making CImage a template is a mistake, I'd also focus on actually supporting more formats transparently, we support all 150 vulkan formats without having to worry much
13:43 sfan5 I'm sure that'd be nice but I don't see an use case for working with image formats other than rgba8 on the cpu
13:44 MTDiscord <_devsh_> I mean you have to load them from files somehow?
13:45 sfan5 either the API gives us rgba8 or we have to convert it once
13:45 MTDiscord <_devsh_> You're probably leaving quite a bit of FPS on the floor by not using dxt and astc compression
13:46 sfan5 they're faster to render?
13:46 MTDiscord <_devsh_> R8 and RG textures are also somewhat useful
13:47 MTDiscord <_devsh_> Yes, they're faster esp on Integrated and mobile GPUs
13:47 MTDiscord <_devsh_> There's a nice library and format called Basis Universal
13:47 MTDiscord <luatic> Okay, then ARGB8 it is
13:47 MTDiscord <_devsh_> The texture on disk is similar side to jpeg but not as lossy
13:48 MTDiscord <_devsh_> And you tell basis-u to transcode into S3TC or ASTC or ETC when loading
13:49 sfan5 sounds worth investigating
13:49 sfan5 but my intuition says we should fix our other render problems first
13:49 MTDiscord <_devsh_> Reason is that desktops (including integrated GPU support only s3tc or ASTC), apple silicon/iOS supports ETC and ASTC, and mobile ASTC
13:50 MTDiscord <_devsh_> You're digging yourself into a bigger hole by not handling formats properly and hard coding everything into one
13:50 MTDiscord <_devsh_> Also what you call is actually argb_srgb
13:51 MTDiscord <luatic> Yeah it is not linearized
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13:52 MTDiscord <luatic> I don't think that having every method switch on color format is the right way to implement multiple color formats, even if we do end up wanting them, though
13:53 MTDiscord <_devsh_> Depends what your methods do
13:55 MTDiscord <_devsh_> I have just templated block encode and decode functions, then you can generate a switch on lambdas for every case of a compound function
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14:26 MTDiscord <_devsh_> Sfan5 https://realtimecollisiondetection.net/blog/?p=86
14:26 MTDiscord <_devsh_> Rewrite onRender
14:26 MTDiscord <_devsh_> Everything downstream of frustum culling
14:27 MTDiscord <_devsh_> And instead of traversing whole scene node and masking out stuff to draw, traverse once and bucket the mesh buffer & drawcall metadata onto separate vectors that you'll later sort
14:32 MTDiscord <_devsh_> Below 64k entries use std::sort
14:32 MTDiscord <_devsh_> Above grab yourself a radix sort
14:44 sfan5 thanks for the link
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15:06 iisu Hi, I can't log in to forum.
15:06 iisu It says: "You have exceeded the maximum number of login attempts allowed. In addition to your username and password the invisible reCAPTCHA v3 will be used to authenticate your session."
15:07 iisu Well, I don't see any invisible CAPTCHA.
15:09 sfan5 it's invisible, that's the point
15:10 sfan5 you don't need to interact with it
15:12 iisu So what do I do?
15:14 sfan5 enter your username and password, click login
15:14 iisu Doesn't work.
15:14 iisu It shows that message again.
15:16 sfan5 then you got the password wrong
15:17 ROllerozxa the "invisible" recaptcha is visible in the bottom right corner. if it is suspicous of you then it will pop up a challenge when you press the form submit button, otherwise it will let you pass. if it doesn't work beyond that then you typed the wrong password
15:19 iisu I did get the password wrong in the beginning, which I assume is why I'm getting this message in the first place. But now I'm sure I got it right.
15:20 iisu I tried resetting my password so maybe that's why, idk.
15:20 iisu And password reset doesn't work too. It says: "The requested page could not be found.".
15:21 MTDiscord <jordan4ibanez> https://tenor.com/view/soccer-robot-goalie-gif-23578122
15:21 ROllerozxa yeah password resets are broken, you will need to contact a forum staff member yourself to get your password changed
15:21 MTDiscord <jordan4ibanez> That's exactly what a robot would say :squint:
15:24 iisu ok, so you are aware of the broken password resets.
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15:25 iisu Is my old password no longer valid because I clicked on reset password, or is this an issue with the CAPTCHA?
15:25 sfan5 what's the name of your account?
15:26 iisu iisu
15:28 sfan5 i dont see any indication that your account is locked or similar
15:29 ROllerozxa I just tested logging into my forum account with an incorrect password in an incognito window until I got the recaptcha verification and then tried logging in again with my correct password and it was successful
15:30 sfan5 iisu: can I send you the new password by email?
15:30 iisu ok
15:31 sfan5 done
15:33 iisu I'm still getting the message.
15:33 sfan5 any browser extensions that may interfere with recaptcha?
15:35 iisu ok, I see the CAPTCHA now.
15:35 iisu It was Privacy Badger.
15:36 iisu I logged in.
15:36 iisu Thanks.
15:40 ireallyhateirc Is there anything extra I need to do in order to have a mesh with 2 materials? I mapped 2 materials on the mesh to 2 textures, added 2 tiles in the nodedef but it still uses only the first tile.
15:41 ireallyhateirc strangely enough when I break the node I get particles from the second tile too
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16:14 ireallyhateirc Okay, I managed to find the answer on the forums
16:14 sfan5 out of interest, what is it?
16:18 ireallyhateirc a tap/faucet model
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16:18 ireallyhateirc https://files.catbox.moe/ti044z.png
16:19 sfan5 the answer, I meant
16:19 ireallyhateirc https://forum.luanti.org/viewtopic.php?t=22990
16:19 ireallyhateirc basically selecting "Material groups" checkbox while exporting
16:19 MTDiscord <luatic> ah so you're using obj, good
16:19 MTDiscord <luatic> because in gltf i should have done this properly
16:20 ireallyhateirc should I try?
16:20 MTDiscord <luatic> if you want to, sure
16:21 ireallyhateirc I'm not sure if the solution is optimal, I have 2 tap models one general metallic texture and one color palette
16:22 ireallyhateirc the color palette is 5KB and I'd like to use it for nearly all flat single-color surfaces
16:22 MTDiscord <luatic> It'd probably be better for performance to have it all be one mesh buffer but I guess you're not gonna have that many faucets
16:23 ireallyhateirc but I heard using multiple materials for a mesh decreases performance
16:23 ireallyhateirc every single flat is going to have 2-3 faucets
16:23 ireallyhateirc I'll have 3-5 faucet types in the game
16:24 ireallyhateirc an apartment building would be 5 flats times 13 floors so about 195 faucets per building
16:24 MTDiscord <luatic> ireallyhateirc: yeah, as i said, multiple materials for a mesh does tend to decrease performance, because each of them basically needs to be rendered separately (though i think the mapblock meshgen should do material based batching so you could be fine there)
16:24 ireallyhateirc but Luanti should be smart enough not to render them all?
16:25 ireallyhateirc using the color palette saves time when creating textures and saves disk space
16:26 MTDiscord <_devsh_> @luatic you don't need geometry shader to billboard particles, you can do it in vertex shader if you divide gl_VertexID by 4 to get your particle ID
16:27 MTDiscord <_devsh_> And modulo 4 to get the local quad vertex id
16:27 MTDiscord <_devsh_> P.s. if you want high particle counts and no CPU lag, look into ECS
16:27 MTDiscord <luatic> I know that I don't need the geometry shader to billboard particles
16:28 MTDiscord <_devsh_> So what's the talk about geo shaders
16:29 MTDiscord <_devsh_> Also another reason to do programmable pulling from a buffer texture, because you don't need to duplicate particle data in each vertex
16:29 MTDiscord <luatic> I think sfan was thinking of using the geo shader to do two things: One, turn a single position into a quad, two, rotate this quad properly.
16:29 MTDiscord <luatic> I think we can directly skip the latter if we just transform less in the vertex shader, and I don't care too much about the former yet.
16:29 MTDiscord <_devsh_> You can do both in vertex
16:30 MTDiscord <_devsh_> Geo shader was a mistake, that's why mobile GPUs don't have them
16:30 sfan5 you can invent new vertices in a vertex shader or how does that work?
16:30 MTDiscord <_devsh_> No, you always draw 4x more verts
16:30 sfan5 ah I see
16:31 MTDiscord <_devsh_> But you don't use hardware vertex attribute inputs
16:31 MTDiscord <_devsh_> You have a vertex format that has 0 bytes
16:31 MTDiscord <_devsh_> 0 slots used
16:31 MTDiscord <_devsh_> And you get your particle data from SSBO or Buffer Texture
16:32 MTDiscord <_devsh_> https://ktstephano.github.io/rendering/opengl/prog_vtx_pulling
16:33 MTDiscord <_devsh_> You can pull at a lower rate
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16:42 rubenwardy Hi everyone, Luanti is going to be at FOSDEM 25 in Brussels! Come along on 1st-2nd February for stickers and more https://fosdem.org/2025/
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16:50 ireallyhateirc behold the taps: https://files.catbox.moe/10sbr6.png
16:51 MTDiscord <luatic> faucet_game
16:54 ireallyhateirc I'll make a monster out of it later
17:01 Krock sonic screwdriver!
17:01 Krock bzzzzz bzzzzz
17:01 MTDiscord <et086> im pretty sure thats the omnidriver https://github.com/OgelGames/omnidriver
17:02 ireallyhateirc yeah it's the omnidriver
17:02 Krock omimus prime
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18:15 ireallyhateirc let that sink in https://files.catbox.moe/gf5hbc.png
18:18 ireallyhateirc Are there any unforseen consequences of making meshes that are bigger than ordinary nodes?
18:21 MTDiscord <zmv7> Your sink and water tap are single node?
18:21 Krock they might intersect with other nodes but that's about it
18:21 Krock problems arise when you have collision boxes and selection boxes that are oversized
18:22 ireallyhateirc zmv7, no the sink is separate from the tap
18:22 MTDiscord <zmv7> Ah. Single-node sink+water tap will give able to place the mirror at the nice height
18:23 ireallyhateirc I use a different player scale than minetest_game. Here the nodes are ~0.55 meters while in MTG it's 1 meter
18:23 ireallyhateirc similar trick to what backroom test uses
18:24 MTDiscord <zmv7> It solves these things then
18:24 ireallyhateirc to fit a mirror I'd have to move both the sink and the tap slightly down
18:25 ireallyhateirc but that's not a big deal
18:29 ireallyhateirc It's too high anyway so I'll correct it now
18:38 ireallyhateirc Now time for a toilet
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20:05 Helenah Hi, I need some help with modeling for Minetest, so what I'm basically wanting to know is, how big is a full node in real-world terms? To be more specific and precise on what exactly I'm trying to do, I've in OpenSCAD created a triangle, I intend the triangle to be 3D, so it will therefore need a thickness to it, I intend to make it a sign worth in thickness but obviously, my issue here is, how
20:05 Helenah thick? Because I do not know the scale of things, I've scored your wiki, I've scored your forums for this information, it doesn't help that it takes 20 days for these two sites to load for whatever reason that may be, I found no information.
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20:06 Helenah To be honest, I originally had the impression that your web services are down, turns out they're not though, could be a bad node between me and the services, or it could be you guys.
20:06 Krock normal day
20:06 Krock the servers are tired, that's all.
20:07 Krock maybe relevant: https://forum.luanti.org/viewtopic.php?p=440597
20:07 Krock !title
20:07 MinetestBot Krock: [Animated model] How do I export a working gltf/glb from my blends? - Luanti Forums
20:07 Krock > scale is off by ~10... no.. x0.316 to get about the original size
20:09 Helenah Wait, exporting from Blender? I use OpenSCAD, and to be honest, the software I'm using is not the issue, as said in my question, I do not know what a full node is in real terms.
20:10 Krock I'd suggest try & error until it fits
20:10 Krock have a cube of 1x1x1 meter and adjust it as needed
20:10 Helenah Thank, I was hoping to avoid that, I guess that'll have to do then.
20:10 Helenah *Thanks
20:10 Helenah Wait...
20:11 Helenah You just answered my question.
20:11 Helenah So a full node is 1x1x1m?
20:11 Krock I'd personally say that it's 1 meter but there's some people that argue it's not
20:12 Krock After all it all depends on how the model is saved to the disk and then read back as vertices
20:12 Krock and I really don't know what the scaling factor is in that case
20:12 ireallyhateirc Helenah, in Blender one node = 1 meter
20:12 Helenah Okay, well I guess in that case... 1 x 1 x 1 m is a good starting point, thanks.
20:12 ireallyhateirc so making a 1 m cube will do the thing
20:12 Helenah Yes, that should be the case in OpenSCAD too, I'll do it now, thanks.
20:13 Helenah That's providing Blender is to scale, of course. :)
20:13 Krock people are using Blender for all sorts of things nowadays, so I'd be surprised if it's wrong.
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20:17 sfan5 can blender slice my vegetables
20:17 Krock if you 3D-print a vegetable slicing machine, then yes.
20:18 Krock or find a way to abuse the scripting engine to control an Arduino board to spin a knife real fast
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20:42 ireallyhateirc Behold the Seat: https://files.catbox.moe/as7nuf.png
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21:04 [MatrxMT] <🇬regon> Type "sudo apt install blender && LIBGL_ALWAYS_SOFTWARE=1 blender" in terminal if you are on Debian. This command will work on any videocard (and tested on Blender 2.82)
21:05 [MatrxMT] <🇬regon> @Helenah Type "sudo apt install blender && LIBGL_ALWAYS_SOFTWARE=1 blender" in terminal if you are on Debian. This command will work on any videocard (and tested on Blender 2.82)
21:06 gregon Oh, it sended message two times
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21:33 Helenah [MatrxMT]: Why are you highlighting me?
21:34 Helenah I don't understand the relevance.
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23:04 MinetestBot [git] HybridDog -> minetest/minetest: Remove unused and rarely used irrlicht color functions (#15442) 7295b6c https://github.com/minetest/minetest/commit/7295b6c88cbadb188871162d4d76e7c50faef9d1 (2024-11-17T23:02:53Z)
23:04 MinetestBot [git] veprogames -> minetest/minetest: Replace occurences of 'wiki.minetest.net' with 'wiki.luanti.org' a8ea165 https://github.com/minetest/minetest/commit/a8ea1650425f83a7573314effae061823ff52de8 (2024-11-17T23:04:32Z)
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