odd wielditems in 0.4.11, 0.4.12, 0.4.13

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addi
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odd wielditems in 0.4.11, 0.4.12, 0.4.13

by addi » Post

i just tried out the new 0.4.11 version of minetest and the wielditems now look realy odd.
see here:
Image
the wieldhand and the bucket looks realy odd to me, hope someone can confirm this. using default settings in 0.4.10 and 0.4.11
Enable and disable shaders does not help here.

also the hearts form the heartbar does look more pixelatet, and not as smooth as in 0.4.10. I hope thats a bug, and not a feature.

only the Cube items look exept of the texturechange the same.

i hope im not the only person with that bugs, and someone can confirm that.
Attachments
odd wielditem - 1.png
(456.57 KiB) Downloaded 1 time
Last edited by addi on Sun Aug 23, 2015 13:16, edited 2 times in total.

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Krock
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Re: odd wielditems in 0.4.11

by Krock » Post

Maybe it's caused by bumpmapping or any other shader?
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addi
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Re: odd wielditems in 0.4.11

by addi » Post

it happens also with disabled shaders
edit: if I'm using Krock's builds it happens too, but if I'm using direct3d9 it looks normal again

here some specs of my grafic card:
AMD Mobility Radeon HD 5000 Series
Driver Version: 14.501.1003-141120a-177998C
Direct3D-Version: 9.14.10.01080
OpenGL-Version: 6.14.10.13283
output of minetest:

Code: Select all

Irrlicht log: Irrlicht Engine version 1.8.1
Irrlicht log: Microsoft Windows 7 Professional Edition Service Pack 1 (Build 7601)
Irrlicht log: WGL_extensions: WGL_ARB_extensions_string WGL_ARB_pixel_format WGL_ATI_pixel_format_float WGL_ARB_pixel_format_float WGL_ARB_multisample WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_ARB_pbuffer WGL_ARB_render_texture WGL_ARB_make_current_read WGL_EXT_extensions_string WGL_ARB_buffer_region WGL_EXT_framebuffer_sRGB WGL_ATI_render_texture_rectangle WGL_EXT_pixel_format_packed_float WGL_I3D_genlock WGL_NV_swap_group WGL_ARB_create_context WGL_AMD_gpu_association WGL_AMDX_gpu_association WGL_ARB_create_context_profile WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_float_buffer
Irrlicht log: Using renderer: OpenGL 4.4.13283
Irrlicht log: AMD Mobility Radeon HD 5000 Series: ATI Technologies Inc.
Irrlicht log: OpenGL driver version is 1.2 or better.
Irrlicht log: GLSL version: 4.4

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Re: odd wielditems in 0.4.11

by rubenwardy » Post

This happens to me too, it is because of RealBadAngel's fiddling around.

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Re: odd wielditems in 0.4.11

by Krock » Post

Blame the commit.
I don't have shaders enabled, thus, I don't have this problem.
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Re: odd wielditems in 0.4.11

by RealBadAngel » Post

BTW, wielded mesh is made by kahrl.... And what shaders have to do with that? Mesh is the same with and without shaders.
Anyway this is kinda strange because on most setups it works perfectly

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Re: odd wielditems in 0.4.11

by ExeterDad » Post

Using a old ATI card in a laptop as well and I don't see this behavior. Using default settings in 0.4.11 with shaders checked. If I were to take screenshots they would appear as addi's 0.4.10 shots do exactly.
Using Debian Wheezy so everything is old, but since this card is no longer supported by ATI/AMD it's as current as it can be for this laptop.

Code: Select all

Irrlicht log: Irrlicht Engine version 1.7.3
Irrlicht log: Linux 3.2.0-4-686-pae #1 SMP Debian 3.2.63-2+deb7u2 i686
Irrlicht log: Using renderer: OpenGL 3.3.11672
Irrlicht log: ATI Mobility Radeon HD 3400 Series: ATI Technologies Inc.
Irrlicht log: OpenGL driver version is 1.2 or better.
Irrlicht log: GLSL version: 3.3

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Re: odd wielditems in 0.4.11

by kahrl » Post

As RBA said, this is strange... seems like a driver bug if it happens with OpenGL but not with DirectX. I wonder if there is a workaround.

I could see how an older Irrlicht version (pre 1.8) might cause similar glitches in some cases, but addi has Irrilcht 1.8.1, so...

addi, rubenwardy (and anyone else with this bug), does the Anisotropic Filtering setting have any effect?

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Re: odd wielditems in 0.4.11

by addi » Post

nope changing the Anisotropic Filtering does not help here.

i just tried out the build 0.4.10-8831703 from sfan5 with that commit: there is that bug, but not so strong. But after playing around in settings, and disable and enable shaders, the wielditems begins to look like in my first post.

Code: Select all

enable_shaders = true
fixed_map_seed = 
mainmenu_last_selected_world = 1
maintab_LAST = singleplayer
menu_last_game = minetest
mg_name = v6
name = 
selected_world_path = D:\Users\Adrian\Desktop\minetest-0.4.10-96fcca4-win64\bin\..\worlds\asdf
server_dedicated = false
its just enough, that the setting enable_shaders exits, it maters not if it is true or false. without that setting the bug is present, but not so strong (it only looks pixelated, but not triangled)

In the build made before(0.4.10-96fcca4) it looks normal

so i think it must be some of this commits:
sfan5 wrote:
+ Spoiler

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Re: odd wielditems in 0.4.11

by mtmodder148 » Post

I've had this problem as well. I thought it was a terrible looking feature :) and not a bug.

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Re: odd wielditems in 0.4.11

by MoNTE48 » Post

Confirm this.
On Android build (Galaxy S1 and S4), my Win-TabletPC and Notebook.

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Re: odd wielditems in 0.4.11

by stormchaser3000 » Post

i noticed that this glitch occures on windows builds. i use linux and linux works just fine

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Re: odd wielditems in 0.4.11

by rubenwardy » Post

I use kubuntu 14.04, so it's not a windows problem.

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Re: odd wielditems in 0.4.11

by stormchaser3000 » Post

rubenwardy wrote:I use kubuntu 14.04, so it's not a windows problem.
could b openGL 4.x

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Re: odd wielditems in 0.4.11

by paramat » Post

Wield is temporarily broken, a hack was added for the 0.4.11 release.

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Re: odd wielditems in 0.4.11

by RHR » Post

It think it causes more problems then just the wield items:
https://github.com/minetest/minetest/issues/2179
https://github.com/minetest/minetest/issues/2035
https://mediacru.sh/8soQTJmg57qR
Is there a way to fix it?

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Re: odd wielditems in 0.4.11

by addi » Post

*BUMP*
(I hope its not too old to be unbumpable)

This bug still exists in latest Minetest builds: forum2/viewtopic.php?f=42&t=1523&view=unread#p181669

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addi
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Re: odd wielditems in 0.4.11

by addi » Post

*BUMP*
not fixed in 0.4.13
Image
screenshot_20150823_151027.png
sword in 0.4.13
(142.16 KiB) Not downloaded yet

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Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

by benrob0329 » Post

Do you have Generate Normamaps on?
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Re: odd wielditems in 0.4.11

by Fixer » Post

mtmodder148 wrote:I've had this problem as well. I thought it was a terrible looking feature :) and not a bug.
lol, me too.

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Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

by benrob0329 » Post

If you have generate normalmaps on, then the items will look weird, It's a different bug that .11, but still looks weird.
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Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

by addi » Post

Changing normalmaps settings does not help here. All Settings does not help here, except switching to direct3d9. Then all looks normal like it looked in 0.4.10
and for some reason the switch to direct3D9 in settings tab got removed in 0.4.13

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Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

by benrob0329 » Post

Then I would say that your graphics card doesn't fully support OpenGL. You can still change the setting, but you have to do it in your minetest.config
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Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

by addi » Post

The problem is not OpenGL, because it workes fine if i use Minetest 0.4.10 or earlier. Also my graphics card supports OpenGl 6.14 while Irrlicht (Rendering engine of Minetest) only supports OpenGL ~4.4. (someone please correct me if this is wrong)

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Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

by Hybrid Dog » Post

addi wrote:The problem is not OpenGL, because it workes fine if i use Minetest 0.4.10 or earlier. Also my graphics card supports OpenGl 6.14
l want to have opengl 6.14, too, l only managed to get opengl 4.5 with the newest driver
addi wrote:Irrlicht (Rendering engine of Minetest) only supports OpenGL ~4.4. (someone please correct me if this is wrong)
l can play minetest with opengl 4.5

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