odd wielditems in 0.4.11, 0.4.12, 0.4.13

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stormchaser3000
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Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

by stormchaser3000 » Fri Sep 04, 2015 02:49

i use the xorg ati drivers. that works just fine for me. but on windows i get the odd wield items issue. with opengl 4.0.0
 

Elinvention
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Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

by Elinvention » Wed Sep 16, 2015 09:58

Hybrid Dog wrote:
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


I'd like to have OpenGL 6.14 too, but, unfortunately, it doesn't exist yet. The latest OpenGL specification is OpenGL 4.5.
 

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Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

by Hybrid Dog » Wed Sep 16, 2015 14:56

Elinvention wrote:[…] OpenGL 6.14 […] unfortunately […] doesn't exist yet. The latest OpenGL specification is OpenGL 4.5.

officially
 

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Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

by Fixerol » Fri Sep 18, 2015 11:44

back to topic please
 

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Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

by maikerumine » Fri Sep 18, 2015 12:14

Fixerol wrote:back to topic please

Okay!

I may have found the fix..

Install zcg-minetest (a craft guide for inventory plus) and run a server. On my end this works.
 

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Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

by Fixerol » Sun Sep 27, 2015 12:59

My screenshot of this bug on my ATI R6870 on 0.4.13 - https://i.imgur.com/A1PYUNv.jpg , don't mind red lines.
 

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Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

by blert2112 » Fri Oct 02, 2015 13:09

Try turning off FSAA. Not just in game. Open up driver settings and find the option that forces FSAA and disable it. If the driver is forcing FSAA it matters not the value of the in game option. nVidia drivers have FSAA forced on by default (at least they were when I checked it in my laptop, not sure about AMD drivers), I had to adjust the Optimus settings for Minetest manually. Hope it helps you.
 

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Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

by Fixerol » Fri Oct 02, 2015 15:34

Try turning off FSAA. Not just in game. Open up driver settings and find the option that forces FSAA and disable it. If the driver is forcing FSAA it matters not the value of the in game option. nVidia drivers have FSAA forced on by default (at least they were when I checked it in my laptop, not sure about AMD drivers), I had to adjust the Optimus settings for Minetest manually. Hope it helps you.


No effect for me, problem persists.
 

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Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

by Hybrid Dog » Fri Oct 02, 2015 15:54

blert2112 wrote:nVidia drivers have FSAA forced on by default (at least they were when I checked it in my laptop, not sure about AMD drivers)

my driver didn't enable it
sometimes l run $ nvidia-settings -a FXAA=1 to use fast approximate antialiasing, which in my opinion looks much better
 

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Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

by Soudon » Sun Oct 04, 2015 23:13

any update on a fix for this? below is a screen of my character holding a diamond sword and if I run minetest 0.4.10 the same image looks perfectly fine.

Image

also if i go to default/tools.lua and add wield_scale = {x=1,y=1.7,z=0}, by making the Z=0 one it is now paper thin but two it looks fine.

Image
 

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Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

by Soudon » Mon Oct 05, 2015 00:01

solved the issue at least for me it worked. All I did was open the minetest.conf and add

video_driver = direct3d9
 

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Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

by Fixerol » Mon Oct 05, 2015 15:26

Soudon wrote:also if i go to default/tools.lua and add wield_scale = {x=1,y=1.7,z=0}, by making the Z=0 one it is now paper thin but two it looks fine.


This will not fix the problem, only hide it and make ugly.
 

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Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

by Soudon » Mon Oct 05, 2015 15:50

Yea it was the only option however i fixed the issue.
 

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Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

by Krock » Mon Oct 05, 2015 15:53

Soudon wrote:Yea it was the only option however i fixed the issue.

This clearly shows that a shader doesn't work how it should.
Why? Well, there are only OpenGL shaders yet, so swiching the render just disables a specific part in the engine code that would cause this problem.
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Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

by Soudon » Mon Oct 05, 2015 16:43

Krock wrote:
Soudon wrote:Yea it was the only option however i fixed the issue.

This clearly shows that a shader doesn't work how it should.
Why? Well, there are only OpenGL shaders yet, so swiching the render just disables a specific part in the engine code that would cause this problem.


Yea it fixed my problem with the graphics now however when I maximize my window icons in my inventory/hotbar disappear switch back to opengl and that doesn't happen. Apparently its a lose lose situation.
 

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Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

by Fixerol » Tue Nov 10, 2015 22:49

+ Spoiler

Oh wait, wield items still look wrong under D3D9 but in other way, blur way... %)
 

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Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

by RHR » Thu Nov 12, 2015 16:00

Fixerol wrote:
+ Spoiler

Oh wait, wield items still look wrong under D3D9 but in other way, blur way... %)


@Fixerol: Look at this issue about the blurry wield item on github, there is already a bug report and a probably solution, but it seems that devs forgot about it and didn't fixed it ...
https://github.com/minetest/minetest/issues/3178
 

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Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

by Martin_Devil » Wed Dec 23, 2015 20:04

RHR wrote:
Fixerol wrote:
+ Spoiler

Oh wait, wield items still look wrong under D3D9 but in other way, blur way... %)


@Fixerol: Look at this issue about the blurry wield item on github, there is already a bug report and a probably solution, but it seems that devs forgot about it and didn't fixed it ...
https://github.com/minetest/minetest/issues/3178

It did not work for Android ogles 2.
 

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Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

by Fixerol » Mon Jan 18, 2016 16:31

There is patch available that fixes the problem!
It could be merged soon in 0.4.13-dev, if you want to test it, there is windows binaries available here:
https://github.com/minetest/minetest/pull/3586

Pls, check it out!
 

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Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

by addi » Mon Jan 18, 2016 17:02

Ahh finaly it works :-)
 

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