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odd wielditems in 0.4.11, 0.4.12, 0.4.13

Posted:
Mon Dec 29, 2014 09:55
by addi
i just tried out the new 0.4.11 version of minetest and the wielditems now look realy odd.
see here:

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.
Re: odd wielditems in 0.4.11

Posted:
Mon Dec 29, 2014 11:04
by Krock
Maybe it's caused by bumpmapping or any other shader?
Re: odd wielditems in 0.4.11

Posted:
Mon Dec 29, 2014 13:07
by addi
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:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- 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
Re: odd wielditems in 0.4.11

Posted:
Mon Dec 29, 2014 20:02
by rubenwardy
This happens to me too, it is because of RealBadAngel's fiddling around.
Re: odd wielditems in 0.4.11

Posted:
Mon Dec 29, 2014 20:19
by Krock
Blame the commit.I don't have shaders enabled, thus, I don't have this problem.
Re: odd wielditems in 0.4.11

Posted:
Mon Dec 29, 2014 21:53
by RealBadAngel
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
Re: odd wielditems in 0.4.11

Posted:
Mon Dec 29, 2014 22:45
by ExeterDad
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.
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- 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
Re: odd wielditems in 0.4.11

Posted:
Tue Dec 30, 2014 02:58
by kahrl
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?
Re: odd wielditems in 0.4.11

Posted:
Tue Dec 30, 2014 05:34
by addi
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.
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- 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:
[git] SmallJoker ->
minetest/minetest:
Replace setting unlimited_player_transfer_distance with player_transfer_distance c40e993 http://git.io/6A7iJQ (
2014-11-08T14:56:09+01:00)
[git] kilbith ->
minetest/minetest_game:
Vessels: new textures f06d4b8 http://git.io/ur_ImQ (
2014-11-08T17:39:52+01:00)
[git] RealBadAngel ->
minetest/minetest:
Speed up removing a node (less block mesh updates). d0be274 http://git.io/2jEWIg (
2014-11-08T21:04:30+01:00)
[git] paramat ->
minetest/minetest:
Add mgv5. New noise code, uses biome API. Eased 3d noise for terrain, caves, blobs 92981b2 http://git.io/bSl2Pg (
2014-11-08T21:37:26+01:00)
[git] Zeno- ->
minetest/minetest:
Fix regressions and minor improvements in refactor_the_game 1c21e39 http://git.io/qxxQPg (
2014-11-08T21:40:11+01:00)
[git] Zeno- ->
minetest/minetest:
Stop inserting empty lines at end of minetest.conf file each time it is rewritten cc8d7b8 http://git.io/HgtdsQ (
2014-11-08T21:57:52+01:00)
[git] kilbith ->
minetest/minetest_game:
New grass(plant) and leaves textures 7e8b763 http://git.io/yebp0g (
2014-11-08T22:50:51+01:00)
[git] kilbith ->
minetest/minetest_game:
New leaves textures 019b119 http://git.io/VQlMiA (
2014-11-08T22:48:58+01:00)
[git] kilbith ->
minetest/minetest_game:
New grass textures 439f809 http://git.io/yFvOJQ (
2014-11-08T22:48:56+01:00)
[git] kilbith ->
minetest/minetest_game:
New grass(plant) and leaves textures c41762d http://git.io/gao8zA (
2014-11-08T22:54:00+01:00)
[git] kahrl ->
minetest/minetest:
Implement WieldMeshSceneNode which improves wield mesh rendering 9b551d5 http://git.io/3qBdtg (
2014-11-08T23:11:57+01:00)
[git] BlockMen ->
minetest/minetest_game:
Revert "Fix fire blocking sunlight" 929559f http://git.io/ims9WA (
2014-11-08T23:25:40+01:00)
[git] RHRhino ->
minetest/minetest_game:
New flower textures a90338d http://git.io/_IcZyg (
2014-11-08T23:45:18+01:00)
[git] Wuzzy2 ->
minetest/minetest:
Add tooltips to main menu subgames button bar 18c583e http://git.io/apnjOg (
2014-11-09T09:38:43+01:00)
[git] paramat ->
minetest/minetest:
Tune cave noise scales to 6. Fix blobs spflag, now enabled. Update conf.example 10a47b7 http://git.io/X56hIQ (
2014-11-09T20:21:39-05:00)
[git] Zeno- ->
minetest/minetest:
Merge pull request #1825 from Zeno-/control_key_cache a1e9732 http://git.io/q6Q2dA (
2014-11-10T19:12:25+10:00)
[git] Zeno- ->
minetest/minetest:
Create faster key cache for main game loop (client) 987e565 http://git.io/GXUdGg (
2014-11-10T12:26:19+10:00)
[git] kahrl ->
minetest/minetest:
Serverlist: announce mg_name from map_meta.txt instead of minetest.conf 0adadba http://git.io/Y24yNQ (
2014-11-10T22:27:10+01:00)
[git] Zeno- ->
minetest/minetest:
Fix profiler values not being updated (F6) and not being logged 45ebaa3 http://git.io/OhpSdg (
2014-11-11T20:58:57+10:00)
[git] RealBadAngel ->
minetest/minetest:
Wielded fixes. Add shaders support. f25cc0d http://git.io/o6P7Ag (
2014-11-13T03:51:04+01:00)
[git] SmallJoker ->
minetest/minetest:
Add option 'eased' to NoiseParams 874109c http://git.io/GXKyHA (
2014-11-13T23:06:38+10:00)
[git] gravgun ->
minetest/minetest:
Improved VoxelArea variable locality, thus performance 92815ad http://git.io/CzwHoQ (
2014-11-14T00:10:09+10:00)
[git] Zeno- ->
minetest/minetest:
Remove most exceptions from getNode() (and variants) 5b8855e http://git.io/GmXGJQ (
2014-11-14T18:05:34+10:00)
[git] kwolekr ->
minetest/minetest:
Fix NoisePerlin3DEased return value 8831703 http://git.io/FILI0Q (
2014-11-14T21:19:46-05:00)
Re: odd wielditems in 0.4.11

Posted:
Tue Dec 30, 2014 22:53
by mtmodder148
I've had this problem as well. I thought it was a terrible looking feature :) and not a bug.
Re: odd wielditems in 0.4.11

Posted:
Wed Dec 31, 2014 07:56
by Martin_Devil
Confirm this.
On Android build (Galaxy S1 and S4), my Win-TabletPC and Notebook.
Re: odd wielditems in 0.4.11

Posted:
Wed Dec 31, 2014 21:47
by stormchaser3000
i noticed that this glitch occures on windows builds. i use linux and linux works just fine
Re: odd wielditems in 0.4.11

Posted:
Wed Dec 31, 2014 22:31
by rubenwardy
I use kubuntu 14.04, so it's not a windows problem.
Re: odd wielditems in 0.4.11

Posted:
Thu Jan 01, 2015 06:08
by stormchaser3000
rubenwardy wrote:I use kubuntu 14.04, so it's not a windows problem.
could b openGL 4.x
Re: odd wielditems in 0.4.11

Posted:
Thu Jan 01, 2015 09:25
by paramat
Wield is temporarily broken, a hack was added for the 0.4.11 release.
Re: odd wielditems in 0.4.11

Posted:
Sun Jan 25, 2015 09:43
by RHR
Re: odd wielditems in 0.4.11

Posted:
Sat Jun 13, 2015 10:17
by addi
*BUMP*
(I hope its not too old to be unbumpable)
This bug still exists in latest Minetest builds:
viewtopic.php?f=42&t=1523&view=unread#p181669
Re: odd wielditems in 0.4.11

Posted:
Sun Aug 23, 2015 13:16
by addi
*BUMP*
not fixed in 0.4.13


- sword in 0.4.13
- screenshot_20150823_151027.png (142.16 KiB) Viewed 3911 times
Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

Posted:
Sun Aug 23, 2015 15:33
by benrob0329
Do you have Generate Normamaps on?
Re: odd wielditems in 0.4.11

Posted:
Mon Aug 24, 2015 22:08
by Fixerol
mtmodder148 wrote:I've had this problem as well. I thought it was a terrible looking feature :) and not a bug.
lol, me too.
Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

Posted:
Tue Aug 25, 2015 02:53
by benrob0329
If you have generate normalmaps on, then the items will look weird, It's a different bug that .11, but still looks weird.
Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

Posted:
Tue Aug 25, 2015 04:52
by addi
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
Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

Posted:
Tue Aug 25, 2015 14:07
by benrob0329
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
Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

Posted:
Tue Aug 25, 2015 14:30
by addi
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)
Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

Posted:
Wed Sep 02, 2015 15:33
by Hybrid Dog
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
Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

Posted:
Wed Sep 02, 2015 20:52
by Hybrid Dog
Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

Posted:
Thu Sep 03, 2015 07:24
by addi
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
thats odd :/ My Minetest only starts with OpenGL 4.4 *confused*
Maybe. If someone could make a minetest build without that commit, I can say if that solves it or not.
Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

Posted:
Thu Sep 03, 2015 09:06
by Hybrid Dog
addi wrote:thats odd :/ My Minetest only starts with OpenGL 4.4 *confused*
maybe you need to update a driver
Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

Posted:
Thu Sep 03, 2015 09:12
by addi
The driver is up to date
Re: odd wielditems in 0.4.11, 0.4.12, 0.4.13

Posted:
Thu Sep 03, 2015 09:40
by Hybrid Dog