Light levels above 15

ABJ
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Light levels above 15

by ABJ » Sat Jul 16, 2016 12:31

Hello all.
My suggestion is simple; we need light levels above 15. The current light level is surprisingly limitive, for example the super-bright lights, flashes of explosions, the like are not done. At least, is there a way to simply increase the light level above 15 by making it longer range, and make the increaseable amount infinite?
 

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Re: Light levels above 15

by Calinou » Sat Jul 16, 2016 12:35

Doing so would likely break all existing Minetest maps, not to mention it would make light computations more expensive.
 

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Re: Light levels above 15

by ABJ » Sat Jul 16, 2016 13:23

But how does this happen? Do you mean those lights with default lightmax as their light value? And the calculations part...........?

In any case, what about a finite number, such as 100, 500, 1000? Also, skipping that bit about how the light will simply be made longer range?
 

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Re: Light levels above 15

by paramat » Sat Jul 16, 2016 18:54

Light cannot exceed a range of 16 nodes unless a complete new lighting system is created (this might actually happen, some devs are keen to do this eventually). Lighitng update calculations are already very intensive even with only 16 nodes range. For details read through the last 1-2 years of IRC dev channel logs.
 

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Re: Light levels above 15

by ABJ » Sat Jul 16, 2016 19:20

Al sh*t wa sh*t
So, again, here comes the powers of two.
I hope that the devs actually do this, and also paramat is it really that easy to read 2 years of irc log?
 

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Re: Light levels above 15

by kaadmy » Sat Jul 16, 2016 22:22

Just went through the math...
(Try it in Python...)
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Code: Select all
>>> nodes = 2000 ** 3
>>> bytes = nodes / 8.0
>>> kb = bytes / 1024.0
>>> mb = kb / 1024.0
>>> mb
953.67431640625

Yes, that's around 950 MEGABYTES of data that must be stored in a world file in a 2k node cube to double the light levels from 16 to 32.
Correct me if I'm wrong, I went through the math a couple times to make sure...
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Re: Light levels above 15

by ABJ » Sun Jul 17, 2016 08:07

Well, this is too bad. How about replacing all air nodes around with light-emitting airlike nodes above 15? Could you not preserve the calculations this way? It would look slightly absurd, sure, but would it work?
 

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Re: Light levels above 15

by kaadmy » Sun Jul 17, 2016 17:38

There's one thing that would help immensely with lighting; HDR+eye adaptation.
Then the light levels can stay 0-15, and have a much higher range. Then outdoor lights(Outdoor is always 15 light) can be really, really overbright and have the eye adaptation darken the rest of the world.
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Re: Light levels above 15

by ABJ » Sun Jul 17, 2016 17:40

OMG are you talking about that like in those new high-end games?
 

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Re: Light levels above 15

by kaadmy » Sun Jul 17, 2016 20:00

@ABJ MT doesn't have HDR yet, but it might be possible if a MT dev figures out how to deal with shaders.
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Re: Light levels above 15

by ABJ » Mon Jul 18, 2016 08:10

Er......What if I told you that, thanks to a crappy Windows format and reinstall, I no longer have OpenGL?
 

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Re: Light levels above 15

by Calinou » Mon Jul 18, 2016 09:43

ABJ wrote:Er......What if I told you that, thanks to a crappy Windows format and reinstall, I no longer have OpenGL?


When you install a graphics driver on Windows, you automatically have both OpenGL and Direct3D, regardless if it's Intel, AMD or NVIDIA.
 

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Re: Light levels above 15

by ABJ » Mon Jul 18, 2016 10:33

So, why is it that many things that formerly worked are not working properly after the format, such as KSP, Golems, Minetest's shaders, and Blender giving me a warning about OpenGL?
 

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Re: Light levels above 15

by TenPlus1 » Mon Jul 18, 2016 17:38

That all depends on your Windows version and the graphics driver you installed. Also try adding the following line to your minetest.conf file to force opengl support:

video_driver = opengl
 

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Re: Light levels above 15

by ABJ » Mon Jul 18, 2016 17:42

ABJ wrote:Blender giving me a warning about OpenGL

Just in case you misunderstood and thought I'd written that part like a noob.
 

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Re: Light levels above 15

by ARCHLINUX » Wed Jul 20, 2016 20:46

display_gamma = -4
address = 98.166.90.48
fast_move = true
free_move = true
noclip = true
remote_port = 30000
anisotropic_filter = true
bilinear_filter = false
cinematic = false
connected_glass = false
enable_parallax_occlusion = true
enable_waving_leaves = true
enable_waving_plants = true
enable_waving_water = true
fsaa = 16
leaves_style = fancy
mainmenu_last_selected_TP = 1
mip_map = true
node_highlighting = box
opaque_water = true
texture_path = /home/tr0llc0re/xray_xanadu
tone_mapping = true
trilinear_filter = true
viewing_range = 90
fullscreen = false
enable_3d_clouds = true
enable_particles = true
enable_shaders = true
smooth_lighting = true
generate_normalmaps = true
enable_bumpmapping = true
fps_max = 100


Try this cfg i dont feel the night
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Re: Light levels above 15

by ABJ » Thu Jul 21, 2016 07:16

I hope no one complains the he is hacking/cheating.
Actually, instead of copy/paste, I'd prefer to see what is making it look good. I run no shaders, thanks to OpenGL flack-up
 

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Re: Light levels above 15

by Gael de Sailly » Thu Aug 04, 2016 09:46

Light level is stored in one byte: 4 bits for day light, and 4 bits for night light. Since night light level can't be bigger than day light level, many combinations are unused.
In fact, with 16 light values, we have 256 combinations, but only 136 (16+15+14+13+12…) are used.
With 22 light values (0~21), we would have 484 combinations, but only 253 would be used. So, light max can theoretically be extended to 21. But things will become much more complicated…
Very busy this year too, so do not expect me to be very active on the forum or in game. But I'm not about to drop Minetest forever :)
 

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Re: Light levels above 15

by ABJ » Thu Aug 04, 2016 10:11

So, what would it cause?

By the way, I've fixed my OpenGL problem. Thanks Amaz and the_raven_262.
 


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