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MTDiscord |
<f​atalerror420 (seared)> so |
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MTDiscord |
<f​atalerror420 (seared)> oh wrong chat |
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| 18:56 |
lhofhansl |
I'll close #10637 for now. Mapgen is too fickle by itself (see last comment about how just looking at the same scene from the different position renders the lighting/shadow differently). |
| 18:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/10637 -- Avoid generating the same chunk more than once with multiple emerge threads by lhofhansl |
| 19:06 |
Krock |
looks like an execution order issue |
| 19:06 |
Krock |
just re-trigger light calculations for the bottom mapblock once the upper is done |
| 19:09 |
lhofhansl |
I've since also seen the tree (you see on the left in the screenshots) chopped off in the multithreaded case. There's something I am missing. I'll look some more. |
| 19:25 |
sfan5 |
well yeah there's some general multithread issues remaining |
| 19:26 |
Krock |
I've also seen mapblocks generate twice if there are schematics overlapping the borders |
| 19:26 |
Krock |
not sure about the condition, but they surely generated twice. that's probably what you're fixing there |
| 19:28 |
lhofhansl |
Yeah, there's some on block (or chunk?) boundaries that I do not understand. I also do not understand how generate the same chunk with the same block again fixes it. |
| 19:30 |
lhofhansl |
Added a screenshot of the other problem to the PR. |
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lhofhansl |
Krock: How can I test the schematics case you mentioned? Perhaps that will lead me to a solution. |
| 21:51 |
sfan5 |
have schematics span a mapchunk border |
| 21:51 |
lhofhansl |
All, please have a quick lock at #10667. It brings back some (not all) of the extra block "pre-rendering" in order to avoid glitches with camera panning. |
| 21:51 |
ShadowBot |
https://github.com/minetest/minetest/issues/10667 -- Fix camera panning glitches (partially revert 10489.) by lhofhansl |
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