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L16[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20171026 mappings to Forge Maven.
L17[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20171026-1.12.zip
(mappings = "snapshot_20171026" in build.gradle).
L18[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L27[04:57:33] <PaleoCrafter> kashike, saw
the original issue?
L28[04:58:20] <kashike> yeah
PaleoCrafter
L29[04:58:26] <kashike> made me
giggle
L30[04:58:50] <PaleoCrafter> Also, what
you're doing looking at my repos D:
L31[04:59:11] <kashike> I'm watching that
repo :P
L32[04:59:25] <PaleoCrafter>
Interesting
L33[04:59:56] <kashike> it is?
L34[05:00:54] <PaleoCrafter> Well, it is
for me because it's weird that somebody probably pays more
attention to that repo than I do xX
L35[05:01:05] <kashike> lol
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L74[08:53:51] <barteks2x> "best"
constructor argument I found so far in the decompiled code:
"framebufferOutIn"
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L79[09:22:36] <barteks2x> anyone has any
idea if/how Minecraft shader code can be reused to render some part
of GUI with shaders enabled?
L80[09:23:15] <barteks2x> The idea of input
and output framebuffer seems to make it unnecessarily hard...
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L82[09:25:21] <barteks2x> looks like Shader
class isn't really shader but more like ShaderRenderer, and
ShaderManager is what I thought Shader would be
L83[09:32:30] <PaleoCrafter> barteks2x, if
you "only" want shaders, I would just circumvent the
Vanilla system
L84[09:35:37] <barteks2x> Why? I would need
to rewrite most of the shader creation code myself
L85[09:35:57] <barteks2x> and ShaderManager
seems to do what I need
L86[09:36:30] <barteks2x> well, I would
need to specify jsons :(
L87[09:36:41] <barteks2x> that's a good
argument against it
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L101[10:46:08] <barteks2x> ok, I broke
everything: [17:45:28] [main/INFO] [STDERR]:
[org.spongepowered.asm.mixin.transformer.MixinConfig:onSelect:448]:
java.lang.ClassNotFoundException:
cubicchunks.asm.CubicChunksMixinConfig
L102[10:46:19] <barteks2x> My own class is
not found in dev environment
L103[10:46:31] <barteks2x> any idea
HOW!?
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L116[13:06:51] <barteks2x> I can't get
texture coordinates passed into my shader, the texture is there and
works, but texture coordinates don't. This is my code:
https://hastebin.com/asoqucatih.java any idea why
that happens?
L117[13:07:00] <barteks2x> also uploading
shader code...
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L126[13:39:27] <ybden> barteks2x: nono,
you can't multiply a vector by a matrix
L127[13:39:38] <ybden> you have to
multiply the matrix by the vector
L128[13:39:45] <barteks2x> that part
works, opengl allows it that way
L129[13:39:54] <ybden> what
L130[13:40:10] <ghz|afk> ybden: can't
you?
L131[13:40:18] <ghz|afk> I think you can
but the result wouldn't be what you expect
L132[13:40:18] <barteks2x> and if it works
with open source linux drivers (which are stupidly strict about
stuff) it should be ok
L133[13:40:30] <barteks2x> well, I just
had to transpose the matrix
L134[13:41:29] <ybden> ghz|afk: I thought
you couldn't
L135[13:41:40] <ghz|afk> my maths are
fuzzy
L136[13:41:54] <barteks2x> well, in normal
linear algebra the result is just different kind of vector
L137[13:42:02] <barteks2x> but opengl has
only one, so it works either way
L138[13:42:28] <barteks2x> (vertical vs
horizontal if I translate it correctly)
L139[13:43:20] <ghz|afk> yep
L140[13:43:21] <ghz|afk> well
L141[13:43:29] <ghz|afk> "row
vector" vs "column vector" is the english
naming
L142[13:43:41] <barteks2x> right, I didn't
remember english names
L143[13:43:44] <ghz|afk> and matrices are
multiplied in one direction or the other
L144[13:43:51] <ghz|afk> depending on if
they are row-major or column-major
L145[13:44:07] <barteks2x> and if it
doesn't work, I can just transpose it
L146[13:44:31] <barteks2x> took me a while
to figure out all the mistakes, especially when one of them was
reverse order of verticies
L147[13:45:01] <barteks2x> now I just
don't knwo why my UV attribute always has constant value
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L149[13:46:05] <barteks2x> the 2 instead
of 1 for texCoord is because I was a bit desperate and wanted to
see if it doesn't by any chance use picel coordinates
L150[13:46:46] <barteks2x> also any way to
reload just that one resource without getting ingame in dev
environment?
L151[13:46:55] <barteks2x> because
restarting MC over and over again is annoying
L152[13:47:48] <ybden> barteks2x: other
than the multiplication order, I don't really see anything wrong
with that, although admittedly I'm unfamiliar with the JSON spec...
(also it shouldn't be using pixel coords)
L153[13:48:18] <barteks2x> I know it
shouldn't. The Json seems to be fine, but I'm not really sure
anymore
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L157[14:23:18] <Corosus> how to I get the
'name' field from a mods @Mod annotation?
L158[14:23:36] <ghz|afk> check how the
modlist gui does it
L159[14:24:26] <Corosus> thought of
checking that, but that only contains the one from mcmod.info, does
that mean the one set in the code is overriden as its not showing
up as the one set in the code?
L160[14:24:32] <Corosus> not sure if those
are the same field
L161[14:24:45] <barteks2x> I'm still stuck
:(
L162[14:24:46] <ghz|afk> dunno
L163[14:25:06] <barteks2x> To me it seems
like it works for vanilla by accidennt
L164[14:25:10] <Corosus> i guess ill still
check that gui and find out more info on it
L165[14:25:18] <PaleoCrafter> Corosus, do
you want to get it from the *class* or just the name for a given
modid?
L166[14:26:01] <Corosus> getting it from
the class is probably closest to what i want
L167[14:27:27] <barteks2x> How the hell
does it even work!?
L168[14:27:37] <barteks2x> It uses
glDrawArrays without binding any VBO...
L169[14:28:21] <barteks2x> is there anyone
around who actually knows how MC rendering code works?
L170[14:28:34] <barteks2x> (or how it
doesn't work if that's the case)
L171[14:29:17] <PaleoCrafter> the
universal answer (i.e. including Mojang) to that question would
probably be "no" :P
L172[14:29:48] <PaleoCrafter> Corosus, hm,
you can either use normal reflection or ASMDataTable, but why do
you deal with the class at all? :P
L173[14:30:41] <Corosus> its a weird niche
requirement for a work thing, but looking at the entries from
Loader.instance().getModList(), it does appear to get replaced with
the file data so meh
L174[14:30:55] <Corosus> will probably
just say this thing we want to do isnt doable and move on
L175[14:31:28] <Corosus> oh wait
L176[14:31:34] <PaleoCrafter> mind
explaining roughly what it is you want to do? :P there's the smell
of XY on the air
L177[14:32:02] <Corosus>
mod.descriptor.get("name") has it \o/
L178[14:34:17] <Corosus> i just need to
make sure its set correctly so we can make sure the student is
doing what we tell them to do ;)
L179[14:36:49] <barteks2x> I think trying
to use vanilla shader code for it was a really bad idea...
L180[14:36:54] <barteks2x> or reusing any
vanilla code for it
L181[14:37:28] <Corosus> they probably
bind the vbo somewhere when setting up parts of the shader
L182[14:37:51] <Corosus> im only familiar
with vertex shader stuff atm, but not entirely how they do their
own
L183[14:37:55] <barteks2x> I'm not even in
world when I'm using it
L184[14:38:05] <barteks2x> I'm using it in
world customization GUI
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L192[15:36:45] <barteks2x> it FINALLY
works
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L211[17:29:42] <ybden> barteks2x: what did
you have to change?
L212[17:29:55] ***
Santa|afk is now known as SatanicSanta
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L217[18:43:16] <Galaxtone> and... I'm
back
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L221[20:10:03] <informer> hey there! I'm
just starting my journey into mod development and already found
myself caught up in errors hahaha
L222[20:10:23] <informer> I can't seem to
get my mcmod.info to load and I'm having trouble loading
textures
L223[20:10:53] <informer> if anyone can
point me to a good link for learning more about these I'd
appreciate it
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L228[20:46:12] ***
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L233[21:37:10] <williewillus> !gf
ShaderLinkHelper.staticShaderLinkHelper
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L236[21:56:37] ⇦
Parts: Cast0077 (~Cast0077@24-151-68-108.dhcp.nwtn.ct.charter.com)
())
L237[22:03:10] ⇦
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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
und das T�ten angemessen wirkt. (George Orwell))
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L239[22:06:40] <Galaxtone> sigh
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L241[22:07:10] <Galaxtone> Nothing like
trying to add a PropertyBool and the blockstate just gives up
L242[22:09:18] <Galaxtone>
*facepalm*
L243[22:09:28] <Galaxtone> I forgot about
meta -> state and vice versa
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L245[22:19:21] <StormCloud> How do I use
MCPBot_Reborn?
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L248[22:33:23] <StormCloud> !help
L249[22:34:22] <StormCloud> dcc
L250[22:34:25] <StormCloud> !dcc
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