Fix #2960 's rendering to allow the HUD to be seen #3073

Closed
opened 2022-12-05 17:07:48 +01:00 by Ghost · 17 comments

Not only does the hotbar disappear behind this water depth effect (image 1), it also makes diving in deep water just plain unbearable (image 2).

Not only does the hotbar disappear behind this water depth effect (image 1), it also makes diving in deep water just plain unbearable (image 2).
Contributor

Confirmed, duplicate of #3015.

Confirmed, duplicate of #3015.
kneekoo added the
gameplay
label 2022-12-05 19:08:23 +01:00
Author

Not exactly. There is no FPS drop for me, and the problem is with the HUD and visibility.

Not exactly. There is no FPS drop for me, and the problem is with the HUD and visibility.
Michieal reopened this issue 2022-12-05 19:17:21 +01:00
Member

@FossFanatic reopened it.

This was sort of a feature request, the underwater change. It also makes our underwater be more like Minecraft's.

I think that @epCode made this, iirc. (if not, can someone let me know.)

I would say that it's not unreasonable to ask for the hud to be over the visual effects, rather than hidden by them.

So, Fix yes. Revert? probably not.

@FossFanatic reopened it. This was sort of a feature request, the underwater change. It also makes our underwater be more like Minecraft's. I think that @epCode made this, iirc. (if not, can someone let me know.) I would say that it's not unreasonable to ask for the hud to be over the visual effects, rather than hidden by them. So, Fix yes. Revert? probably not.
Member

See: MineClone2/MineClone2#215
So, yeah, MC Feature Request.

Still, the HUD should be the top most rendered layer.

See: https://git.minetest.land/MineClone2/MineClone2/issues/215 So, yeah, MC Feature Request. Still, the HUD should be the top most rendered layer.
Michieal changed title from Fix Or Revert #2960 to Fix #2960's rendering 2022-12-05 19:25:03 +01:00
Michieal changed title from Fix #2960's rendering to Fix #2960 's rendering to allow the HUD to be seen 2022-12-05 19:25:44 +01:00
Author

The bigger issue is that the lighting, contrast and stuff looks all messed up in deep water. Not that the water actually gets darker the deeper you go.

It looks like I put my monitor's contrast and gamma all the way up.

The bigger issue is that the lighting, contrast and stuff looks all messed up in deep water. Not that the water actually gets darker the deeper you go. It looks like I put my monitor's contrast and gamma all the way up.
Contributor

I agree that this is a separate issue in itself from #3015 . Albeit that even in that very issue (about raised cpu usage) nicu provided a screenshot that illustrates this very issue.

IMHO the downside of the obscured HUD outweighs the benefits of the better visual rendering of depth. If we cannot find a way to get both working correctly at the same time, we may need to revert the changes until a way is found to get it right.

I agree that this is a separate issue in itself from #3015 . Albeit that even in that very issue (about raised cpu usage) [nicu provided a screenshot](https://git.minetest.land/MineClone2/MineClone2/issues/3015#issuecomment-49952) that illustrates this very issue. IMHO the downside of the obscured HUD outweighs the benefits of the better visual rendering of depth. If we cannot find a way to get both working correctly at the same time, we may need to revert the changes until a way is found to get it right.
Contributor

The CPU didn't even twitch, only the FPS dropped drastically. This is related to graphics.

The CPU didn't even twitch, only the FPS dropped drastically. This is related to graphics.
Member

Very valid points here. With (in my mind) the fps drops and the obscurred hud being the most important.

We should test the "darkness" aspect against Minecraft so that we have a base comparison too.

I do think, however, that we should do our best to fix this before considering reverting.

Very valid points here. With (in my mind) the fps drops and the obscurred hud being the most important. We should test the "darkness" aspect against Minecraft so that we have a base comparison too. I do think, however, that we should do our best to fix this before considering reverting.
Member

Still, the HUD should be the top most rendered layer.

I tried to do this, but I couldn't figure out how.

> Still, the HUD should be the top most rendered layer. I tried to do this, but I couldn't figure out how.
Member

Still, the HUD should be the top most rendered layer.

I tried to do this, but I couldn't figure out how.

Okay... hmmn. how did you do the effect? (if you want, discord me if it's easier)

Maybe I can help?

> > Still, the HUD should be the top most rendered layer. > > I tried to do this, but I couldn't figure out how. Okay... hmmn. how did you do the effect? (if you want, discord me if it's easier) Maybe I can help?
ancientmarinerdev added this to the 0.82.0 - Bamburgered milestone 2022-12-08 13:40:39 +01:00

I have added this to 0.82.0 milestone as I feel we should be able to see the HUD underwater.

I'm wondering about priority though with other stuff, because respiration didn't get merged so most in survival are probably not under water, only creative, unless I've missed something.

I have added this to 0.82.0 milestone as I feel we should be able to see the HUD underwater. I'm wondering about priority though with other stuff, because respiration didn't get merged so most in survival are probably not under water, only creative, unless I've missed something.
Member

I have added this to 0.82.0 milestone as I feel we should be able to see the HUD underwater.

It should be visible.

... because respiration didn't get merged so most in survival are probably not under water ...

dives under... sees the hud go dark hmmmn. I can't see the hud. Dies... Well then, that hud needs to change! :P

With either respiration, or potions of water breathing, this does become an issue.

> I have added this to 0.82.0 milestone as I feel we should be able to see the HUD underwater. It should be visible. > ... because respiration didn't get merged so most in survival are probably not under water ... *dives under... sees the hud go dark* hmmmn. I can't see the hud. *Dies...* Well then, that hud needs to change! :P With either respiration, or potions of water breathing, this does become an issue.
Author

See: #215
So, yeah, MC Feature Request.

Except that there is a reason that "needs engine change" was added as a tag. We don't need any more weird workarounds than we already do.

>See: #215 So, yeah, MC Feature Request. Except that there is a reason that "needs engine change" was added as a tag. We don't need any more weird workarounds than we already do.
ancientmarinerdev added the
#P3: elevated
label 2022-12-30 02:31:41 +01:00
ancientmarinerdev modified the milestone from 0.82.0 - Bamburgered to 0.83.0 - Safe and Sound 2023-01-10 23:40:42 +01:00
Author

I tried to do this, but I couldn't figure out how.

@epCode Why was the HUD part of this pull request even added in the first place? It's not a Minecraft feature, and also worsens gameplay.

However, the other parts of that pull request, such as the water fog colour, will really come in handy.

I think I will open a pull request that fixes this after 0.82 releases. I think I might prioritise this over the sound update.

>I tried to do this, but I couldn't figure out how. @epCode Why was the HUD part of this pull request even added in the first place? It's not a Minecraft feature, and also worsens gameplay. However, the other parts of that pull request, such as the water fog colour, will really come in handy. I think I will open a pull request that fixes this after 0.82 releases. I think I might prioritise this over the sound update.
Member

I tried to do this, but I couldn't figure out how.

@epCode Why was the HUD part of this pull request even added in the first place? It's not a Minecraft feature, and also worsens gameplay.

I vaguely remember why... iirc -- it's because there is an image overlay for the coloration. Hence it being in the HUD code.

epCode is currently dealing with IRL things, iirc.

> >I tried to do this, but I couldn't figure out how. > > @epCode Why was the HUD part of this pull request even added in the first place? It's not a Minecraft feature, and also worsens gameplay. I vaguely remember why... iirc -- it's because there is an image overlay for the coloration. Hence it being in the HUD code. epCode is currently dealing with IRL things, iirc.
Member

@epCode Why was the HUD part of this pull request even added in the first place? It's not a Minecraft feature, and also worsens gameplay.

However, the other parts of that pull request, such as the water fog colour, will really come in handy.

I think I will open a pull request that fixes this after 0.82 releases. I think I might prioritise this over the sound update.

Ok, sounds good, sorry for not responding.

> @epCode Why was the HUD part of this pull request even added in the first place? It's not a Minecraft feature, and also worsens gameplay. > > However, the other parts of that pull request, such as the water fog colour, will really come in handy. > > I think I will open a pull request that fixes this after 0.82 releases. I think I might prioritise this over the sound update. Ok, sounds good, sorry for not responding.

Fixed by: MineClone2/MineClone2#3367

Closing. Reopen and comment if I'm mistaken.

Fixed by: https://git.minetest.land/MineClone2/MineClone2/pulls/3367 Closing. Reopen and comment if I'm mistaken.
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Reference: VoxeLibre/VoxeLibre#3073
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