Time |
Nick |
Message |
00:25 |
|
hwpplayer1 joined #luanti-dev |
04:00 |
|
MTDiscord joined #luanti-dev |
04:00 |
|
SFENCE joined #luanti-dev |
04:11 |
MTDiscord |
<sfence> this data looks newer: https://feedback.wildfiregames.com/ (also for OpenGL Extension) |
04:25 |
|
SFENCE joined #luanti-dev |
07:54 |
MTDiscord |
<andrey2470t> @sfan5 the texture arrays can be effective, but I doubt this is the case for Luanti. Firstly, many mods add textures of different dimensions (not only 16, but also 32, 64, 128 and even a few of them 512). And as you can not assure which largest size mods have textures of, it would be necessary to upscale each texture up to the maximally possible size (GL_MAX_TEXTURE_SIZE) is what pretty bad for the performance. Secondly, as this |
07:54 |
MTDiscord |
article https://www.khronos.org/opengl/wiki/Array_Texture states, the maximal count of layers inside the array starts from 2048, so this is pretty low for the average count of mods used by servers |
08:21 |
sfan5 |
no upscaling, just have different array textures. |
08:25 |
sfan5 |
and 2048 is not low at all?! |
08:27 |
sfan5 |
of the 2200 textures I have in my minetest folder (not all of them are node textures) you could cover 77% of them with just 4 array textures |
08:27 |
sfan5 |
compared to 1700 separate textures you'd need otherwise this is far beyond good enough |
08:28 |
sfan5 |
(16x16, 32x32, 8x8 and 64x64 in case you're curious) |
08:29 |
sfan5 |
@sfence good point. the data I looked at is from 2015. https://feedback.wildfiregames.com/gl/extensions/ actually says 99.8% support texture arrays |
08:30 |
sfan5 |
assuming the GL version table on the other page represents their user base then they *do* still support gl 2.x |
09:55 |
[MatrxMT] |
<Zughy> luatic: check PMs on Matrix |
10:12 |
MTDiscord |
<andrey2470t> And you will need to sample in the shaders already by 3 uv coords (uv and the third one is a layer number) as the texture array is 3D. Also if you allocate a separate array for each kind of dimension, you will need additionally to save an index to one of them inside TileLayer e.g). Except, probably dynamically add new arrays if the existent are overflown (+ one more index). |
10:21 |
sfan5 |
an array texture will just be an ITexture. and other than that there's just additional layer index |
10:24 |
MTDiscord |
<andrey2470t> ITexture can be currently only 2D, the arrays in OpenGL are to be bound to the GL_TEXTURE_2D_ARRAY target |
10:26 |
|
pmp-p joined #luanti-dev |
10:40 |
sfan5 |
I know |
14:02 |
|
SFENCE joined #luanti-dev |
14:04 |
SFENCE |
Btw, GL_EXT_texture_array to be completli unsupported for macOS, including ANGLE. |
14:08 |
|
Desour joined #luanti-dev |
14:38 |
|
hwpplayer1 joined #luanti-dev |
14:59 |
|
SFENCE joined #luanti-dev |
15:15 |
|
SFENCE joined #luanti-dev |
15:36 |
|
SFENCE joined #luanti-dev |
16:17 |
|
SFENCE joined #luanti-dev |
16:24 |
|
SFENCE joined #luanti-dev |
16:40 |
|
SFENCE joined #luanti-dev |
16:45 |
|
hwpplayer1 joined #luanti-dev |
16:46 |
|
SFENCE joined #luanti-dev |
17:07 |
|
SFENCE joined #luanti-dev |
17:25 |
sfan5 |
the "shove layer index into UV coords" idea might not actually work |
17:25 |
sfan5 |
but other than that I have all building blocks in place |
17:33 |
|
SFENCE joined #luanti-dev |
17:35 |
|
SFENCE joined #luanti-dev |
17:39 |
|
SFENCE joined #luanti-dev |
17:40 |
sfan5 |
#15968 |
17:40 |
|
exoticalexo joined #luanti-dev |
17:40 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/15968 -- Array textures proof-of-concept by sfan5 |
17:44 |
exoticalexo |
Does anyone know how to setup irc correctly? It says that I don’t have socket installed. Luarocks only installed it onto the lua interpreter, not on minetest. |
17:46 |
Krock |
place the library into the working directory of Luanti/Minetest |
17:46 |
Krock |
or symlink |
17:46 |
exoticalexo |
Ok |
17:47 |
Krock |
or use a custom package include path. a variable exposed by Lua. I don't know whether the API provides access to that. |
17:47 |
Krock |
s/API/insecure env/ |
17:48 |
|
Desour joined #luanti-dev |
17:50 |
|
SFENCE joined #luanti-dev |
17:53 |
exoticalexo |
So, apparently I installed luarocks wrong(?), so do I just install the luasocket dll from github? |
17:58 |
exoticalexo |
Krock ? |
18:00 |
Krock |
exoticalexo: dll? so Windows. Find the luasocket library and copy it next to minetest.exe |
18:00 |
exoticalexo |
In src? |
18:01 |
Krock |
huh? |
18:02 |
exoticalexo |
I don’t see w .dll file in the github repo |
18:03 |
exoticalexo |
https://github.com/diegonehab/luasocket |
18:03 |
Krock |
exoticalexo: look. if you installed luasocket through luarocks, there must be a DLL on your system. If you didn't install it though luarocks, then do that or compile the thing yourself. |
18:03 |
Krock |
or I could give it a shot at cross-compiling if you prefer that |
18:04 |
exoticalexo |
Luasocket says I need to set a variable variables.LUA_CDIR, I don’t know what that is. |
18:05 |
Krock |
let's move to #luanti. This isn't an engine development topic. |
18:05 |
exoticalexo |
Ok |
18:11 |
|
exoticalexo joined #luanti-dev |
19:07 |
|
SFENCE joined #luanti-dev |
22:35 |
|
panwolfram joined #luanti-dev |
22:39 |
|
hwpplayer1 joined #luanti-dev |