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| 11:12 |
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| 11:14 |
[MatrxMT] |
<Zughy> What to do with #15532? |
| 11:14 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/15532 -- Remove buggy premature `sendPlayerPos` optimization by appgurueu |
| 11:55 |
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| 16:36 |
MTDiscord |
<luatic> i might implement a compromise there |
| 16:37 |
MTDiscord |
<luatic> btw Zughy out of curiosity, do you remember your issue with #6812? |
| 16:37 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/6812 -- Add cylinder as optional entity collider |
| 16:37 |
[MatrxMT] |
<Zughy> luatic: mine? There is no comment of mine there 👀 |
| 16:38 |
[MatrxMT] |
<Zughy> oh, the thumb |
| 16:38 |
MTDiscord |
<luatic> yeah i was curious |
| 16:39 |
[MatrxMT] |
<Zughy> frankly I don't remember. What it's really annoying about collision boxes to me is #15569 |
| 16:39 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/15569 -- Support for non axis-aligned collision boxes |
| 16:46 |
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| 16:50 |
Krock_ |
Is anyone familiar with OpenGL alpha blending modes? I'd like to optimize the GUI performance by rendering static parts to a separate texture, which will then be reshown until a change is needed. However, overlaying a texture instead of direct driver->draw2Dxxxx calls results in messed up transparency. |
| 16:51 |
Krock_ |
For example, this here: https://i.postimg.cc/nhvBnfVS/grafik.png | Code attempt: https://github.com/SmallJoker/minetest/commit/4670b70c86a0 Â (requires the opengl3 driver) |
| 16:51 |
MTDiscord |
<luatic> i'm not sure the optimization you're attempting is worthwhile |
| 16:52 |
Krock_ |
it should be worth if only every 2nd frame updates. Depending on the formspec, it results in quite some drawcalls. |
| 16:53 |
MTDiscord |
<luatic> reducing the drawcalls is probably a good idea (though generally 2d stuff often does not have enough complexity for it to matter), but i would try to achieve that differently |
| 16:54 |
Krock_ |
previously I tried to batch render same elements, but getting the z-sorting correctly there is an absolute mess |
| 16:57 |
MTDiscord |
<luatic> even if you just try to render batch things which obviously won't conflict with each other as their bounding boxes do not overlap? |
| 16:57 |
Krock_ |
assume a button. the bounding boxes of draw2Drectagle and the lines are guaranteed to overlap |
| 16:58 |
Krock_ |
(as soon you have two or more buttons) |
| 16:59 |
MTDiscord |
<luatic> yes, but the bounding boxes of separate buttons do not |
| 16:59 |
Krock_ |
hmm.. if the bounding box is extended by element, that might be possible. |
| 17:47 |
Krock_ |
with the texture cache, going down from 19% to 11% CPU usage is the maximum achievable (using unified_inventory default layout), where 10% is the base CPU usage for other 2D drawings and the 3D world |
| 17:48 |
Krock_ |
it appears that this optimization will not be easy to deal with, as any inputs potentially need to trigger an update |
| 17:48 |
Krock_ |
s/need/can/ |
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Guest32 |
feature request: touchscreen Aux1 button while "virtual_joystick_triggers_aux1" enabled |
| 22:07 |
MTDiscord |
<the4spaceconstants2181> so, how optimized is the renderer? |
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