Time Nick Message 11:14 [MatrxMT] What to do with #15532? 11:14 ShadowBot https://github.com/luanti-org/luanti/issues/15532 -- Remove buggy premature `sendPlayerPos` optimization by appgurueu 16:36 MTDiscord i might implement a compromise there 16:37 MTDiscord 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] luatic: mine? There is no comment of mine there 👀 16:38 [MatrxMT] oh, the thumb 16:38 MTDiscord yeah i was curious 16:39 [MatrxMT] 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 16:50 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 (requires the opengl3 driver) 16:51 MTDiscord 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 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 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 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/ 21:44 Guest32 feature request: touchscreen Aux1 button while "virtual_joystick_triggers_aux1" enabled 22:07 MTDiscord so, how optimized is the renderer?