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IRC log for #luanti-dev, 2025-08-20

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All times shown according to UTC.

Time Nick Message
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17:41 Krock sfan5: RTT nametags. https://krock-works.uk.to/u/2025-08-20_RTT_nametag.mp4
17:42 sfan5 looks good
17:46 Krock Oh. Forgot the font shadow.
19:08 Krock even 8x font scaling sucks at low resolutions. https://i.postimg.cc/hPshQKfX/grafik.png
19:08 Krock testing branch: https://github.com/SmallJoker/minetest/tree/pr_xxx_rtt_nametag_scaling
19:38 celeron55 (i forgot what RTT meant and had to look it up in the code so here's for everyone wondering: It's Render Target Texture which means rendering to a texture instead of the screen (in this case by using a font renderer), so that you have a texture which can then be drawn on the screen as a cheaper operation)
19:42 Krock it's somewhat cheaper and can be more memory-efficient, depending on how many different font sizes you could avoid loading into memory
19:42 Krock unfortunately, alpha blending and scaling do both not work very well
19:43 Krock and here we need both. I also considered baking the background color of the nametag right into the texture, but that would then be drawn twice too (for the shadow)
19:44 Krock it seem that the only reasonable way to draw 2D elements is to have them pixel-perfect as of now.
21:06 sfan5 it doesn't look that bad honestly
21:06 sfan5 and without the font quantizing hack I added I ran out of RAM on my 16G machine when getting close to a nametag
21:06 sfan5 disadvantages or not, the RTT solution has to become reality
21:37 [MatrxMT] <Zughy> Pixel-perfect GUIs when?
21:50 luatic hey at least we're not developing editors for a living and still have blurry font rendering
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