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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 |
22:30 |
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