Time |
Nick |
Message |
01:05 |
|
Eragon joined #luanti-dev |
02:06 |
|
turtleman joined #luanti-dev |
03:43 |
|
lhofhansl joined #luanti-dev |
03:43 |
lhofhansl |
Going to merge #16555 soon. (It's fairly trivial) |
03:44 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/16555 -- Allow FXAA to be used together with FSAA or SSAA by lhofhansl |
03:50 |
lhofhansl |
And... Done. |
03:51 |
lhofhansl |
If anybody wants to try out #16569, I'd be grateful :) |
03:51 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/16569 -- Add smoothing to content_cao by lhofhansl |
04:00 |
|
MTDiscord joined #luanti-dev |
05:50 |
|
SFENCE joined #luanti-dev |
06:57 |
|
SFENCE joined #luanti-dev |
08:21 |
|
SFENCE joined #luanti-dev |
08:22 |
|
Warr1024 joined #luanti-dev |
08:34 |
|
SFENCE joined #luanti-dev |
08:44 |
|
SFENCE joined #luanti-dev |
08:47 |
|
Warr1024 joined #luanti-dev |
09:11 |
|
SFENCE joined #luanti-dev |
10:25 |
|
dv^_^ joined #luanti-dev |
12:37 |
|
SFENCE joined #luanti-dev |
12:46 |
[MatrxMT] |
<Zughy> Hey modders, any usecase for https://github.com/luanti-org/luanti/issues/16382#issuecomment-3161721293 ? |
14:04 |
|
turtleman joined #luanti-dev |
15:29 |
sfan5 |
cheapie: #16574 |
15:29 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/16574 -- [no squash] Introduce array textures for node rendering by sfan5 |
15:33 |
cheapie |
:D |
15:33 |
cheapie |
I just woke up and I'm busy testing some other stuff (unrelated to Luanti) but I'll give it a try later today |
16:19 |
cheapie |
sfan5: Seems to work, but I don't have any performance numbers for you at the moment since I have some other CPU-intensive stuff running |
16:56 |
sfan5 |
does ve-c take >60s for you to load too? |
17:00 |
MTDiscord |
<andrey2470t> Why would not take and finish the atlas PR which was already tested multiple times in the past instead of writing the whole new graphic feature? # 16574 |
17:00 |
sfan5 |
because I think it's the wrong approach |
17:01 |
MTDiscord |
<andrey2470t> Why would not take and finish the atlas PR which was already tested multiple times in the past instead of writing the whole new graphic feature? #16574 |
17:01 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/16574 -- [no squash] Introduce array textures for node rendering by sfan5 |
17:01 |
cheapie |
sfan5: No, really I didn't see much change aside from the debug spew in the chat |
17:04 |
sfan5 |
I see, weird |
17:04 |
sfan5 |
because it does for me and after getting rid of a potential inefficiency point it still does |
17:06 |
cheapie |
I'm not seeing the broken crack textures mentioned in the PR either |
17:09 |
sfan5 |
uh |
17:09 |
sfan5 |
that would mean array textures are not working for you |
17:10 |
cheapie |
hmm |
17:10 |
cheapie |
It's set for opengl3, is there some other setting I need to change? |
17:12 |
sfan5 |
you need to have opengl 3.0 or later in practice |
17:12 |
sfan5 |
other than that, no |
17:12 |
cheapie |
"4.6 (Compatibility Profile) Mesa 25.2.4-1" is what it's reporting |
17:13 |
sfan5 |
sounds correct |
17:17 |
cheapie |
I get the line the PR talks about though, "pre: 7653" |
17:17 |
sfan5 |
and if you punch a node it doesn't turn black? |
17:17 |
cheapie |
Nope, I get the normal crack animation |
17:18 |
cheapie |
But I'm also not sure I'm seeing as much of a performance improvement as I should (hard to tell for sure with the CPU load I mentioned) |
17:19 |
sfan5 |
well that can happen but you should find that crack doesn't work especially on common nodes like stone, dirt, ... |
17:20 |
cheapie |
The inventory item images do seem brighter than usual, FWIW |
17:20 |
cheapie |
Just tried some stone, dirt, grass, etc., cracks are working on all of them |
17:22 |
sfan5 |
🤷 |
17:26 |
sfan5 |
uh wait I found a bug |
17:33 |
MTDiscord |
<andrey2470t> The atlases are actually more efficient approach for decreasing the drawcalls and bindings count. Firstly, it uses the simple 2D textures which are supported on all platforms which Luanti supports itself. Secondly, one atlas allows to pack inside itself millions of textures and of various size, so there's almost no a practical limitation even if use hundreds mods each creating and caching tens of images. Thirdly, there's no need to |
17:33 |
MTDiscord |
use 3d uvws (third w component is a number of the current array layer) like the texture arrays require, so you still can use 2d |
17:35 |
Krock |
how do texture atlases avoid color bleeding caused by interpolation? solved by not using interpolation? |
17:36 |
sfan5 |
how do you handle GL_REPEAT with a texture atlas? |
17:36 |
Krock |
🤷 |
17:36 |
MTDiscord |
<andrey2470t> The texture arrays are most suitable if you use only (or predominantly) textures of one size, say 16x16, 32x32 and etc |
17:37 |
sfan5 |
but I think we can skip this discussion because this was already brought up when I announced working on this feature a while ago |
17:37 |
MTDiscord |
<andrey2470t> but luanti supports even not non power-of-two textures |
17:37 |
Krock |
it does support those |
17:38 |
MTDiscord |
<andrey2470t> issues with the filtering and mipmapping? there are solutions which I used in my PR and they work more or less, just need still fixing |
17:39 |
MTDiscord |
<andrey2470t> yes and with the texture arrays approach it creates the significant problem |
17:41 |
pgimeno |
"not non power-of-two" means "power of two", right? |
17:42 |
MTDiscord |
<andrey2470t> it is solvable too, just shift the uvs to [0-1] range which get beyond it |
17:43 |
MTDiscord |
<andrey2470t> mistake |
17:44 |
pgimeno |
"how do you handle GL_REPEAT with a texture atlas?" - you don't |
17:45 |
MTDiscord |
<andrey2470t> what "you don't"? |
17:46 |
pgimeno |
you can't have GL_REPEAT on an image that comes from an atlas, or more precisely, it won't do what you expect |
17:47 |
pgimeno |
GL_REPEAT applies to texture coordinates < 0 or > 1, and in an image from an atlas they are a fraction between 0 and 1 |
17:48 |
pgimeno |
you could maybe do some trickery with extra data per vertex and a fragment shader, but it would get pretty ugly and prone to rounding errors |
17:52 |
MTDiscord |
<andrey2470t> yes, therefore those texture coordinates should be clamped to [0-1] by shifting them by the integer uv space units numbers |
17:56 |
sfan5 |
you can't do that if the triangle covers more than [0-1] in uv space |
18:01 |
MTDiscord |
<andrey2470t> this appears only with the mesh drawtype and as I figured out during my atlas testing with using many texture-filled mods generally it doesn't bring a big problem as actually very few textures for meshes get beyond [0-1] |
18:02 |
sfan5 |
pretty sure it applies to nodeboxes too |
18:02 |
sfan5 |
cheapie: you may test again |
18:02 |
cheapie |
one moment |
18:07 |
MTDiscord |
<andrey2470t> the nodeboxes uvs were fixed entirely in my PR |
18:07 |
cheapie |
sfan5: I still don't see it take any longer to load, but cracks are indeed broken now |
18:07 |
|
Desour joined #luanti-dev |
18:08 |
sfan5 |
cheapie: good, that means it's really working this time |
18:11 |
cheapie |
I was able to pause at least most of that other CPU load I had going on, and right now I'm certainly getting much better performance at VE-C's spawn than I used to |
18:12 |
cheapie |
(flying around to load stuff now) |
18:13 |
cheapie |
Yeah, high 50s with a view range of 300, standing in that same place I was using for testing before |
18:39 |
cheapie |
sfan5: I can't remember if I ever mentioned, but if it helps testing - on VE-C you can click on the gear icon near the bottom of the inventory menu and change, among other things, your physics override settings |
18:51 |
|
mrcheese joined #luanti-dev |
19:21 |
|
Desour joined #luanti-dev |
20:13 |
|
behalebabo joined #luanti-dev |
20:53 |
|
SFENCE joined #luanti-dev |
21:12 |
|
SFENCE joined #luanti-dev |
21:22 |
MTDiscord |
<landarvargan> Does the server cache player meta whenever they join the game? Or does it read the player db every time it needs to access player meta? |
21:45 |
|
jonadab joined #luanti-dev |
21:51 |
|
SFENCE joined #luanti-dev |
22:24 |
|
SFENCE joined #luanti-dev |
22:33 |
|
panwolfram joined #luanti-dev |
22:49 |
|
SFENCE joined #luanti-dev |
23:07 |
|
SFENCE joined #luanti-dev |
23:43 |
|
SFENCE joined #luanti-dev |