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IRC log for #luanti-dev, 2025-10-17

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All times shown according to UTC.

Time Nick Message
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05:45 MTDiscord <bastrabun> What's the license on this picture? I'd like to add it to our ingame exhibition
08:14 sfan5 I'm not sure if the licenses of the original textures matter, but if you want my permission then: here you go, it's WTFPL
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13:25 cheapie sfan5: I mentioned this on the PR, but FWIW I did more testing with #16574 and I'm seeing performance increases of quite possibly 10x or higher in some cases, not just 3x
13:25 ShadowBot https://github.com/luanti-org/luanti/issues/16574 -- [no squash] Introduce array textures for node rendering by sfan5
13:25 cheapie The area in that screenshot is Central City, which tends to be even slower than Dannenport (current spawn)
13:54 cheapie [08:51:15] <VanessaE> a view like that would be 5fps tops on my old R9 280X
13:54 cheapie [08:51:58] <VanessaE> wow, 60 fps now?!
14:02 [MatrxMT] <localhost> 60 fps?
14:03 repetitivestrain it goes with reducing drawcall count, i suppose
14:05 repetitivestrain a few weeks ago i was attempting to implement a webgl mapserver with LODs and the bottleneck was the number of drawcalls (~500-1000 per frame), which i ``mitigated'' by disabling transparency sorting and translucency in general and crudely merging LOD meshes
14:06 repetitivestrain but i noticed that even with a finite viewing range and only the maximum level of detail, the atlasing i implemented reduced the number of drawcalls issued per frame to 1/5th or 1/6th of those issued by luanti in roughly identical scenes
14:07 repetitivestrain alas, webgl 1 didn't appear to support texture arrays so i never did explore those
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18:54 Topic for #luanti-dev is now Luanti (fka Minetest) core development and maintenance. Chit chat goes to #luanti. https://dev.luanti.org/ https://irc.luanti.org/ https://github.com/luanti-org
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