Luanti logo

IRC log for #luanti-dev, 2025-10-24

| Channels | #luanti-dev index | Today | | Google Search | Plaintext

All times shown according to UTC.

Time Nick Message
00:05 turtleman joined #luanti-dev
01:05 Eragon joined #luanti-dev
02:08 nekobit joined #luanti-dev
03:28 sfence_ joined #luanti-dev
04:00 MTDiscord joined #luanti-dev
07:10 m42uko_ joined #luanti-dev
08:00 YuGiOhJCJ joined #luanti-dev
09:33 YuGiOhJCJ joined #luanti-dev
09:44 Juri2 joined #luanti-dev
09:44 Niklp1 joined #luanti-dev
11:30 turtleman joined #luanti-dev
11:49 sfan5 it's great how all the "oh we can just do it like this, it will be fine" decisions from the past fall on my feet to fix with the array texture PR
12:18 sfan5 the way the shadow map is rendered is basically a hack. it replaces all node materials with a single shader
12:18 sfan5 predictably that shader does not handle different alpha modes, waving or other node specialities I can't think of
12:33 sfan5 the deeper you dig there appear to be very few parts of Luanti code that aren't half-baked
12:33 sfan5 no serious game dev would want to use an engine where even the clearly documented behavior is wrong
12:59 sfence_ joined #luanti-dev
14:10 sfan5 ready for review: #16574
14:10 ShadowBot https://github.com/luanti-org/luanti/issues/16574 -- [no squash] Introduce array textures for node rendering by sfan5
15:12 citrons joined #luanti-dev
15:20 SFENCE joined #luanti-dev
16:31 Krock at least we have comments
16:31 Krock and thanks to you there's a limit to how much garbage builds up in the engine over the years
17:31 sfan5 unfortunately I do not have unlimited time and motivation
17:42 Krock Trivia: we have at least 3 linear interpolation implementations: numericalBlend getLerp linearInterpolation
17:49 SFENCE joined #luanti-dev
17:56 SFENCE joined #luanti-dev
18:12 MTDiscord <josiah_wi> C++20 has a linear interpolation in the standard library.
18:13 MTDiscord <josiah_wi> (std::lerp)
18:41 SFENCE joined #luanti-dev
18:42 MTDiscord <herowl> We're at C++17 for now, right?
18:44 MTDiscord <luatic> irrlicht v3f's aren't arithmetic types though, right
18:59 sfan5 fact: of Luanti's install basis on Google Play so few people have GLES 2.0 that they don't even show up in stats
18:59 SFENCE joined #luanti-dev
19:02 Krock huh? didn't we remove GLES 1.0 support? What are they using instead?
19:02 sfan5 put differently, practically nobody doesn't have GLES 3.x
19:02 Noisytoot untrue
19:03 Noisytoot both my pinephone and thinkpad x200 lack GLES 3.x
19:03 sfan5 your pinephone and thinkpad are not in the google play statistics
19:03 jstein joined #luanti-dev
19:04 sfan5 anyway where I am going with this is not that we're going to raise the minimum version, but rather that if the array texture code is fixed to work on GLES practically every mobile user will be able to profit from it
19:05 user333_ what are the differences between OpenGL and (Open?)GLES? I know that GLES is for mobile devices, but is there any major difference other than that?
19:08 Krock GLES only has a subset of the commands for simplicity
19:08 sfan5 the main part is that it has additional restrictions but specifically for 3.x they also got rid of lots of legacy compatibility stuff that the respective OpenGL version still has
19:09 user333_ i assumed it was a cut-down version of standard OpenGL, looks like i was right
21:15 SFENCE joined #luanti-dev
21:34 SFENCE joined #luanti-dev
22:33 panwolfram joined #luanti-dev

| Channels | #luanti-dev index | Today | | Google Search | Plaintext