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| 14:54 |
MTDiscord |
<luatic> @sfence: what was your status on macOS builds with OpenGL 3 support via ANGLE? i recall you got it working? |
| 15:09 |
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| 15:49 |
MTDiscord |
<luatic> pushing fragColor -> gl_FragColor in selection_shader/opengl_fragment.glsl (fixes the shader not compiling) in 5m |
| 15:51 |
MTDiscord |
<luatic> (looks like an oversight from #16639 ?) |
| 15:51 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/16639 -- Port most shaders to GLSL ES 3.0 by sfan5 |
| 16:01 |
MTDiscord |
<luatic> done |
| 16:24 |
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| 16:31 |
sfan5 |
yeah indeed |
| 16:49 |
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| 17:33 |
MTDiscord |
<sfence> luatic: I believe I have prepared dependencies for experimenting with it. Now, I am not sure if I tried it with macOS. I am sure I tried it with the iOS Simulator. Probably, it will require some changes in cmake files. Btw, ANGLE supports OpenGL ES 3. |
| 17:35 |
MTDiscord |
<luatic> sfence: either OpenGL ES 3 or OpenGL 3 is fine for putting skinning on the GPU |
| 17:36 |
MTDiscord |
<luatic> it's just OpenGL 1 where it is impossible |
| 17:36 |
MTDiscord |
<luatic> and that means frequent buffer updates which seem to kill performance |
| 17:37 |
MTDiscord |
<luatic> now i can alleviate this for some pathological cases, but i would prefer to go for the ideal solution especially as this could benefit many more users |
| 17:37 |
MTDiscord |
<sfence> luatic: So, you think that it can help with #16616 ? |
| 17:37 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/16616 -- macOS 26 Tahoe: Low FPS starting with Luanti 5.13 |
| 17:38 |
MTDiscord |
<sfence> I will look at it and try to do a Luanti macOS build with Angle. |
| 17:40 |
MTDiscord |
<luatic> sfence: yes. if you could get OpenGL ES 3.0+ working on macOS, that'd be great :) |
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| 20:33 |
sfan5 |
merging #16615 soon |
| 20:33 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/16615 -- Remove client code from nodedef.h/cpp by cx384 |
| 23:34 |
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