Time Nick Message 14:54 MTDiscord @sfence: what was your status on macOS builds with OpenGL 3 support via ANGLE? i recall you got it working? 15:49 MTDiscord pushing fragColor -> gl_FragColor in selection_shader/opengl_fragment.glsl (fixes the shader not compiling) in 5m 15:51 MTDiscord (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 done 16:31 sfan5 yeah indeed 17:33 MTDiscord 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 sfence: either OpenGL ES 3 or OpenGL 3 is fine for putting skinning on the GPU 17:36 MTDiscord it's just OpenGL 1 where it is impossible 17:36 MTDiscord and that means frequent buffer updates which seem to kill performance 17:37 MTDiscord 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 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 I will look at it and try to do a Luanti macOS build with Angle. 17:40 MTDiscord sfence: yes. if you could get OpenGL ES 3.0+ working on macOS, that'd be great :) 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