Time Nick Message 13:02 sfan5 will merge #16651 this evening 13:02 ShadowBot https://github.com/luanti-org/luanti/issues/16651 -- [no squash] Support array textures in shadow renderer by sfan5 13:02 sfan5 with that the array texture support is done 13:05 [MatrxMT] Thanks sfan for your work 13:07 rubenwardy awesome 13:16 sfan5 could try to deal with animations too but not that important 13:25 sfan5 next we should have better culling 13:25 sfan5 or LODs 13:25 sfan5 but I don't like the math part that will be required for culling 14:50 sfan5 https://github.com/luanti-org/luanti/issues/15172#issuecomment-3508424816 thoughts welcome 14:55 rubenwardy Seems fine. Could the engine come with some sane automatic defaults? 14:55 [MatrxMT] > 136488 vertices for eleven(!) 3d printers 14:55 [MatrxMT] I mean, that's definitely something wrong with that model. Blame the artist 14:56 celeron55 what comes to my mind is that if a 3d printer node has 12k vertices, how much does the mod author care about performance? i can't imagine them adding any LOD data, not even a single line of code turning anything automatic on. the only thing that will help there is if luanti by default autogenerates lod meshes. but of course that API seems at least half reasonable for those who want to spend time 14:56 celeron55 optimizing 14:58 sfan5 it's true that the model should be much simpler, but there's no inherent reason the printer can't be super detailed up close and simple from afar. luanti is currently forcing an "one size fits all" approach, which admittedly works well for the "voxel style" 14:58 sfan5 regarding defaults: godot automatically generates mesh LODs and we could, too 14:58 MTDiscord i was thinking we could have LODs based on voxelization 14:58 [MatrxMT] This is from 4 years ago, top comment was talking about 20k polygons for AAA games for a single character. Thos printers have 12.4k vertices https://www.reddit.com/r/gamedev/comments/rlgaxr/how_many_polys_should_a_high_poly_mid_poly_and/ 14:59 [MatrxMT] *Those 14:59 celeron55 it's probably some engineering model of the 3d printer turned into a mesh 14:59 celeron55 completely unreasonable but easy if (as) the conversion works out 15:07 sfan5 another interesting question is how the client should control this 15:07 sfan5 i guess it comes down to some sort of "bias" value that allows shifting the lod distances further away 15:11 celeron55 the docs and defaults should make it clear what the intended distances are so that authors can set up their content reasonably coherently 15:11 celeron55 then it's just a matter of scaling it based on performance, FOV and whatever 15:13 celeron55 this isn't much different to e.g. recommended font sizes on websites 17:01 cheapie sfan5: FWIW if you (or someone) has better meshes for those homedecor items I'll put them on there - I don't like the high-poly stuff either (both because of performance and because it looks bad) but my 3D modeling skills are basically zero 17:14 sfan5 for starters I would recommend running it through a mesh optimizer and seeing if that makes a relevant difference 18:47 Krock Might someone have time to review #16583? 18:47 ShadowBot https://github.com/luanti-org/luanti/issues/16583 -- IrrlichtMt: Initial SDL3 support by SmallJoker 18:49 Krock FWIW - been using that in the past few days to play on a few servers. Works on my system.