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Nick |
Message |
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| 17:48 |
Krock |
Would someone from the doc team please be so nice to merge https://github.com/luanti-org/modtools/pull/15 ? Thanks! |
| 17:48 |
Krock |
wait I am stupid. This is not a doc repo |
| 18:05 |
sfan5 |
planning to merge #16634 later if no more comments |
| 18:05 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/16634 -- Automatically choose multiple emerge threads for singlenode by sfan5 |
| 18:09 |
Krock |
sfan5: do you know whether this is intentional behaviour? https://krock-works.uk.to/u/rec-2025-11-13_19.08.13.mp4 |
| 18:09 |
Krock |
(the shadow intensity varies... somehow at random) |
| 18:10 |
sfan5 |
that doesn't look intentional |
| 18:10 |
sfan5 |
also why do your rails cast shadows |
| 18:10 |
Krock |
opengl3 moment ig |
| 18:10 |
Krock |
there's no rail shadows for "opengl", but the shadow intensity still varies |
| 18:11 |
sfan5 |
it will vary if you have artifical light nearby |
| 18:12 |
Krock |
yes indeed! In newly generated map areas, there's no such variation |
| 18:13 |
sfan5 |
then that's a feature |
| 18:13 |
sfan5 |
for the rails this is how it should look https://0x0.st/Kpj7.jpg |
| 18:13 |
sfan5 |
taken with opengl3 and the last commit from #16670 |
| 18:13 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/16670 -- [no squash] Clean up some GLSL code + more CI by sfan5 |
| 18:13 |
Krock |
that's the PR I'm testing right now |
| 18:14 |
Krock |
renderdoc time ig |
| 18:17 |
sfan5 |
be warned that the shadow map does partial updates (not fully redrawn every frame) |
| 18:18 |
Krock |
I was about to say that I have no idea what to look for because they appeared together with the sand texture |
| 18:19 |
sfan5 |
if you find the call where they are drawn to the shadow map then they shouldn't be solid there |
| 18:25 |
Krock |
or I just set m_force_update_shadow_map = true to have it update in all frames |
| 18:26 |
sfan5 |
yes |
| 18:28 |
Krock |
rendered to ShadowMapSampler, step 213 |
| 18:30 |
Krock |
* 243, although I still have no idea what to look for... here's the renderdoc file, sfan5 - if it is of any help for you: https://n.uguu.se/GuSFBRvB.gz |
| 18:32 |
sfan5 |
the source texture is not bound |
| 18:32 |
sfan5 |
it should be bound to the "ColorMapSampler" |
| 18:33 |
sfan5 |
sampling from an unbound texture apparently returns opaque black |
| 18:34 |
sfan5 |
that however is because ColorMapSampler is the wrong type |
| 18:35 |
sfan5 |
your shaders don't match this commit revision |
| 18:36 |
Krock |
AAAAAAh not again. Thank you. Yes, that's really it. |
| 18:37 |
Krock |
I had switched those back to a backup to compare an older Luanti installation. Apparently they were compatible enough to not cause errors. |
| 18:37 |
Krock |
whereas in builtin you'd generally run into obvious errors when there's a mismatch |
| 19:21 |
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| 21:50 |
MTDiscord |
<wsor4035> just going to nicely ask if https://github.com/luanti-org/luanti/pull/14103 could get a core dev review as its rebased now, a pretty useful thing everyone has to hack around for now, and is a few years old (not 4 yet, i knot) |
| 21:59 |
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| 22:47 |
cheapie |
Is there a plan/timeline for making opengl3 the default video driver in place of opengl? Now that it's actually worth using it seems logical to do that eventually, but at the same time I understand if there's a desire to wait until the texture array feature has had time to bake for a release or two |
| 22:54 |
MTDiscord |
<wsor4035> there is one blocker issue |
| 22:54 |
MTDiscord |
<wsor4035> https://github.com/luanti-org/luanti/issues/15524 |
| 22:55 |
cheapie |
ah |
| 22:57 |
cheapie |
I remember seeing that one a while back, assumed it was just crappy scaling somewhere along the line and didn't think to try with opengl |
| 22:58 |
MTDiscord |
<wsor4035> prs welcome 😉 |
| 22:59 |
cheapie |
You say that like you expect me to understand graphics programming :P |
| 23:08 |
sfan5 |
if someone PR'd even an AI-made solution (provided it works) that would be better than none |
| 23:08 |
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