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Nick |
Message |
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| 01:45 |
MTDiscord |
<exe_virus> Has anyone asked an AI for suggestions, seems like we're spitballing. |
| 02:02 |
MTDiscord |
<exe_virus> It had some, not bothering to share. Only one was unique, the rest were "get transparent sorting right" |
| 02:07 |
cheapie |
I turned transparency sorting off ages ago since it's so slow, I don't think I've noticed a single difference expect for one time when I put something together specifically to cause issues |
| 02:32 |
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| 10:08 |
sfan5 |
fwiw the default transparency sorting settings have been nerfed a lot, so it shouldn't cause issues by default anymore |
| 10:09 |
sfan5 |
@luatic isn't that what we do? or do you mean with a trick like rendering depth-only first and then the whole thing again? |
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| 12:06 |
MTDiscord |
<wsor4035> @luatic |
| 12:19 |
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| 13:17 |
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| 13:36 |
MTDiscord |
<luatic> sfan5: what we currently do is we have two separate passes for alpha="clip" and alpha="blend" meshbuffers basically |
| 13:36 |
MTDiscord |
<luatic> but if a mesh buffer with opaque fragments ends up in the latter pass, it is possible that these opaque fragments become invisible if another "blend" buffer with a smaller depth is rendered first |
| 13:36 |
sfan5 |
solid and transparent pass, yes |
| 13:37 |
MTDiscord |
<luatic> if we rendered opaque fragments of transparent things in the solid pass already (rendering transparent things twice), we could avoid this |
| 13:37 |
MTDiscord |
<luatic> but i figure it isn't really worth the cost of doubling drawcalls for (semi)transparent things |
| 13:38 |
sfan5 |
hmm |
| 14:49 |
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| 16:47 |
MTDiscord |
<exe_virus> I'll admit, I tried to use transparent nodes this game jam, and had a cool effect but our defaults meant I had to switch to using particles for the effect. Ironically it came out better, but still another data point |
| 16:57 |
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| 20:08 |
sfan5 |
merging #16655, #16694 soon |
| 20:08 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/16655 -- Refactor skinned mesh weight data structure by appgurueu |
| 20:08 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/16694 -- Fix fog disable in OpenGL3 renderer by sfan5 |
| 20:44 |
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