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IRC log for #luanti-dev, 2025-11-23

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All times shown according to UTC.

Time 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
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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
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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
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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
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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
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