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IRC log for #luanti-dev, 2026-01-21

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All times shown according to UTC.

Time Nick Message
00:38 MTDiscord <wsor4035> ruben: since the website has migrated(cant just tweak previous pr), anything new for website version bump, or just adjust stuff in new location?
01:13 rubenwardy it's the same - stuff in the data dir, and stuff in _includes/pages/downloads
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08:40 rubenwardy Doesn't 5.15 come with texture arrays? If there's a significant performance improvement that should be on the highlights
08:42 sfan5 yes
08:51 sfan5 I edited the forum post a bit
08:53 rubenwardy For the blog post, do you have any figures on the improvement?
08:54 rubenwardy Features? Anything other than array textures?
09:01 sfan5 people have reported 2x to 10x in the PR, could use that with an "up to" to be cautious
09:07 sfan5 looking through the changelog: "Add inventory image animation API" deserves a mention, dynamic shadows on Android, maybe non-cubic chunk size
09:07 sfan5 mainmenu features: dark mode, ESC dialog, taking screenshots
09:30 MTDiscord <siliconsniffer> Personally, I am fine with leaving that last thing out of the highlights, as there is no visual feedback for the user, and it feels half-baked.
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16:07 sfan5 merging #16863, #16853, #16818, #16811 in 15m
16:07 ShadowBot https://github.com/luanti-org/luanti/issues/16863 -- Fix typo in option desc by AMDmi3
16:07 ShadowBot https://github.com/luanti-org/luanti/issues/16853 -- Add translator comments for some ambiguous strings by Wuzzy2
16:07 ShadowBot https://github.com/luanti-org/luanti/issues/16818 -- Add 'curl_proxy' setting by j-r
16:07 ShadowBot https://github.com/luanti-org/luanti/issues/16811 -- Reduce send block loops at large distances by lhofhansl
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17:09 rubenwardy what new shaders are supported on Android now vs 5.14.0? I see the PR but it doesn't list them
17:09 rubenwardy other than dynamic shadows
17:13 sfan5 everything gated behind enable_dynamic_shadows
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17:16 user333_ dynamic shadows look amazing but i keep them off because it isn't worth it for 45 FPS, though i assume a modern phone could handle it
17:20 sfan5 rubenwardy: this is the full-size screenshot in case you want to use it https://forum.luanti.org/download/file.php?id=31163
17:30 rubenwardy enable_water_reflections  - i feel like this should be called specular highlights or something as it's not true reflections
17:31 rubenwardy so it appears to juse be enable_water_reflections and translucent foilage
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19:06 MTDiscord <luatic> irrlicht never ceases to amaze. apparently quaternion multiplication basically has its operands swapped.
19:06 MTDiscord <luatic> naturally, this does not seem to be documented anywhere, and is inconsistent with matrices.#
19:06 celeron55 good enough for quake clones
19:07 MTDiscord <luatic> i mean really i've seen my fair share of notation, i don't mind. in principle it's completely valid to want to do function composition the other way around. this is also what stacklangs / RPN do.
19:08 MTDiscord <luatic> but for the love of god, if you do this, do it consistently, and document it well because it is very nonstandard
19:21 Krock to be fair, Luanti API functions aren't always consistent either.
21:18 rubenwardy are texture arrays supports on android / gles?
21:18 sfan5 yes
21:19 sfan5 requires GLES 3.0, which most people have
21:19 rubenwardy okay, will the driver be gles3 then?
21:19 rubenwardy *ogles3
21:19 rubenwardy I only see ogles2 in the list
21:20 sfan5 ogles2
21:20 sfan5 ...because it supports OpenGL ES 2.0 and later
21:22 rubenwardy fact check:
21:22 rubenwardy > Your device needs to support and use OpenGL 3 or GLES 3. You can verify this by checking the About tab of the main menu. On desktop, it should say “opengl3” and not “opengl” on the bottom left. On Android, it should say “ES 3 / ogles2”.
21:23 sfan5 correct
21:24 sfan5 very minor point: our 'opengl3' driver requires OpenGL 3.2
21:24 rubenwardy will update that in the first sentence
21:25 sfan5 by the way dynamic shadows require at least OpenGL ES 3.2
21:26 sfan5 (could possibly work on ES 3.0 with the right extensions, which makes it hard to say this exactly)
21:30 rubenwardy does texture arrays require 3.2 as well or just 3.0?
21:33 sfan5 just 3.0
21:33 user333_ i sucessfully ran 5.14 with a machine that could only do OpenGL 3.1
21:33 sfan5 OpenGL ES 3.0 *or* OpenGL 3.2 (since that are the base requirements for the 'opengl3' driver)
21:33 sfan5 to be clear
21:34 user333_ but it didn't meet either of those requirements- it couldn't even do 3.3 which was required for software like PrusaSlicer and Blender
21:36 sfan5 we're not talking about the minimum requirements. which haven't changed by the way.
21:44 rubenwardy anyone noticed the macos builds are named differently
21:44 rubenwardy anyway Android builds uploaded, doing playstore now
21:44 rubenwardy this is so much less painful with the script
21:47 rubenwardy ok in review
21:48 rubenwardy draft blog post https://github.com/luanti-org/blog/pull/173
21:54 sfan5 commented
22:01 rubenwardy what's the difference between an array texture and a texture array?
22:01 user333_ the order of two words
22:02 sfan5 https://wikis.khronos.org/opengl/Array_Texture they're called that
22:02 rubenwardy okay so is everyone who calls it a texture array wrong
22:02 sfan5 technically yes
22:03 rubenwardy ie https://www.youtube.com/watch?v=YTfdBSjitd8
22:03 sfan5 i guess it depends on whether you use "texture" to refer to the logical or physical texture (for lack of better words)
22:04 sfan5 a $whatever_you_call_it is a single logical texture but contains multiple physical textures
22:04 sfan5 wait I think that's not helpful at all
22:07 rubenwardy updated
22:08 rubenwardy a texture array is inside an ArrayTexture
22:08 rubenwardy luckily we don't need to explain this
22:11 rubenwardy actually I think auri is using vulkan there
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