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| 08:29 |
[MTMatrix] |
<localhost> Solved. Is more complicated, table with a param2s[index_position] = number |
| 08:34 |
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| 08:34 |
[MTMatrix] |
<localhost> out.webp |
| 08:34 |
[MTMatrix] |
<localhost> hehe :D |
| 08:34 |
[MTMatrix] |
<localhost> it's fun |
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sfan5 |
note that this is the engine development channel, you might want to join #minetest |
| 11:12 |
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| 11:12 |
appguru |
Merging game#3056 in 10m |
| 11:12 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/3056 -- New water textures. by Loppansson |
| 11:31 |
appguru |
hmm maybe rebasing was a bad idea, should have squashed instead |
| 11:36 |
appguru |
squashed and force-pushed |
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| 22:08 |
lhofhansl |
Hi all. QQ: GenericCAO::step(...) calls CAnimatedMeshSceneNode::animateJoints(bool CalculateAbsolutePositions) on every frame. CalculateAbsolutePositions defaults to true, which is somewhat slow. When the mesh is finally rendered CAnimatedMeshSceneNode::getMeshForCurrentFrame() is called, which calculates the absolute bone positions anyway. |
| 22:09 |
lhofhansl |
I think we can call CAnimatedMeshSceneNode::animateJoints(false) from GenericCAO. What do folks think? |
| 22:32 |
erle |
lhofhansl is this a case where the externally observable effects are entirely the same? |
| 22:33 |
lhofhansl |
erle: In my testing, yes, but I find it hard to prove to myself that there will never be any negative effects. Hence the question :) |
| 22:35 |
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| 22:38 |
erle |
lhofhansl wait, how are you testing this actually? |
| 23:15 |
lhofhansl |
With some animated entities, different bones attachments, etc. |
| 23:20 |
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[MTMatrix] |
<localhost> Minetest does PRAGMA optimize; after close world? |