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IRC log for #minetest-dev, 2021-05-21

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All times shown according to UTC.

Time Nick Message
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05:10 MTDiscord <Liso> Yes, i did some vtune analysis. I can make a more in deep pass and post the results in forums, GitHub, or whatever.  But mostly the clientmap update and draw is the bottleneck.  Also I did some renderdoc passes and it's the same, thousand of small drawcalls
05:14 MTDiscord <Liso> But it doesn't mean the shadow shaders are ok and optimized. I'm not even close a GFX expert, this is just for fun.
05:36 MTDiscord <Liso> Related to this. I have a question to celeron55. I saw you did a try to use texture atlas, but it was removed. I couldn't find the reason in GitHub. What were the reasons to remove it?
05:49 MTDiscord <Liso> Forget about it, it was in 2013 and by other person. Sorry
06:08 celeron55 the texture atlas was buggy and other optimizations made it largely irrelevant back then, i suppose because overall less textures were used and rendering distances were smaller
06:13 celeron55 the tilespec and other classes should still be able to carry texture atlas information with them if some kind of atlasing is added
06:14 celeron55 the atlas back then was a global atlas generated at startup, a new atlas would probably be something more dynamic
06:14 celeron55 hecks suggested to have an atlas per mapblock
06:16 celeron55 those discussions were in 2020-12 if someone wants to browse the logs
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06:38 MTDiscord <Liso> Ok ,tnx! ?
06:39 MTDiscord <Liso> Yes, I saw that discussion. and I feel something can be done ?
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14:17 MTDiscord <Jordach> I should point out adding a depth buffer to Irrlicht would solve many problems
14:17 MTDiscord <Jordach> Because depth buffer shadowing is even cheaper
14:23 sfan5 Irrlicht has a depth buffer
14:43 MTDiscord <Jordach> which MT dont use
14:44 celeron55 of course it's used
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14:45 celeron55 MT and irrlicht quite fully depend on it
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15:01 MTDiscord <appguru> it is used, but not in a second stage
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15:13 MTDiscord <Jordach> things like reshade and render process hacks report that the z buffer reports the value of 1 of every pixel
15:22 MTDiscord <Liso> I think jugde dredd is talking about depth pass, without color. And I'm not sure Irrlitch is capable to do it. All the examples I saw at forums use normal shaders
15:23 MTDiscord <Jordach> what i'm implying is that Minetest discards the depth buffer after the 3d frame is rasterized
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15:26 MTDiscord <Liso> Are you thinking about deferred rendering?
15:30 MTDiscord <Yaya MNH48> note: "judge dredd" is jordach (only the username is passed through the bridge to IRC, not the nickname)
15:30 celeron55 oh yeah it definitely isn't kept for anything else after the geometry drawcalls
15:31 MTDiscord <Jordach> if that was kept post 3d render it has utility in the fact that depth of field and other similar camera trickery are then possible
15:31 celeron55 if it's useful for something, then make it so
15:31 MTDiscord <Jordach> shadows like liso's PR can also be done with a depth buffer stencil
15:31 celeron55 now even irrlicht is modifiable to almost any extent so there are no excuses
15:31 MTDiscord <Jordach> basically
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