Time |
Nick |
Message |
00:13 |
|
benrob0329 joined #minetest-dev |
00:33 |
|
proller joined #minetest-dev |
01:11 |
|
Seirdy left #minetest-dev |
04:00 |
|
MTDiscord joined #minetest-dev |
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 |
06:33 |
|
z812_ joined #minetest-dev |
06:38 |
|
z812_ joined #minetest-dev |
06:38 |
MTDiscord |
<Liso> Ok ,tnx! ? |
06:39 |
MTDiscord |
<Liso> Yes, I saw that discussion. and I feel something can be done ? |
07:24 |
|
Noisytoot joined #minetest-dev |
07:25 |
|
proller joined #minetest-dev |
07:50 |
|
Noisytoot joined #minetest-dev |
08:00 |
|
ShadowNinja joined #minetest-dev |
08:22 |
|
twoelk joined #minetest-dev |
08:26 |
|
hlqkj joined #minetest-dev |
08:59 |
|
proller joined #minetest-dev |
09:43 |
|
proller joined #minetest-dev |
11:39 |
|
hlqkj joined #minetest-dev |
13:02 |
|
absurb joined #minetest-dev |
13:51 |
|
Fleckenstein joined #minetest-dev |
14:06 |
|
silver_est joined #minetest-dev |
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 |
14:44 |
|
proller joined #minetest-dev |
14:45 |
celeron55 |
MT and irrlicht quite fully depend on it |
14:52 |
|
proller joined #minetest-dev |
14:53 |
|
benrob0329 joined #minetest-dev |
15:01 |
MTDiscord |
<appguru> it is used, but not in a second stage |
15:08 |
|
rubenwardy joined #minetest-dev |
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 |
15:25 |
|
Fixer joined #minetest-dev |
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 |
15:36 |
|
appguru joined #minetest-dev |
15:36 |
|
BrBridge joined #minetest-dev |
15:41 |
|
BrBridge joined #minetest-dev |
15:45 |
|
BrBridge joined #minetest-dev |
16:01 |
|
BrBridge joined #minetest-dev |
16:05 |
|
BrBridge joined #minetest-dev |
16:06 |
|
BrBridge joined #minetest-dev |
16:11 |
|
BrBridge joined #minetest-dev |
16:13 |
|
BrBridge joined #minetest-dev |
16:22 |
|
BrBridge joined #minetest-dev |
16:41 |
|
hlqkj joined #minetest-dev |
17:08 |
|
GreenXenith joined #minetest-dev |
18:29 |
|
I_am_6r1d joined #minetest-dev |
18:55 |
|
Noisytoot joined #minetest-dev |
19:21 |
|
BrBridge joined #minetest-dev |
19:38 |
|
olliy_ joined #minetest-dev |
20:05 |
|
BrBridge joined #minetest-dev |
20:51 |
|
bodqhrohro joined #minetest-dev |
21:13 |
|
MTDiscord1 joined #minetest-dev |
21:15 |
|
proller joined #minetest-dev |
21:15 |
|
djenkins__ joined #minetest-dev |
21:15 |
|
hlqkj joined #minetest-dev |
21:15 |
|
AntumDeluge joined #minetest-dev |
21:16 |
|
I_am_6r1d joined #minetest-dev |
21:16 |
|
hlqkj_ joined #minetest-dev |
22:05 |
|
Taoki joined #minetest-dev |
22:23 |
|
BakerPrime joined #minetest-dev |
22:24 |
|
BakerPrime joined #minetest-dev |
23:36 |
|
ShadowNinja joined #minetest-dev |