Time |
Nick |
Message |
01:15 |
pgimeno |
hecks is not around, but I don't think they should, they have just some chosen UVs but apart from that, they're regular meshes. Haven't checked the code in detail though, only while reviewing the latest fixes by Wuzzy. |
01:15 |
pgimeno |
@Jordach ^ |
01:23 |
MTDiscord |
<Jordach> thanks, my FPS in an empty game hangs at 60 instead of 165+ |
01:48 |
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19:02 |
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19:04 |
hecks |
sfan5: is it possible for a 5.0 client to have issues with the new texture alpha settings when playing a 5.4 server? |
19:05 |
hecks |
if the protocols are compatible enough to allow connecting that is |
19:06 |
Krock |
I remember that I tested the compatibility of master/PR back then |
19:06 |
Krock |
and aside minor alpha drifts in water, it seemed to be just fine |
19:48 |
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22:35 |
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23:18 |
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23:19 |
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23:19 |
hecks |
since which version do we support GLES2? |
23:20 |
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23:27 |
sfan5 |
hecks: define "issues" |
23:27 |
sfan5 |
GLES has been supported for a while (5.0?) since android uses it |
23:27 |
sfan5 |
GLES2 specifically is pretty much irrelevant, I think android still uses gles1 |
23:27 |
sfan5 |
but we do need an upgrade path for android |
23:28 |
hecks |
about the alpha issue; some guy claims he can't see a wooden trapdoor (alpha clip) through alpha blended glass |
23:29 |
hecks |
this is obviously something that would only happen if the trapdoor isn't actually alpha clip but blend |
23:29 |
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23:29 |
hecks |
and doesn't zwrite |
23:30 |
hecks |
and regarding gles2; i've had an android user tell me they don't have it as an option |
23:30 |
sfan5 |
certainly possible |
23:30 |
hecks |
this is just because gles2 is not being built into the android app at the moment right? |
23:30 |
hecks |
because their phone is relatively recent |
23:30 |
sfan5 |
possibly |
23:30 |
sfan5 |
it absolutey works on android |
23:30 |
sfan5 |
absolutely* |
23:30 |
hecks |
they say it's 5.4.1 |
23:31 |
hecks |
and that gles1 is the only option |
23:31 |
sfan5 |
I don't know about android specificially but gles2 not working can be the result of 1) irr shader files no being copied along with mt 2) irr2 just not being built into irr |
23:32 |
hecks |
hardware surveys say everything supports gles2 so i'm confident we can still mandate it, i just wanted to know if there's anything we must enable |
23:32 |
hecks |
and that this user's lack of gles2 doesn't indicate anything serious |
23:32 |
hecks |
if it's just disabled in builds, that can be dealt with |
23:33 |
sfan5 |
I'm not aware of anything standing in the way of using gles2 on android |