Time |
Nick |
Message |
01:01 |
|
Can0xfBows_ joined #minetest |
01:15 |
|
mdhughes joined #minetest |
02:49 |
|
calculon joined #minetest |
03:02 |
|
SFENCE_arch joined #minetest |
03:44 |
|
liceDibrarian joined #minetest |
03:58 |
|
liceDibrarian joined #minetest |
04:31 |
|
diceLibrarian2 joined #minetest |
04:37 |
|
sinvet joined #minetest |
04:39 |
|
mdhughes_ joined #minetest |
04:52 |
|
whosit joined #minetest |
05:00 |
|
MTDiscord joined #minetest |
05:23 |
|
whosit joined #minetest |
05:34 |
|
diceLibrarian2 joined #minetest |
06:19 |
|
YuGiOhJCJ joined #minetest |
06:53 |
|
Trifton_ joined #minetest |
06:59 |
|
sparky4 joined #minetest |
07:10 |
|
Verticen joined #minetest |
07:16 |
|
dridron joined #minetest |
07:29 |
|
TomTom joined #minetest |
07:29 |
|
Evergreen4 joined #minetest |
08:03 |
|
Thermoriax joined #minetest |
08:23 |
|
diceLibrarian2 joined #minetest |
09:03 |
|
diceLibrarian2 joined #minetest |
09:24 |
|
gregon joined #minetest |
09:33 |
|
tarsovbak joined #minetest |
09:38 |
|
MacroFaxSax joined #minetest |
09:53 |
MinetestBot |
[git] grorp -> minetest/minetest: Minor rendering code fixes (#15399) af61de7 https://github.com/minetest/minetest/commit/af61de77773b8cbb37fbd888c77421cf63173dd2 (2024-11-12T09:52:20Z) |
09:53 |
MinetestBot |
[git] wrrrzr -> minetest/minetest: MainMenuManager: fix FIXME (#15414) 1c92d62 https://github.com/minetest/minetest/commit/1c92d6243fd42291d25798982c1dd1f1bd1013bb (2024-11-12T09:52:37Z) |
09:53 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Add basic unit tests for collisionMoveSimple f916f5d https://github.com/minetest/minetest/commit/f916f5de78c970b55257f38e5d66a6ae34be695f (2024-11-12T09:52:46Z) |
09:53 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Remove redundant CollisionInfo::plane 9a44d83 https://github.com/minetest/minetest/commit/9a44d835d6380e8e8a8f2b5070899dc8770aa1db (2024-11-12T09:52:46Z) |
09:53 |
MinetestBot |
[git] (3 newer commits not shown) |
10:07 |
|
lagash joined #minetest |
10:17 |
MTDiscord |
<jordan4ibanez> https://tenor.com/view/lifting-workout-bonding-me-and-my-dog-doyouevenlift-gif-16764439 |
10:17 |
MTDiscord |
<jordan4ibanez> Them biomes been working out |
10:29 |
|
ireallyhateirc joined #minetest |
11:47 |
|
Glaedr joined #minetest |
13:00 |
|
SFENCE joined #minetest |
13:20 |
|
yezgromafic joined #minetest |
14:11 |
|
gregon joined #minetest |
14:40 |
|
mdhughes_ joined #minetest |
14:42 |
|
chilledfrogs joined #minetest |
15:03 |
|
MacroFaxSax joined #minetest |
15:09 |
|
Desour joined #minetest |
15:15 |
|
jaca122 joined #minetest |
17:17 |
MTDiscord |
<_devsh_> @luatic are you the only person working on irrlicht/GL/shaders or are there others? |
17:20 |
MTDiscord |
<luatic> I'm definitely not the only person working on it, the fancy effects are coming from other people. I'm currently just doing Irrlicht plumbing I deem necessary. |
17:22 |
MTDiscord |
<_devsh_> ok but to plumb/extend irrlicht with more GL/GLES its who ? |
17:25 |
MTDiscord |
<luatic> devsh: Quite frankly I don't think we presently have a designated graphics person. |
17:30 |
MTDiscord |
<_devsh_> have you thought of making a pure graphics test bed in GLES 3.1 or WebGPU to test rendering tech/optimizations outside of minetest and then port what works? |
17:31 |
MTDiscord |
<_devsh_> so you can do this in very short time : https://www.youtube.com/watch?v=40JzyaOYJeY |
17:31 |
MTDiscord |
<_devsh_> I think @jumanji has his own voxel renderer in Vulkan (Fortran though :shudder: ) |
17:33 |
MTDiscord |
<_devsh_> also testing perf and regressions on potato hardware is easier like that, than benchmarking irrlicht CPU cruft and raw FPS diff |
17:33 |
MTDiscord |
<jordan4ibanez> https://tenor.com/view/muahaha-evil-laugh-evil-laugh-futurama-gif-4133163 |
17:34 |
MTDiscord |
<_devsh_> cause right now you're doiing research in production, instead of in a testbed nobody in the industry does it that way, the fuck around and find out phase usually happens in small apps |
17:35 |
MTDiscord |
<jordan4ibanez> No not voxel renderer, not done yet, also it's just a generic renderer |
17:35 |
MTDiscord |
<_devsh_> you don't tear open a large engine with gameplay code and everything and start testing 5 different approaches to rendering |
17:35 |
MTDiscord |
<luatic> i agree |
17:35 |
MTDiscord |
<luatic> but i wouldn't even say we're quite in the research phase yet |
17:36 |
MTDiscord |
<luatic> there's still a lot of obvious refactoring / fixing irrlicht to do, e.g. my current PR (i still have to implement your bounding box calculation suggestion there) |
17:36 |
MTDiscord |
<luatic> like, for it to be correct to begin with |
17:36 |
MTDiscord |
<luatic> it's a mystery that skeletal animations work at all with the amount of duct tape applied |
17:36 |
MTDiscord |
<_devsh_> to do skinning, you really need to use UBOs and Buffer Textures correctly first |
17:37 |
MTDiscord |
<luatic> having cleaner, correct skinning code is IMO a sensible first step towards doing it on the GPU |
17:37 |
MTDiscord |
<luatic> i don't want to dump a 3kloc PR (though most of that would be removals) on the other coredevs |
17:38 |
MTDiscord |
<_devsh_> dynamic indexing of UBO or worse, Uniform Arrays will work "fine" on Nvidia but crater perf on mobiles and DX10 era GPUs that you apparently still care about |
17:38 |
MTDiscord |
<_devsh_> adding more uniforms that need to be set, makes every drawcall more expensive |
17:39 |
MTDiscord |
<_devsh_> thats where your CPU drawcall cost comes from |
17:39 |
MTDiscord |
<luatic> yeah you suggested buffer textures, those should be a good option, is there something else i need to know for when i tackle this? |
17:39 |
MTDiscord |
<_devsh_> irrlicht doesn't have explicit buffers, add them |
17:41 |
|
fluxionary joined #minetest |
17:41 |
MTDiscord |
<_devsh_> having no explicit IreferencCounted object that maps to a glBuffer like ITexture maps to glTexture is really stone age stuff |
17:42 |
MTDiscord |
<_devsh_> requires GL 3.1 or GLES 3.2 😢 https://www.khronos.org/opengl/wiki/Buffer_Texture |
17:43 |
|
kamdard joined #minetest |
17:43 |
MTDiscord |
<luatic> Yeah but IIRC 95% of our users have that? I'd hope maintaining inferior CPU skinning for the remaining 5% should be affordable. |
17:44 |
MTDiscord |
<_devsh_> you're still thinking small |
17:44 |
MTDiscord |
<_devsh_> you're supposed to completely replace shader uniforms/setConstants |
17:44 |
MTDiscord |
<_devsh_> which memcpy to UBO or Buffer Texture |
17:45 |
MTDiscord |
<_devsh_> but remember, just because a device doesn't have a GLES 3.1 or 3.2 feature, doesn't mean it doesn't have the feature as an extension |
17:46 |
MTDiscord |
<_devsh_> so collect extension string reports not only GLES/GL features! |
17:49 |
MTDiscord |
<_devsh_> ok this is ridiculous |
17:51 |
MTDiscord |
<_devsh_> actually looks like GLES supports SSBOs (desktop GL 4.3 feature) more widely than Buffer Textures (desktop GL 3.1 feature) |
17:52 |
MTDiscord |
<luatic> well, i gotta get some work done now (unrelated to luanti), i'll return to this and read the rest later. |
17:53 |
MTDiscord |
<_devsh_> worst case use a UBO like a read only SSBO, create crapton of 16kb or 64kb blocks, then worry about binding the right one and not having one drawcall's uniforms straddle the 16/64kb boundary |
17:54 |
MTDiscord |
<_devsh_> and just maintain a ring/pool of UBOs to reuse/respec between frames |
17:55 |
MTDiscord |
<_devsh_> ------- also do you have a "blackhole render" mode ? |
17:55 |
MTDiscord |
<_devsh_> (its basically a "skip every drawcall" switch) |
18:44 |
|
Talkless joined #minetest |
18:55 |
|
whosit joined #minetest |
19:25 |
|
Guest85 joined #minetest |
19:26 |
Guest85 |
hello |
19:38 |
|
Verticen joined #minetest |
19:40 |
|
Trifton joined #minetest |
20:33 |
|
SFENCE joined #minetest |
20:51 |
BuckarooBanzai |
!seen gpcf |
20:51 |
MinetestBot |
BuckarooBanzai: gpcf was last seen at 2022-04-05 15:39:43 UTC on #minetest |
20:59 |
|
Desour joined #minetest |
21:40 |
|
silverwolf73828 joined #minetest |
21:45 |
|
liceDibrarian joined #minetest |
21:47 |
|
silverwolf73828 joined #minetest |
22:49 |
|
pounce joined #minetest |
23:33 |
|
panwolfram joined #minetest |
23:56 |
|
Verticen joined #minetest |