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I have made a script to reproduce the issue without installing many real mods: ``` #!/bin/sh -eu for i in $(seq 32768); do printf '.' MOD_DIR=mod_"${i}" mkdir -p "${MOD_DIR}" (...

@sfan5 thx, I did not know about that! For the `/mods` command, this issue can probably be fixed in Lua easily though, if you know the maximum chat message length...

I found that when using another color format that is supported by the GPU, shadows still seem to work, but rendering performance is still abysmal in hardware rendering mode at

> It's completely unreasonable to expect fancy effects to work on hardware from 16 years ago. Indeed, but non-colored shadows are by no means a “fancy” effect. Irrlicht can do...

I have confirmed that the Intel 945GM can indeed do shaders by learning a bit of GLSL and using it: The vertex shader: ``` varying vec3 normal, lightdir; void main()...

> That's shading, not shadows - shadows requires casting and appearing on other objects Ouch, indeed I obviously have very little idea of what I am doing. > If it...

I figured it out: When the number of instructions exceeds some limit by even one instruction, rendering becomes absurdly slow. I tested this by adding instructions to the fragment shader...

> @erlehmann Hardware limitations should be addressed by the driver, not end-user applications like Minetest. Unless someone's keen to implement this timeout feature, I don't see any point in caring...

A friend noticed that I had accidentally depended on header files generated by cmake. These were not generated with a clean redo build.

This script now calls cmake to build IrrlichtMT.