x2048
x2048
This PR implements rendering pipeline as described in #12411 [Alternative B](https://github.com/minetest/minetest/issues/12411#issuecomment-1149209408) and a minimal post-processing shader on top of the pipeline. Fixes #12411 and fixes #5446 ## To do This...
This PR fixes two things: 1. When smooth light is disabled, makes visible brightness of NDT_SOLID and other draw types the same at the same light level: ![image](https://user-images.githubusercontent.com/4933697/188332120-5aa9cd9c-68cf-4592-9545-3845cf8764b1.png) 2. Corrects...
Fixes #10258 In the calculation of sky color I've replace light-curve-corrected perceptive brightness in night/dawn/day detection rules with light-curve-agnostic linear brightness based on `time_of_day`. Time points for dawn are preserved...
Adds FXAA and SSAA post-processing filter controlled by `antialiasing` setting. FXAA is based on WebGL code circulating on the internet, MIT-licensed. SSAA is a simple render to 2x the texture...
This PR Makes the game run smoother when playing at capped FPS which could be useful to save battery on mobile devices allowing client to tick more frequently than drawing...