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<title>minetest.git/src/client/render, branch dual_wielding</title>
<subtitle>lizzy's patches for luanti
</subtitle>
<id>https://git.vlhl.dev/lizzy/luanti/minetest.git/atom?h=dual_wielding</id>
<link rel='self' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/atom?h=dual_wielding'/>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/'/>
<updated>2023-01-22T23:18:48+00:00</updated>
<entry>
<title>Clear exposure compensation state textures on creation (#13151)</title>
<updated>2023-01-22T23:18:48+00:00</updated>
<author>
<name>x2048</name>
<email>codeforsmile@gmail.com</email>
</author>
<published>2023-01-22T23:18:48+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=6f5703baf1737ca1d7dd70982e878fd83d288cdd'/>
<id>urn:sha1:6f5703baf1737ca1d7dd70982e878fd83d288cdd</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add dynamic exposure correction (#12959)</title>
<updated>2023-01-06T21:33:25+00:00</updated>
<author>
<name>x2048</name>
<email>codeforsmile@gmail.com</email>
</author>
<published>2023-01-06T21:33:25+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=6d45c243f85942b20dab58753e735ec89a68f710'/>
<id>urn:sha1:6d45c243f85942b20dab58753e735ec89a68f710</id>
<content type='text'>
* Add uniform for frame delta time
* Adjust exposure in logarithmic (EV) space
* Add network support and LUA API
* Add testing mod</content>
</entry>
<entry>
<title>Resize hotbar immediately before drawing (#12930)</title>
<updated>2022-11-09T16:57:55+00:00</updated>
<author>
<name>x2048</name>
<email>codeforsmile@gmail.com</email>
</author>
<published>2022-11-09T16:57:55+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=81bfc9c7a2af564063fd74ee0c23d0e5c6511410'/>
<id>urn:sha1:81bfc9c7a2af564063fd74ee0c23d0e5c6511410</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Improve bloom effect (#12916)</title>
<updated>2022-11-02T08:09:48+00:00</updated>
<author>
<name>x2048</name>
<email>codeforsmile@gmail.com</email>
</author>
<published>2022-11-02T08:09:48+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=9b24041394ecf8210514845372d965f8d65302c9'/>
<id>urn:sha1:9b24041394ecf8210514845372d965f8d65302c9</id>
<content type='text'>
* Remove the built-in exposure factor of 2.5
* Add physics-based bloom (https://learnopengl.com/Guest-Articles/2022/Phys.-Based-Bloom)
* Add luminance scaling for bloom layer to simulate HDR
* Add setting to control bloom strength
</content>
</entry>
<entry>
<title>Use legacy call when rendering to a single texture</title>
<updated>2022-10-04T19:02:42+00:00</updated>
<author>
<name>x2048</name>
<email>codeforsmile@gmail.com</email>
</author>
<published>2022-10-04T19:02:42+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=1e9640395468beb53f70303ef6b7aa72e395b7b4'/>
<id>urn:sha1:1e9640395468beb53f70303ef6b7aa72e395b7b4</id>
<content type='text'>
Fixes depth buffer in when undersampling &gt; 1
</content>
</entry>
<entry>
<title>Bloom (#12791)</title>
<updated>2022-09-29T18:34:05+00:00</updated>
<author>
<name>x2048</name>
<email>codeforsmile@gmail.com</email>
</author>
<published>2022-09-29T18:34:05+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=9df79a4b2d68979c3e15797d518d957787ba4e21'/>
<id>urn:sha1:9df79a4b2d68979c3e15797d518d957787ba4e21</id>
<content type='text'>
Adds configurable light exposure control and bloom effect (light bleeding) with client-side settings.</content>
</entry>
<entry>
<title>Implement rendering pipeline and post-processing (#12465)</title>
<updated>2022-09-06T06:25:18+00:00</updated>
<author>
<name>x2048</name>
<email>codeforsmile@gmail.com</email>
</author>
<published>2022-09-06T06:25:18+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=ff6dcfea82974df6db5a557e31aaddb6bdb7a71f'/>
<id>urn:sha1:ff6dcfea82974df6db5a557e31aaddb6bdb7a71f</id>
<content type='text'>
Co-authored-by: Lars Mueller &lt;appgurulars@gmx.de&gt;
Co-authored-by: sfan5 &lt;sfan5@live.de&gt;
Co-authored-by: lhofhansl &lt;lhofhansl@yahoo.com&gt;</content>
</entry>
<entry>
<title>Disable dynamic shadow dropdown on OGLES2 (#12637)</title>
<updated>2022-08-04T18:42:43+00:00</updated>
<author>
<name>ROllerozxa</name>
<email>temporaryemail4meh+github@gmail.com</email>
</author>
<published>2022-08-04T18:42:43+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=eb49b6d85cf9ba59da2321d7fe593986b2f1610f'/>
<id>urn:sha1:eb49b6d85cf9ba59da2321d7fe593986b2f1610f</id>
<content type='text'>
Co-authored-by: sfan5 &lt;sfan5@live.de&gt;</content>
</entry>
<entry>
<title>Enforce limits of settings that could cause buggy behaviour (#12450)</title>
<updated>2022-07-09T20:32:08+00:00</updated>
<author>
<name>SmallJoker</name>
<email>SmallJoker@users.noreply.github.com</email>
</author>
<published>2022-07-09T20:32:08+00:00</published>
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<id>urn:sha1:051181fa6ee00d8379e8a7dc7442b58342d4352b</id>
<content type='text'>
Enforces the setting value bounds that are currently only limited by the GUI (settingtypes.txt).</content>
</entry>
<entry>
<title>Implement shadow offsets for the new SM distortion function (#12191)</title>
<updated>2022-04-14T20:49:30+00:00</updated>
<author>
<name>x2048</name>
<email>codeforsmile@gmail.com</email>
</author>
<published>2022-04-14T20:49:30+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=a5d29fa1d4bc6849d7a6529edc522accac8219d2'/>
<id>urn:sha1:a5d29fa1d4bc6849d7a6529edc522accac8219d2</id>
<content type='text'>
* Move shadow position calculation to vertex shaders
* Animate entire scene before rendering shadows to prevent lagging of shadows
* Remove unnecessary use of PolygonOffsetFactor
* Apply normal offset to both nodes and objects
* Rename getPerspectiveFactor -&gt; applyPerspectiveDistortion
* Remove perspective distortion from fragment shaders</content>
</entry>
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