We are being lax here, but the glTF specification just requires that "when the weights are stored using float component type, their linear sum SHOULD be as close as reasonably possible to 1.0 for a given vertex"
In particular weights > 1 and weight sums well below or above 1 can be observed in models exported by Blender if they aren't manually normalized.
These fail the glTF validator but Irrlicht normalizes weights itself so we can support them just fine.
The docs have been updated to recommend normalizing weights (as well as documenting the status of interpolation support).
Weights < 0, most of them close to 0, also occur. Consistent with Irrlicht, we ignore them, but we also raise a warning.
CImageWriterPNG::writeImage() and writeJPEGFile() explicitly allocate
and deallocate memory with `new` and `delete`, which is prone to programming errors.
The code also has non-functional error handling:
When memory allocation fails, `new` throws an `std::bad_alloc` exception
and never returns `nullptr`, so the check for `nullptr` is always false.
Co-authored-by: DS <ds.desour@proton.me>
This is a newer feature introduced in CMake 3.12, which is now our
minimum version. It supercedes `add_definitions`. I've also replaced
some calls to set `CMAKE_<LANG>_FLAGS` that were used to set
definitions. This is a fairly trivial routine build maintenance that
is not intended to have any behavioral effects.
Server selections are now always correct (no more arbitrarily changing selections if the order of the serverlist changes) and consistent with the address + port in the sidebar.
- The editor is accessible via the pause menu and the settings menu.
- Buttons can be moved via drag & drop.
- Buttons can be added/removed. The grid menu added by #14918 is used to show
all buttons not included in the layout.
- Custom layouts are responsive and adapt to changed screen size / DPI /
hud_scaling.
- The layout is saved as JSON in the "touch_layout" setting.
TGA uses BGR(A)8, stored in memory in that order. Irrlicht typically expects 0xAARRGGBB, which depends on endianness.
(This means that on little endian, no [B][G][R][A] -> 0xAARRGGBB conversion needs to be done, but Irrlicht was swapping the bytes.)
This makes both conversion functions consistently convert from [B][G][R]([A]) to 0xAARRGGBB (SColor), documents them properly and moves them to CImageLoaderTGA.cpp
so no poor soul shall be fooled by them in the near future.
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Co-authored-by: Ælla Chiana Moskopp <erle@dieweltistgarnichtso.net>
This lets modders avoid alpha blending rendering bugs as well as potential (future) performance issues.
The appropriate blend modes are also used for node dig particles.
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Co-authored-by: sfan5 <sfan5@live.de>
- Actually it's MSAA I think, or perhaps the terms are equivalent
- I've made it fit into the existing Irrlicht architecture, but that has resulted in code duplication compared to my original "hacky" approach
- OpenGL 3.2+ and OpenGL ES 3.1+ are supported
- EDT_OPENGL3 is not required, EDT_OPENGL works too
- Helpful tutorial: https://learnopengl.com/Advanced-OpenGL/Anti-Aliasing, section "Off-screen MSAA"
- This may be rough around the edges, but in general it works
SColor.h contains many functions which are unused and/or perform linear
operations on non-linear 8 bit sRGB color values, such as the plus operator and
`SColor::getInterpolated()`, and there is no documentation about missing gamma
correction.
Some of these functions are not called or called only once:
* `getAverage(s16 color)`: Unused
* `SColor::getLightness()`: Unused
* `SColor::getAverage()`: Claims to determine a color's average intensity but
calculates something significantly different since SColor represents
non-linear sRGB values.
* `SColor::getInterpolated_quadratic()`: Claims to interpolate between colors
but uses the sRGB color space, which is neither physically nor perceptually
linear.
* `SColorf::getInterpolated_quadratic()`: Unused
* `SColorf::setColorComponentValue()`: Unused
Removing or inlining these functions can simplify the code and documenting
gamma-incorrect operations can reduce confusion about what the functions do.
This commit does the following:
* Remove the above-mentioned unused functions
* Inline `SColor::getAverage()` into
`CIrrDeviceLinux::TextureToMonochromeCursor()`
* Rename `SColor::getLuminance()` into `SColor::getBrightness()` since it does
not determine a color's luminance but calculates something which differs
significantly from physical luminance since SColor represents non-linear sRGB
values.
* Inline `SColor::getInterpolated_quadratic()` into `GameUI::update()`,
where it is only used for the alpha value calculation for fading
* Document gamma-incorrect behaviour in docstrings
I originally wanted to get of the legacy IVideoDriver::setRenderTarget altogether,
but that ended up being too much work.
The remaining usage is in "dynamicshadowsrender.cpp".
Here's a comment I wrote about the workaround:
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Use legacy call when there's single texture without depth texture
This means Irrlicht creates a depth texture for us and binds it to the FBO
This is currently necessary for a working depth buffer in the following cases:
- post-processing disabled, undersampling enabled
(addUpscaling specifies no depth texture)
- post-processing disabled, 3d_mode = sidebyside / topbottom / crossview
(populateSideBySidePipeline specifies no depth texture)
- post-processing disabled, 3d_mode = interlaced
(probably, can't test since it's broken)
(populateInterlacedPipeline specifies no depth texture)
With post-processing disabled, the world is rendered to the TextureBufferOutput
created in the functions listed above, so a depth buffer is needed
(-> this workaround is needed).
With post-processing enabled, only a fullscreen rectangle is rendered to
this TextureBufferOutput, so a depth buffer isn't actually needed.
But: These pipeline steps shouldn't rely on what ends up being rendered to
the TextureBufferOutput they provide, since that may change.
This workaround was added in 1e9640395468beb53f70303ef6b7aa72e395b7b4 /
https://irc.minetest.net/minetest-dev/2022-10-04#i_6021940
This workaround should be replaced by explicitly configuring depth
textures where needed.
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