Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-06-20 | Fix 2nd pass of quad merging not working | makamys | |
Reduces quad count from 792 KQ to 781 KQ on the complex savanna scene. That's not a huge difference... | |||
2022-06-19 | Add workaround for fancy grass z-fighting | makamys | |
This only increases quad count from 780 KQ to 792 KQ on the complex savanna scene. | |||
2022-06-19 | Display number of rendered quads | makamys | |
2022-06-19 | Merge foggy and fogless fragment shader | makamys | |
2022-06-19 | Make fog work again | makamys | |
2022-06-19 | Move renderer initialization to render tick event handler | makamys | |
Seems to fix the first few chunks to get rendered after world load sometimes being missing | |||
2022-06-19 | Render quads instead of triangles | makamys | |
So apparently, glDrawArrays has a secret undocumented feature that lets you draw quads. This increases my framerate by 50% on my integrated GPU, so you bet I'm going to make use of it. On my dedicated GPU there's no significant framerate difference. For the record, using EBOs didn't improve performance on the integrated GPU. | |||
2022-06-19 | Use wildcard static imports for GL things again | makamys | |
Eclipse's "organize imports" turned my wildcard imports into non-wildcard ones the last time, but that was too inconvenient. | |||
2022-06-11 | Make disabling chunk simplification work again | makamys | |
2022-06-11 | Improve F3 overlay | makamys | |
2022-06-11 | Disable leftover mesh saving print | makamys | |
2022-06-11 | Clean up fragment shader | makamys | |
2022-06-10 | Make wireframe apply to second render pass as well | makamys | |
2022-06-10 | Mesh simplification works now | makamys | |
2022-06-10 | me_no_understant | makamys | |
2022-06-10 | uuh... | makamys | |
2022-06-10 | Make wireframe a config option | makamys | |
2022-06-10 | Add squadron-based position information to vertices | makamys | |
2022-06-10 | Keep track of number of quads glued together | makamys | |
2022-06-10 | Disable wireframe | makamys | |
2022-06-10 | Merging sure does work now! | makamys | |
2022-06-10 | coords wrong? | makamys | |
2022-06-10 | quad merging sorta kinda works now | makamys | |
2022-06-10 | mesh simplification WIP | makamys | |
2022-06-10 | Fix hotswap weirdness | makamys | |
2022-06-10 | Fix log spam when loading a broken shader | makamys | |
2022-06-10 | Fix bad triangulation (again??) | makamys | |
2022-06-09 | Fix rounding error when sorting meshes | makamys | |
2022-06-09 | Reword config comment | makamys | |
2022-06-09 | Show message in chat when the VRAM gets full | makamys | |
2022-06-09 | Rename loadShader to reloadShader | makamys | |
2022-06-09 | Implement config hot swapping, organize configs more | makamys | |
2022-06-09 | Tweak config names, defaults and comments | makamys | |
2022-06-09 | Disable unused configs | makamys | |
2022-06-09 | Un-hardcode some constants | makamys | |
2022-06-09 | Move configs to Config class | makamys | |
2022-06-09 | Organize imports | makamys | |
2022-06-09 | Move some unused classes to lod package | makamys | |
2022-06-09 | Clean up and document mixins | makamys | |
2022-06-09 | Add javadoc for some key classes | makamys | |
2022-06-09 | Make the starting Y position of the debug info configurable | makamys | |
2022-06-09 | Rebrand pt.2: Rename things in code | makamys | |
2022-06-09 | Rebrand pt. 1: Rename mod to Neodymium | makamys | |
2022-06-08 | Make debug keys require a prefix (optional, on by default) | makamys | |
2022-06-08 | Optimize fog | makamys | |
Now it gets me as much FPS as no fog! (370 fps; prior to this commit fog reduced it to 230) | |||
2022-06-08 | Don't change far plane distance | makamys | |
2022-06-08 | Rename DaColor to Color | makamys | |
who named it that | |||
2022-06-08 | Clean up LODChunk section management | makamys | |
2022-06-08 | Fix culling not working until you spin the camera around | makamys | |
2022-06-08 | Fix NPE when moving forward and GC runs | makamys | |