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2022-06-21Start writing that readmemakamys
2022-06-21Don't merge non-rectanglesmakamys
Fixes Carpenter's Blocks incompatibility
2022-06-21Only count actually used VRAMmakamys
2022-06-21Optimize chunk simplificationmakamys
2022-06-21Update config commentmakamys
2022-06-21Recycle MeshQuad objectsmakamys
Reduces client thread's RAM allocation rate from ~80 MB/s to ~20 MB/s.
2022-06-21Disable unused lod stuff that was wasting a bunch of resourcesmakamys
2022-06-21Tweak config comments und defaultsmakamys
rip frog typo
2022-06-21Make face culling disableablemakamys
2022-06-21Try to optimize the cullingmakamys
2022-06-21Actually implement face cullingmakamys
2022-06-21Finish CullableMeshCollectionmakamys
2022-06-21Rewrite MeshQuad to store normal instead of planemakamys
2022-06-20Rewrite to use CullableMeshCollections in place of ChunkMeshesmakamys
2022-06-20Fix chunks sometimes going missing if OF fast render is changedmakamys
2022-06-20Clean up NeoRenderer#rendermakamys
2022-06-20Fix lava renderingmakamys
2022-06-20Remove some dead code from ChunkMeshmakamys
2022-06-20Make it possible to limit the number of quads a mesh has for debugmakamys
2022-06-20Fix OptiFine fast render compatmakamys
2022-06-20Clean up MeshQuad a little bitmakamys
2022-06-20Rename squadron to megaquadmakamys
Less funny but more clear in my opinion
2022-06-20Fix 2nd pass of quad merging not workingmakamys
Reduces quad count from 792 KQ to 781 KQ on the complex savanna scene. That's not a huge difference...
2022-06-19Add workaround for fancy grass z-fightingmakamys
This only increases quad count from 780 KQ to 792 KQ on the complex savanna scene.
2022-06-19Display number of rendered quadsmakamys
2022-06-19Merge foggy and fogless fragment shadermakamys
2022-06-19Make fog work againmakamys
2022-06-19Move renderer initialization to render tick event handlermakamys
Seems to fix the first few chunks to get rendered after world load sometimes being missing
2022-06-19Render quads instead of trianglesmakamys
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.
2022-06-19Use wildcard static imports for GL things againmakamys
Eclipse's "organize imports" turned my wildcard imports into non-wildcard ones the last time, but that was too inconvenient.
2022-06-11Make disabling chunk simplification work againmakamys
2022-06-11Improve F3 overlaymakamys
2022-06-11Disable leftover mesh saving printmakamys
2022-06-11Clean up fragment shadermakamys
2022-06-10Make wireframe apply to second render pass as wellmakamys
2022-06-10Mesh simplification works nowmakamys
2022-06-10me_no_understantmakamys
2022-06-10uuh...makamys
2022-06-10Make wireframe a config optionmakamys
2022-06-10Add squadron-based position information to verticesmakamys
2022-06-10Keep track of number of quads glued togethermakamys
2022-06-10Disable wireframemakamys
2022-06-10Merging sure does work now!makamys
2022-06-10coords wrong?makamys
2022-06-10quad merging sorta kinda works nowmakamys
2022-06-10mesh simplification WIPmakamys
2022-06-10Fix hotswap weirdnessmakamys
2022-06-10Fix log spam when loading a broken shadermakamys
2022-06-10Fix bad triangulation (again??)makamys
2022-06-09Fix rounding error when sorting meshesmakamys