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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
2022-06-09Reword config commentmakamys
2022-06-09Show message in chat when the VRAM gets fullmakamys
2022-06-09Rename loadShader to reloadShadermakamys
2022-06-09Implement config hot swapping, organize configs moremakamys
2022-06-09Tweak config names, defaults and commentsmakamys
2022-06-09Disable unused configsmakamys
2022-06-09Un-hardcode some constantsmakamys
2022-06-09Move configs to Config classmakamys
2022-06-09Organize importsmakamys
2022-06-09Move some unused classes to lod packagemakamys
2022-06-09Clean up and document mixinsmakamys
2022-06-09Add javadoc for some key classesmakamys
2022-06-09Make the starting Y position of the debug info configurablemakamys
2022-06-09Rebrand pt.2: Rename things in codemakamys
2022-06-09Rebrand pt. 1: Rename mod to Neodymiummakamys
2022-06-08Make debug keys require a prefix (optional, on by default)makamys
2022-06-08Optimize fogmakamys
Now it gets me as much FPS as no fog! (370 fps; prior to this commit fog reduced it to 230)
2022-06-08Don't change far plane distancemakamys