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path: root/src/main/java/makamys/lodmod/renderer/LODRenderer.java
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2022-06-09Rebrand pt. 1: Rename mod to Neodymiummakamys
2022-06-08Make debug keys require a prefix (optional, on by default)makamys
2022-06-08Don't change far plane distancemakamys
2022-06-08Clean up LODChunk section managementmakamys
2022-06-08Fix culling not working until you spin the camera aroundmakamys
2022-06-08Reenable fog but add option to disable itmakamys
2022-06-08Recover from full VRAMmakamys
2022-06-07Make GC timing frame-based and more evenly distributedmakamys
2022-06-07Fix meshes not getting deleted when their world renderers are deletedmakamys
2022-06-07Incremental GCmakamys
2022-06-07Add GPU memory debuggermakamys
2022-06-07Factor out GPU memory management into separate classmakamys
2022-06-06Comment out save/loadmakamys
2022-06-06Fix meshes not becoming invisible once deletedmakamys
2022-06-06Improve keyboard handlingmakamys
V: Toggle world rendering F: Switch between vanilla renderer and my renderer Only accept keyboard presses if no gui is active
2022-06-04Watch chunk visibility via hooks instead of pollingmakamys
Increases fps from 340 to 360 when rendering nothing
2022-06-04Remove unnecessary buffer usagemakamys
2022-06-04Fix sort frequency not getting set properlymakamys
2022-06-04Fix saving not getting disabled properlymakamys
2022-06-04Reuse buffersmakamys
The microoptimization hath begun
2022-06-04Add options to disable serialization and change sort frequencymakamys
2022-06-04Add option to limit number of meshes rendered per framemakamys
2022-06-04Reload shader if R is pressedmakamys
2022-06-04Cull chunksmakamys
The LODMod.hideUnderVanillaChunks = true case is handled like garbo still, but I don't care about it right now
2022-06-04Show number of rendered meshes in f3makamys
2022-06-04Fix(?) chunk mesh sorting, and sort solid meshes as wellmakamys
This didn't seem to change anything, though
2022-06-04Tick meshesmakamys
2022-06-04Make visibility and sentness to gpu independentmakamys
2022-06-04Refactor mesh gpu status to be an enummakamys
2022-06-03Add more options to enable usage as renderer replacermakamys
2021-06-20Add farPlaneDistanceMultiplier to configmakamys
2021-06-20Fix fogStart and fogEnd config options doing nothingmakamys
2021-06-16Fix LOD chunks loading from wrong coordinate when entering new dimensionmakamys
2021-06-16Don't enable renderer in hell worlds (e.g. nether)makamys
2021-06-16Fix mod breaking when travelling between dimensionsmakamys
2021-05-30better GC printmakamys
2021-05-29Move debug mode toggle to config file, config max simple mesh heightmakamys
2021-05-25Use renderViewEntity for getting player locationmakamys
Fixes an IndexOutOfBoundsException that happened when I died (I guess the player list is empty while you're respawning)
2021-05-24Tweak fog rendering, skybox edge is no longer visiblemakamys
2021-05-23Override fog of other modsmakamys
2021-05-21Disable keys to toggle world and lod rendering unless in debug modemakamys
2021-05-21SimpleChunkMesh: Don't access server's WorldChunkManager on client threadmakamys
I did this in an attempt to fix a bug I had with OWG, but it turned out to be caused by something else. Still, accessing the server's data structures from the client thread is bad form, so I'll keep it like this.
2021-05-20When a chunk is loaded, update its modelmakamys
2021-05-19Make amount of chunk loads per tick configurablemakamys
2021-05-19Disable chunk meshes because they're so memory leakymakamys
2021-05-11Do writing on threadmakamys
Reduces save time from 3.4s to 0.4s in my testing
2021-05-10Change save interval to 60 secondsmakamys
2021-05-10Unload non-visible ChunkMeshes from memory completely, reload periodicallymakamys
Now the RAM usage should be as low as it can get... but there are lag spikes while the I/O transfer happens
2021-05-10Fix regions not getting tickedmakamys
Oops.
2021-05-10Fix yet more visibility issuesmakamys