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path: root/src/main/java/makamys/neodymium/renderer/ChunkMesh.java
AgeCommit message (Collapse)Author
2023-03-29Ignore 0 area quads (fixes #15)makamys
2023-02-09I forgormakamys
2022-08-19Add option to not print rendering errorsmakamys
2022-08-19Make error logging more verbosemakamys
2022-07-18Add option to not render unaligned quads past a distancemakamys
2022-07-15Clean upmakamys
2022-07-15Warn if chunk mesh uses normals and GL lighting is enabledmakamys
(cc #5)
2022-07-11Turn triangles into quadsmakamys
Normals are ignored for now. End of fix for #5
2022-07-11Improve error loggingmakamys
2022-07-11Be able to capture chunk meshes consisting of multiple tessellationsmakamys
Start of fix for #5
2022-07-11Respect isVisible field of world renderersmakamys
Adds compatibility with ArchaicFix's occlusion tweak, and reduces performance penalty of Advanced OpenGL.
2022-06-30Remove unused importsmakamys
2022-06-30Move configgy classes to config packagemakamys
2022-06-30Don't do face culling for translucent quadsmakamys
Order matters when quads are translucent. Partial fix for incorrect water rendering.
2022-06-25Implement OF Fast Render compat properlymakamys
Fixes chunks disappearing when you go beyond max(abs(XZ))>2000
2022-06-25Clean up in ChunkMeshmakamys
2022-06-25DESTROOOOYmakamys
Delete unused LOD stuff. I can always restore it from Git history if I need it later.
2022-06-23Make chunk simplification work againmakamys
2022-06-23Reimplement face culling in a more lightweight waymakamys
| Test | Meshes rendered | Quads rendered | FPS (854x480) | FPS (1920x1080) | -------------------------------------------------------------------------------------- | No culling | 1159 | 601k | 580 | 510 | | Culling (old) | 3066 | 298k | 450 | 450 | | Culling (new) | 1679 | 298k | 530 | 530 |
2022-06-23Remove unused ChunkMesh constructormakamys
2022-06-23Remove CullableMeshCollectionmakamys
2022-06-21Optimize chunk simplificationmakamys
2022-06-21Recycle MeshQuad objectsmakamys
Reduces client thread's RAM allocation rate from ~80 MB/s to ~20 MB/s.
2022-06-21Rewrite MeshQuad to store normal instead of planemakamys
2022-06-20Rewrite to use CullableMeshCollections in place of ChunkMeshesmakamys
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
2022-06-20Fix 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.
2022-06-19Render 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.
2022-06-11Make disabling chunk simplification work againmakamys
2022-06-10Add squadron-based position information to verticesmakamys
2022-06-10Merging sure does work now!makamys
2022-06-10quad merging sorta kinda works nowmakamys
2022-06-10mesh simplification WIPmakamys
2022-06-10Fix bad triangulation (again??)makamys
2022-06-09Tweak config names, defaults and commentsmakamys
2022-06-09Move configs to Config classmakamys
2022-06-09Organize importsmakamys
2022-06-09Add javadoc for some key classesmakamys
2022-06-09Rebrand pt.2: Rename things in codemakamys
2022-06-09Rebrand pt. 1: Rename mod to Neodymiummakamys