Age | Commit message (Collapse) | Author | |
---|---|---|---|
2024-01-08 | Make the multi-implementation methods a bit nicer to work with | FalsePattern | |
2024-01-08 | cleanup run | FalsePattern | |
Co-authored-by: Ven <tudurap.com@gmail.com> | |||
2024-01-08 | RPLE shader compat | FalsePattern | |
2024-01-08 | Dirty OF Shader Compat | Ven | |
2023-12-03 | Fix camera shake at high distances | makamys | |
- Made chunk meshes use region-relative coordinates - Moved mesh tracking to NeoRegion - Regions are now drawn separately, allowing a different translation to be set for each | |||
2023-12-02 | RPLE compat | FalsePattern | |
2023-12-01 | unify stride calculation into NeoRenderer | FalsePattern | |
2023-12-01 | Removed the SimplifyMeshes feature | FalsePattern | |
2023-05-16 | Only show warning once per session | makamys | |
2023-05-16 | Only generate a stack trace if necessary | makamys | |
2023-05-16 | Include dimension id in warnings/errors | makamys | |
2023-05-16 | Be more forgiving of missing brightness and color data | makamys | |
- Don't skip chunk - Only print a one line debug-level warning, not an entire stack trace - Provide fullbright data Workaround for log spam caused by https://github.com/embeddedt/DimensionalDoors-1.7.10/issues/3 | |||
2023-05-16 | Fix errored chunks not getting skipped | makamys | |
Regression introduced in f206874 | |||
2023-03-29 | Ignore 0 area quads (fixes #15) | makamys | |
2023-02-09 | I forgor | makamys | |
2022-08-19 | Add option to not print rendering errors | makamys | |
2022-08-19 | Make error logging more verbose | makamys | |
2022-07-18 | Add option to not render unaligned quads past a distance | makamys | |
2022-07-15 | Clean up | makamys | |
2022-07-15 | Warn if chunk mesh uses normals and GL lighting is enabled | makamys | |
(cc #5) | |||
2022-07-11 | Turn triangles into quads | makamys | |
Normals are ignored for now. End of fix for #5 | |||
2022-07-11 | Improve error logging | makamys | |
2022-07-11 | Be able to capture chunk meshes consisting of multiple tessellations | makamys | |
Start of fix for #5 | |||
2022-07-11 | Respect isVisible field of world renderers | makamys | |
Adds compatibility with ArchaicFix's occlusion tweak, and reduces performance penalty of Advanced OpenGL. | |||
2022-06-30 | Remove unused imports | makamys | |
2022-06-30 | Move configgy classes to config package | makamys | |
2022-06-30 | Don't do face culling for translucent quads | makamys | |
Order matters when quads are translucent. Partial fix for incorrect water rendering. | |||
2022-06-25 | Implement OF Fast Render compat properly | makamys | |
Fixes chunks disappearing when you go beyond max(abs(XZ))>2000 | |||
2022-06-25 | Clean up in ChunkMesh | makamys | |
2022-06-25 | DESTROOOOY | makamys | |
Delete unused LOD stuff. I can always restore it from Git history if I need it later. | |||
2022-06-23 | Make chunk simplification work again | makamys | |
2022-06-23 | Reimplement face culling in a more lightweight way | makamys | |
| 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 | | |||
2022-06-23 | Remove unused ChunkMesh constructor | makamys | |
2022-06-23 | Remove CullableMeshCollection | makamys | |
2022-06-21 | Optimize chunk simplification | makamys | |
2022-06-21 | Recycle MeshQuad objects | makamys | |
Reduces client thread's RAM allocation rate from ~80 MB/s to ~20 MB/s. | |||
2022-06-21 | Rewrite MeshQuad to store normal instead of plane | makamys | |
2022-06-20 | Rewrite to use CullableMeshCollections in place of ChunkMeshes | makamys | |
2022-06-20 | Remove some dead code from ChunkMesh | makamys | |
2022-06-20 | Make it possible to limit the number of quads a mesh has for debug | makamys | |
2022-06-20 | Fix OptiFine fast render compat | makamys | |
2022-06-20 | Clean up MeshQuad a little bit | makamys | |
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 | 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. | |||
2022-06-11 | Make disabling chunk simplification work again | makamys | |
2022-06-10 | Add squadron-based position information to vertices | makamys | |
2022-06-10 | Merging sure does work now! | makamys | |
2022-06-10 | quad merging sorta kinda works now | makamys | |
2022-06-10 | mesh simplification WIP | makamys | |