Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-06-21 | Don't merge non-rectangles | makamys | |
Fixes Carpenter's Blocks incompatibility | |||
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 | Fix lava rendering | makamys | |
2022-06-20 | Clean up MeshQuad a little bit | makamys | |
2022-06-20 | Rename squadron to megaquad | makamys | |
Less funny but more clear in my opinion | |||
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. | |||
2022-06-10 | Mesh simplification works now | makamys | |
2022-06-10 | me_no_understant | makamys | |
2022-06-10 | uuh... | makamys | |
2022-06-10 | Add squadron-based position information to vertices | makamys | |
2022-06-10 | Keep track of number of quads glued together | makamys | |
2022-06-10 | coords wrong? | makamys | |
2022-06-10 | quad merging sorta kinda works now | makamys | |
2022-06-10 | mesh simplification WIP | makamys | |
2022-06-09 | Organize imports | makamys | |
2022-06-09 | Rebrand pt. 1: Rename mod to Neodymium | makamys | |