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path: root/src/main/java/makamys/neodymium/renderer/MeshQuad.java
AgeCommit message (Collapse)Author
2023-05-16Be more forgiving of missing brightness and color datamakamys
- 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
2023-03-29Ignore 0 area quads (fixes #15)makamys
2022-07-11Turn triangles into quadsmakamys
Normals are ignored for now. End of fix for #5
2022-06-30Move configgy classes to config packagemakamys
2022-06-25Implement OF Fast Render compat properlymakamys
Fixes chunks disappearing when you go beyond max(abs(XZ))>2000
2022-06-25DESTROOOOYmakamys
Delete unused LOD stuff. I can always restore it from Git history if I need it later.
2022-06-23Make short UV even more accurate by rounding itmakamys
Previously the difference was extreme in GTNH, now it's only noticable if you're looking for it.
2022-06-23Make short UV more accuratemakamys
2022-06-23Make UV shortification disableablemakamys
2022-06-23Store UV as shortmakamys
Increases framerate a lil bit.
2022-06-23Don't store megaquad info if chunk simplification is disabledmakamys
Reduces memory usage by a bit. Doesn't seem to affect FPS.
2022-06-21Don't merge non-rectanglesmakamys
Fixes Carpenter's Blocks incompatibility
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
2022-06-20Fix lava renderingmakamys
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.
2022-06-19Render 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.
2022-06-10Mesh simplification works nowmakamys
2022-06-10me_no_understantmakamys
2022-06-10uuh...makamys
2022-06-10Add squadron-based position information to verticesmakamys
2022-06-10Keep track of number of quads glued togethermakamys
2022-06-10coords wrong?makamys
2022-06-10quad merging sorta kinda works nowmakamys
2022-06-10mesh simplification WIPmakamys
2022-06-09Organize importsmakamys
2022-06-09Rebrand pt. 1: Rename mod to Neodymiummakamys