aboutsummaryrefslogtreecommitdiff
path: root/src/main/java/makamys/neodymium/renderer/NeoRenderer.java
AgeCommit message (Collapse)Author
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 |
2022-06-23Move index buffer population to the Mesh classmakamys
2022-06-23Remove CullableMeshCollectionmakamys
2022-06-22Make GC lazy when the buffer is barely fragmentedmakamys
I'm not sure how much this improves performance.
2022-06-22Fix renderer not getting destroyed properlymakamys
2022-06-22Shut upmakamys
2022-06-22Unload regions when they are empty, not when they are "far" awaymakamys
2022-06-22Fix memory leakmakamys
Meshes wouldn't get unloaded properly if they were never sent to the GPU, or if they are transparent.
2022-06-22Increase GC rate if the remaining free space is lowmakamys
Fixes buffer getting full when FPS limit is set to 30
2022-06-22Use preprocessor macros in shadermakamys
Increases FPS from 300 to 340
2022-06-21Tweak quad count debug textmakamys
2022-06-21Disable unused lod stuff that was wasting a bunch of resourcesmakamys
2022-06-21Try to optimize the cullingmakamys
2022-06-21Actually implement face cullingmakamys
2022-06-20Rewrite to use CullableMeshCollections in place of ChunkMeshesmakamys
2022-06-20Clean up NeoRenderer#rendermakamys
2022-06-19Display number of rendered quadsmakamys
2022-06-19Merge foggy and fogless fragment shadermakamys
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.
2022-06-19Use wildcard static imports for GL things againmakamys
Eclipse's "organize imports" turned my wildcard imports into non-wildcard ones the last time, but that was too inconvenient.
2022-06-11Improve F3 overlaymakamys
2022-06-11Disable leftover mesh saving printmakamys
2022-06-10Make wireframe apply to second render pass as wellmakamys
2022-06-10Mesh simplification works nowmakamys
2022-06-10Make wireframe a config optionmakamys
2022-06-10Add squadron-based position information to verticesmakamys
2022-06-10Disable wireframemakamys
2022-06-10mesh simplification WIPmakamys
2022-06-10Fix log spam when loading a broken shadermakamys
2022-06-09Fix rounding error when sorting meshesmakamys
2022-06-09Rename loadShader to reloadShadermakamys
2022-06-09Implement config hot swapping, organize configs moremakamys
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