Age | Commit message (Collapse) | Author | |
---|---|---|---|
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 | Move index buffer population to the Mesh class | makamys | |
2022-06-23 | Remove CullableMeshCollection | makamys | |
2022-06-22 | Make GC lazy when the buffer is barely fragmented | makamys | |
I'm not sure how much this improves performance. | |||
2022-06-22 | Fix renderer not getting destroyed properly | makamys | |
2022-06-22 | Shut up | makamys | |
2022-06-22 | Unload regions when they are empty, not when they are "far" away | makamys | |
2022-06-22 | Fix memory leak | makamys | |
Meshes wouldn't get unloaded properly if they were never sent to the GPU, or if they are transparent. | |||
2022-06-22 | Increase GC rate if the remaining free space is low | makamys | |
Fixes buffer getting full when FPS limit is set to 30 | |||
2022-06-22 | Use preprocessor macros in shader | makamys | |
Increases FPS from 300 to 340 | |||
2022-06-21 | Tweak quad count debug text | makamys | |
2022-06-21 | Disable unused lod stuff that was wasting a bunch of resources | makamys | |
2022-06-21 | Try to optimize the culling | makamys | |
2022-06-21 | Actually implement face culling | makamys | |
2022-06-20 | Rewrite to use CullableMeshCollections in place of ChunkMeshes | makamys | |
2022-06-20 | Clean up NeoRenderer#render | makamys | |
2022-06-19 | Display number of rendered quads | makamys | |
2022-06-19 | Merge foggy and fogless fragment shader | makamys | |
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. | |||
2022-06-19 | Use wildcard static imports for GL things again | makamys | |
Eclipse's "organize imports" turned my wildcard imports into non-wildcard ones the last time, but that was too inconvenient. | |||
2022-06-11 | Improve F3 overlay | makamys | |
2022-06-11 | Disable leftover mesh saving print | makamys | |
2022-06-10 | Make wireframe apply to second render pass as well | makamys | |
2022-06-10 | Mesh simplification works now | makamys | |
2022-06-10 | Make wireframe a config option | makamys | |
2022-06-10 | Add squadron-based position information to vertices | makamys | |
2022-06-10 | Disable wireframe | makamys | |
2022-06-10 | mesh simplification WIP | makamys | |
2022-06-10 | Fix log spam when loading a broken shader | makamys | |
2022-06-09 | Fix rounding error when sorting meshes | makamys | |
2022-06-09 | Rename loadShader to reloadShader | makamys | |
2022-06-09 | Implement config hot swapping, organize configs more | makamys | |
2022-06-09 | Tweak config names, defaults and comments | makamys | |
2022-06-09 | Move configs to Config class | makamys | |
2022-06-09 | Organize imports | makamys | |
2022-06-09 | Add javadoc for some key classes | makamys | |
2022-06-09 | Rebrand pt.2: Rename things in code | makamys | |