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path: root/src/main/java/makamys/neodymium/renderer/NeoRenderer.java
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2022-06-26Re-enable renderer in Nethermakamys
Oops. This was a remnant from LODMod.
2022-06-26Fix NPE when travelling between Nether and Overworldmakamys
2022-06-25Gotta rename the stuffmakamys
2022-06-25Fix indentationmakamys
2022-06-25Remove more unused LOD stuffmakamys
2022-06-25Add debug keybind to speed up renderer update ratemakamys
2022-06-25Remove more LOD stuffmakamys
2022-06-25Clean up in ChunkMeshmakamys
2022-06-25DESTROOOOYmakamys
Delete unused LOD stuff. I can always restore it from Git history if I need it later.
2022-06-24Optimize some stuff in the CPU worldmakamys
Increases FPS from 550 to 600 when rendering 0 meshes. (which means, overhead has been reduced)
2022-06-24Make sorting goodermakamys
2022-06-24Add keybind for reloading renderersmakamys
2022-06-24Leave alpha out of the fragment shader calculations in pass 1makamys
Improves FPS from 400 to 420 in savanna
2022-06-23Add debug key shortcut to dump texture atlasmakamys
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.
2022-06-23Reimplement 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