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path: root/src/main/java/makamys/neodymium
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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.
2022-06-23Add debug key shortcut to dump texture atlasmakamys
2022-06-23Make short UV more accuratemakamys
2022-06-23Make chunk simplification work againmakamys
2022-06-23Reload renderer when certain configs are changedmakamys
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.
2022-06-23Tweak configsmakamys
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 |
2022-06-23Remove unused ChunkMesh constructormakamys
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
2022-06-22Fix `enabled` config option not working properly when disabledmakamys
2022-06-22Reload NeoRenderer when the world renderers are reloadedmakamys
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
2022-06-22Count used VRAM properlymakamys
2022-06-22Use preprocessor macros in shadermakamys
Increases FPS from 300 to 340
2022-06-21Tweak quad count debug textmakamys
2022-06-21Add update check via MCLibmakamys
2022-06-21Don't merge non-rectanglesmakamys
Fixes Carpenter's Blocks incompatibility
2022-06-21Only count actually used VRAMmakamys
2022-06-21Optimize chunk simplificationmakamys
2022-06-21Update config commentmakamys
2022-06-21Recycle MeshQuad objectsmakamys
Reduces client thread's RAM allocation rate from ~80 MB/s to ~20 MB/s.
2022-06-21Disable unused lod stuff that was wasting a bunch of resourcesmakamys
2022-06-21Tweak config comments und defaultsmakamys
rip frog typo
2022-06-21Make face culling disableablemakamys
2022-06-21Try to optimize the cullingmakamys
2022-06-21Actually implement face cullingmakamys
2022-06-21Finish CullableMeshCollectionmakamys
2022-06-21Rewrite MeshQuad to store normal instead of planemakamys
2022-06-20Rewrite to use CullableMeshCollections in place of ChunkMeshesmakamys
2022-06-20Fix chunks sometimes going missing if OF fast render is changedmakamys
2022-06-20Clean up NeoRenderer#rendermakamys
2022-06-20Fix lava renderingmakamys
2022-06-20Remove some dead code from ChunkMeshmakamys
2022-06-20Make it possible to limit the number of quads a mesh has for debugmakamys
2022-06-20Fix OptiFine fast render compatmakamys
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.
2022-06-19Display number of rendered quadsmakamys
2022-06-19Merge foggy and fogless fragment shadermakamys