Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-06-23 | Make short UV even more accurate by rounding it | makamys | |
Previously the difference was extreme in GTNH, now it's only noticable if you're looking for it. | |||
2022-06-23 | Add debug key shortcut to dump texture atlas | makamys | |
2022-06-23 | Make short UV more accurate | makamys | |
2022-06-23 | Make chunk simplification work again | makamys | |
2022-06-23 | Reload renderer when certain configs are changed | makamys | |
2022-06-23 | Make UV shortification disableable | makamys | |
2022-06-23 | Store UV as short | makamys | |
Increases framerate a lil bit. | |||
2022-06-23 | Don't store megaquad info if chunk simplification is disabled | makamys | |
Reduces memory usage by a bit. Doesn't seem to affect FPS. | |||
2022-06-23 | Tweak configs | makamys | |
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 | Remove unused ChunkMesh constructor | makamys | |
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 | Fix `enabled` config option not working properly when disabled | makamys | |
2022-06-22 | Reload NeoRenderer when the world renderers are reloaded | 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 | Count used VRAM properly | makamys | |
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 | Add update check via MCLib | makamys | |
2022-06-21 | Don't merge non-rectangles | makamys | |
Fixes Carpenter's Blocks incompatibility | |||
2022-06-21 | Only count actually used VRAM | makamys | |
2022-06-21 | Optimize chunk simplification | makamys | |
2022-06-21 | Update config comment | makamys | |
2022-06-21 | Recycle MeshQuad objects | makamys | |
Reduces client thread's RAM allocation rate from ~80 MB/s to ~20 MB/s. | |||
2022-06-21 | Disable unused lod stuff that was wasting a bunch of resources | makamys | |
2022-06-21 | Tweak config comments und defaults | makamys | |
rip frog typo | |||
2022-06-21 | Make face culling disableable | makamys | |
2022-06-21 | Try to optimize the culling | makamys | |
2022-06-21 | Actually implement face culling | makamys | |
2022-06-21 | Finish CullableMeshCollection | makamys | |
2022-06-21 | Rewrite MeshQuad to store normal instead of plane | makamys | |
2022-06-20 | Rewrite to use CullableMeshCollections in place of ChunkMeshes | makamys | |
2022-06-20 | Fix chunks sometimes going missing if OF fast render is changed | makamys | |
2022-06-20 | Clean up NeoRenderer#render | makamys | |
2022-06-20 | Fix lava rendering | makamys | |
2022-06-20 | Remove some dead code from ChunkMesh | makamys | |
2022-06-20 | Make it possible to limit the number of quads a mesh has for debug | makamys | |
2022-06-20 | Fix OptiFine fast render compat | makamys | |
2022-06-20 | Clean up MeshQuad a little bit | makamys | |
2022-06-20 | Rename squadron to megaquad | makamys | |
Less funny but more clear in my opinion | |||
2022-06-20 | Fix 2nd pass of quad merging not working | makamys | |
Reduces quad count from 792 KQ to 781 KQ on the complex savanna scene. That's not a huge difference... | |||
2022-06-19 | Add workaround for fancy grass z-fighting | makamys | |
This only increases quad count from 780 KQ to 792 KQ on the complex savanna scene. | |||
2022-06-19 | Display number of rendered quads | makamys | |
2022-06-19 | Merge foggy and fogless fragment shader | makamys | |