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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
2022-06-19Move renderer initialization to render tick event handlermakamys
Seems to fix the first few chunks to get rendered after world load sometimes being missing
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.