Age | Commit message (Collapse) | Author | |
---|---|---|---|
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 | |
2022-06-19 | Make fog work again | makamys | |
2022-06-19 | Move renderer initialization to render tick event handler | makamys | |
Seems to fix the first few chunks to get rendered after world load sometimes being missing | |||
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 | Make disabling chunk simplification work again | makamys | |
2022-06-11 | Improve F3 overlay | makamys | |
2022-06-11 | Disable leftover mesh saving print | makamys | |
2022-06-11 | Clean up fragment shader | 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 | me_no_understant | makamys | |
2022-06-10 | uuh... | makamys | |