| Commit message (Collapse) | Author | Age |
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Use BSP tree to order transparent triangles
https://en.wikipedia.org/wiki/Binary_space_partitioning
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Reduces stutter and freezes when playing.
* Maintains double SM and SM Color textures
* Light frustum update triggers incremental generation of shadow map into secondary 'future' textures.
* Every incremental update renders a portion of the shadow draw list (split equally).
* After defined number of frames (currently, 4), 'future' and 'current' textures are swapped, and DirectionalLight 'commits' the new frustum to use when rendering shadows on screen.
Co-authored-by: sfan5 <sfan5@live.de>
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Co-authored-by: x2048 <codeforsmile@gmail.com>
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* protect it from Camera, Sky, ClientMap object calls
* rename Game::sky to Game::m_sky
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Some other minor parts of clientmap.cpp have been cleaned up along the way
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Implement mapblock camera offset correctly - reduce client jitter
Co-authored-by: hecktest <>
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- Avoid calculating isBlockInSight for blocks without meshes.
- Add metric for how many blocks the client has currently loaded.
- Make some variables constant.
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Run unused functions reported by cppcheck
This change removes a few (but not all) unused functions.
Some unused helper functions were not removed due to their complexity and potential of future use.
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The Map::getSectorNoGenerate throws an exception but no other
code is really dependent on that. Fix the odd instance of
misuse in ClientMap::emergeSector and remove the exception
throwing version of the method along with the "NoEx" suffixes
in the names of these methods.
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Update the profiler names to make more sense of what they actually represent
Move the profiler code from header to its source file
Use monospace font to align lines
Format the statistics line to align better with surrounding values
Refresh the profiler each 3 seconds (roughly)
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Finish getNode cleanup
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Update Android.mk
Remove 'src/client' from include_directories
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