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authorPerttu Ahola <celeron55@gmail.com>2011-01-17 21:15:31 +0200
committerPerttu Ahola <celeron55@gmail.com>2011-01-17 21:15:31 +0200
commitd44abdab17f6ad7a05ddc08d418af35e9cabddef (patch)
treee20567656ca78a53bec39228f8feba54aa54475d /src/main.cpp
parent0fa0e0752a28eeb43195f2288c018d5c0b24520b (diff)
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minecraft-style water done (but no texture animation or sound)
Diffstat (limited to 'src/main.cpp')
-rw-r--r--src/main.cpp11
1 files changed, 11 insertions, 0 deletions
diff --git a/src/main.cpp b/src/main.cpp
index 61f791f86..3101583cf 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -116,12 +116,16 @@ TODO: Startup and configuration menu
Graphics:
+TODO:
+
TODO: Optimize day/night mesh updating somehow
- create copies of all textures for all lighting values and only
change texture for material?
- Umm... the collecting of the faces is the slow part
-> what about just changing the color values of the existing
meshbuffers? It should go quite fast.
+ - This is not easy; There'd need to be a buffer somewhere
+ that would contain the night and day lighting values.
TODO: Draw big amounts of torches better (that is, throw them in the
same meshbuffer (can the meshcollector class be used?))
@@ -129,9 +133,13 @@ TODO: Draw big amounts of torches better (that is, throw them in the
TODO: Combine MapBlock's face caches to so big pieces that VBO
gets used
- That is >500 vertices
+ - This is not easy; all the MapBlocks close to the player would
+ still need to be drawn separately and combining the blocks
+ would have to happen in a background thread
TODO: Make fetching sector's blocks more efficient when rendering
sectors that have very large amounts of blocks (on client)
+ - Is this necessary at all?
Configuration:
@@ -210,6 +218,9 @@ TODO: Map generator version 2
- There could be a certain height (to which mountains only reach)
where some minerals are found
+FIXME: The new pre-sunlight-propagation code messes up with initial
+ water lighting
+
Doing now:
======================================================================