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-rw-r--r--src/main.cpp5
-rw-r--r--src/mapblock.cpp8
2 files changed, 13 insertions, 0 deletions
diff --git a/src/main.cpp b/src/main.cpp
index da1b88d4a..d2b67e9a8 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -285,6 +285,11 @@ TODO: Flowing water to actually contain flow direction information
TODO: Remove duplicate lighting implementation from Map (leave
VoxelManipulator, which is faster)
+FIXME: The new texture stuff is slow on wine
+ - Actually it is not too slow; updating excess amount of meshes
+ when making footprints is too slow. It has to be fixed.
+ -> implement Map::updateNodeMeshes()
+
Doing now:
----------
diff --git a/src/mapblock.cpp b/src/mapblock.cpp
index 484821d50..15f3ad9a6 100644
--- a/src/mapblock.cpp
+++ b/src/mapblock.cpp
@@ -601,6 +601,8 @@ void MapBlock::updateMesh(u32 daynight_ratio)
*/
{
+ //TimeTaker timer2("updateMesh() collect");
+
// Lock this, as m_temp_mods will be used directly
JMutexAutoLock lock(m_temp_mods_mutex);
@@ -662,6 +664,9 @@ void MapBlock::updateMesh(u32 daynight_ratio)
if(fastfaces_new.size() > 0)
{
+ // avg 0ms (100ms spikes when loading textures the first time)
+ //TimeTaker timer2("updateMesh() mesh building");
+
for(u32 i=0; i<fastfaces_new.size(); i++)
{
FastFace &f = fastfaces_new[i];
@@ -690,6 +695,9 @@ void MapBlock::updateMesh(u32 daynight_ratio)
TODO: Optimize by using same meshbuffer for same textures
*/
+ // 0ms
+ //TimeTaker timer2("updateMesh() adding special stuff");
+
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
for(s16 y=0; y<MAP_BLOCKSIZE; y++)
for(s16 x=0; x<MAP_BLOCKSIZE; x++)