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path: root/src/mapblock_mesh.cpp
Commit message (Collapse)AuthorAge
* Mapblock mesh: Allow to use VBORealBadAngel2016-02-26
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* Dont make fastface if tile is not seamlessRealBadAngel2016-02-21
| | | | | Fixes #3378 Closes #3751
* Mapblock mesh: Eliminate meshgen lagsRealBadAngel2016-02-16
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* Use vertices with tangents only when its needed.RealBadAngel2016-02-15
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* Cleanup selection mesh code, add shaders for halo and selection boxesRealBadAngel2016-02-08
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* Use tangent space meshes only when shaders are enabledRealBadAngel2016-02-07
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* Change i++ to ++iDavid Jones2015-08-25
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* Fixed minimap memory leakBřetislav Štec2015-07-27
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* Fix relief mapping issuesRealBadAngel2015-07-16
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* Clean-up Minimap codekwolekr2015-07-08
| | | | | | | | | | | - Fixed race conditions - Fixed null dereference - Fixed out-of-bounds array access - MinimapMapblock is now allocated and added to update queue only when enabled - Removed dependency on LocalPlayer - Fixed code style - Simplified expressions and program logic - Cleaned minimap object interfaces
* Add minimap featureRealBadAngel2015-06-27
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* Automated whitespace error fix for last commitest312015-06-14
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* Improved parallax mapping. Generate heightmaps on the fly.RealBadAngel2015-06-14
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* Move globals from main.cpp to more sane locationsCraig Robbins2015-04-01
| | | | | | | | | | | | Move debug streams to log.cpp|h Move GUI-related globals to clientlauncher Move g_settings and g_settings_path to settings.cpp|h Move g_menuclouds to clouds.cpp|h Move g_profiler to profiler.cpp|h
* Move texture_min_size even further down the pipe. Now, textures are ↵Aaron Suen2015-03-31
| | | | JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements.
* Optimise MapBlockMesh related functionsgregorycu2015-02-23
| | | | | | | | | Directely or indirectly optimises the following functions: * MapBlockMesh::MapBlockMesh * MapBlockMesh::getTileInfo * MapBlockMesh::makeFastFace * MapBlockMesh::getSmoothLightCombined
* Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" ↵Craig Robbins2015-02-11
| | | | | | | setting * Increase performance (client) * Avoid changing a global value to solve a local problem
* Revert "Remove workaround in itemdef.cpp to enable/disable/enable ↵Craig Robbins2015-02-11
| | | | | | "enable_shaders" setting" This reverts commit d25ff8fd2592f457b91e8a61240694af3902d23f.
* Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" ↵Craig Robbins2015-02-11
| | | | | | | setting * Increase performance (client) * Avoid changing a global value to solve a local problem
* Fix potential out-of-bounds array indexCraig Robbins2015-01-16
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* Added configurable ambient_occlusion_gamma. Default is 2.2 (same as previous ↵TriBlade92015-01-14
| | | | hardcoded values).
* Removed superfluous facedir check in mapblock_mesh.cppCraig Robbins2015-01-10
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* Change TileSpec::frames to be std::vector not std::mapunknown2014-12-21
| | | | Signed-off-by: Craig Robbins <kde.psych@gmail.com>
* Increase performance of getLight() by at least 2xCraig Robbins2014-12-10
| | | | | | | Leads to the following increases: getSmoothLight() approx. 40% increase getTileInfo() approx. 25% increase MapBlockMesh::MapBlockMesh() 25-30%
* Restore finalColorBlend implementation in shaders.RealBadAngel2014-12-07
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* Fix smooth lighting (ambient occlusion)Craig Robbins2014-11-22
| | | | Signed-off-by: Craig Robbins <kde.psych@gmail.com>
* Optimise functions from CNodeDefManager and VoxelManipulatorCraig Robbins2014-11-21
| | | | | CNodeDefManager::get() VoxelManipulator::addArea()
* Optimise getTileInfo()Craig Robbins2014-11-21
| | | | | getTileInfo() ~1.5x faster getSmoothLight ~2.0x faster
* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-08
| | | | | | | | | | | | | - Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
* Various uninitialised variable fixesCraig Robbins2014-10-19
| | | | | | sky.cpp: m_bgcolor.getAlpha() was being used before initialised mesh related: m_highlight_mesh_color was being used uninitialised
* Add meshnode drawtype.RealBadAngel2014-10-18
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* Node highlighting.RealBadAngel2014-09-17
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* Pass light sources in blue channel of vertex color instead of decoded light ↵RealBadAngel2014-08-21
| | | | | | for all special drawtypes. Plus some style fixes and optimizations.
* Let lighting be done only CPU side. Remove finalColorBlend implementation ↵RealBadAngel2014-08-16
| | | | from shaders.
* Make faces shading correct for all possible modes.RealBadAngel2014-08-14
| | | | | Skip shading for lightsources and top of the nodes. Fixes liquid sources and flowing surfaces having different brightness.
* Speedup mapblock_meshRealBadAngel2014-07-17
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* Faces shading fixesRealBadAngel2014-07-07
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* Fix non-smooth non-shader node shading (Fixes #1436, regression by commit ↵Perttu Ahola2014-07-06
| | | | a0f78659f31abd)
* Fix regression in light calculationsapier2014-06-30
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* Minor fix in check ordersapier2014-06-23
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* Speedup getTileInfo by up to 30%sapier2014-06-23
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* Improved faces shading with and without shaders.RealBadAngel2014-06-17
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* Unite nodes shaders.RealBadAngel2014-06-15
| | | | | | | Pass drawtype and material type to shaders. Move shaders generation to startup only. Allow assign shaders per tile. Initial code to support water surface shader.
* Fixed wrong node texture rotation for facedirs 5 and 7MetaDucky2014-04-23
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* Pass pointer to nodedef directly to avoid recalculation in quite often ↵sapier2014-04-06
| | | | called function
* Normal maps generation on the fly.RealBadAngel2014-03-21
| | | | | Parallax mapping with slope information. Overriding normal maps.
* Fix rendering glitches when far from the center of the mapNovatux2014-03-04
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* Optimize shaders code. Add settings at compile time.RealBadAngel2013-12-09
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* Shaders rework.RealBadAngel2013-12-03
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* Prevent shaders from being created when disabledkwolekr2013-11-17
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