From d44abdab17f6ad7a05ddc08d418af35e9cabddef Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Mon, 17 Jan 2011 21:15:31 +0200 Subject: minecraft-style water done (but no texture animation or sound) --- src/main.cpp | 11 +++++++++++ 1 file changed, 11 insertions(+) (limited to 'src/main.cpp') 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: ====================================================================== -- cgit v1.2.3