DS
|
3eab5e9002
Replace clientmap's MeshBufListList with a hashmap
|
il y a 10 mois |
Gregor Parzefall
|
aea9242a96
Allow nodes to have their post_effect_color affected by lighting (#13637)
|
il y a 1 an |
x2048
|
93898957b6
Return 'loops' occlusion culler under a setting (#13352)
|
il y a 1 an |
x2048
|
705195b43e
Scale culler steps proportionally to the mesh sizes (#13250)
|
il y a 1 an |
lhofhansl
|
56d2567b5d
Separate drawlist from non-rendered blocks. (#13176)
|
il y a 1 an |
x2048
|
69fc206109
8x block meshes (#13133)
|
il y a 1 an |
x2048
|
2715cc8bf6
Occlusion culling algorithm based on recursive descend (#13104)
|
il y a 1 an |
Loïc Blot
|
322c8cf270
Reduce exposure of various internals (#12885)
|
il y a 2 ans |
sfan5
|
575caa8015
Properly keep noclip state in Game and ClientMap
|
il y a 2 ans |
paradust7
|
2742fef458
Fixes needed to use irrArray backed by std::vector (#12263)
|
il y a 2 ans |
sfan5
|
a89afe1229
Deal with compiler warnings
|
il y a 2 ans |
x2048
|
48f7c5603e
Adjust shadowmap distortion to use entire SM texture (#12166)
|
il y a 2 ans |
Jude Melton-Houghton
|
0b5b2b2633
Disentangle map implementations (#12148)
|
il y a 2 ans |
x2048
|
b0b9732359
Add depth sorting for node faces (#11696)
|
il y a 2 ans |
x2048
|
f5040707fe
Order drawlist by distance to the camera when rendering (#11651)
|
il y a 3 ans |
x2048
|
bf3acbf388
Distribute shadow map update over multiple frames to reduce stutter (#11422)
|
il y a 3 ans |
Liso
|
c47313db65
Shadow mapping render pass (#11244)
|
il y a 3 ans |
Loic Blot
|
1bc855646e
refacto: protect some RenderingEngine::get_scene_manager
|
il y a 3 ans |
hecks
|
6d7067fd37
Implement mapblock camera offset correctly (#10702)
|
il y a 3 ans |
SmallJoker
|
539f016c1b
Better F6 profiler (#8750)
|
il y a 5 ans |
Quentin Bazin
|
5f1cd555cd
Move client-specific files to 'src/client' (#7902)
|
il y a 6 ans |