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work-in-progress texture atlas optimization

This commit is contained in:
Perttu Ahola 2011-02-10 02:13:03 +02:00
parent 949383a2f7
commit 1704badc30
21 changed files with 1496 additions and 271 deletions

View file

@ -97,6 +97,9 @@ SUGG: Meshes of blocks could be split into 6 meshes facing into
different directions and then only those drawn that need to be
- Also an 1-dimensional tile map would be nice probably
SUGG: Calculate lighting per vertex to get a lighting effect like in
bartwe's game
Gaming ideas:
-------------
@ -363,8 +366,13 @@ Doing now (most important at the top):
#include "guiMainMenu.h"
#include "mineral.h"
#include "noise.h"
#include "tile.h"
IrrlichtWrapper *g_irrlicht;
// TODO: Remove this
IrrlichtWrapper *g_irrlicht = NULL;
// This makes textures
TextureSource *g_texturesource = NULL;
MapDrawControl draw_control;
@ -1643,6 +1651,7 @@ int main(int argc, char *argv[])
g_device = device;
g_irrlicht = new IrrlichtWrapper(device);
g_texturesource = new TextureSource(device);
/*
Speed tests (done after irrlicht is loaded to get timer)
@ -1670,7 +1679,8 @@ int main(int argc, char *argv[])
video::IVideoDriver* driver = device->getVideoDriver();
/*
This changes the minimum allowed number of vertices in a VBO
This changes the minimum allowed number of vertices in a VBO.
Default is 500.
*/
//driver->setMinHardwareBufferVertexCount(50);
@ -2061,6 +2071,11 @@ int main(int argc, char *argv[])
*/
g_irrlicht->Run();
/*
Process TextureSource's queue
*/
g_texturesource->processQueue();
/*
Random calculations
*/