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8x block meshes (#13133)
Reduce the number of drawcalls by generating a mesh per 8 blocks (2x2x2). Only blocks with even coordinates (lowest bit set to 0) will get a mesh. Note: This also removes the old 'loops' algorithm for building the draw list, because it produces visual artifacts and cannot be made compatible with the approach of having a mesh for every 8th block without hurting performance. Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com> Co-authored-by: Lars <larsh@apache.org> Co-authored-by: sfan5 <sfan5@live.de>
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cded6a3945
commit
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14 changed files with 266 additions and 118 deletions
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@ -325,6 +325,7 @@ void Map::timerUpdate(float dtime, float unload_timeout, s32 max_loaded_blocks,
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u32 deleted_blocks_count = 0;
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u32 saved_blocks_count = 0;
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u32 block_count_all = 0;
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u32 locked_blocks = 0;
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const auto start_time = porting::getTimeUs();
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beginSave();
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@ -396,8 +397,10 @@ void Map::timerUpdate(float dtime, float unload_timeout, s32 max_loaded_blocks,
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MapBlock *block = b.block;
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if (block->refGet() != 0)
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if (block->refGet() != 0) {
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locked_blocks++;
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continue;
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}
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v3s16 p = block->getPos();
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@ -442,7 +445,7 @@ void Map::timerUpdate(float dtime, float unload_timeout, s32 max_loaded_blocks,
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<<" blocks from memory";
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if(save_before_unloading)
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infostream<<", of which "<<saved_blocks_count<<" were written";
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infostream<<", "<<block_count_all<<" blocks in memory";
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infostream<<", "<<block_count_all<<" blocks in memory, " << locked_blocks << " locked";
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infostream<<"."<<std::endl;
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if(saved_blocks_count != 0){
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PrintInfo(infostream); // ServerMap/ClientMap:
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