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Group sparse mesh buffers over entire scene for rendering
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11 changed files with 267 additions and 144 deletions
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@ -104,11 +104,11 @@ void GameUI::update(const RunStats &stats, Client *client, MapDrawControl *draw_
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os << std::fixed
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<< PROJECT_NAME_C " " << g_version_hash
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<< " | FPS: " << fps
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<< std::setprecision(0)
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<< std::setprecision(fps >= 100 ? 1 : 0)
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<< " | drawtime: " << m_drawtime_avg << "ms"
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<< std::setprecision(1)
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<< " | dtime jitter: "
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<< (stats.dtime_jitter.max_fraction * 100.0) << "%"
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<< (stats.dtime_jitter.max_fraction * 100.0f) << "%"
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<< std::setprecision(1)
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<< " | view range: "
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<< (draw_control->range_all ? "All" : itos(draw_control->wanted_range))
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