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minecraft-style water done (but no texture animation or sound)

This commit is contained in:
Perttu Ahola 2011-01-17 21:15:31 +02:00
parent 0fa0e0752a
commit d44abdab17
13 changed files with 770 additions and 65 deletions

View file

@ -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:
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