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Reorganize ClientMap rendering code for a bit more performance

- Don't select blocks for drawing in every frame
- Sort meshbuffers by material before drawing
This commit is contained in:
Perttu Ahola 2012-09-04 09:48:26 +03:00
parent 0e6f7a21c6
commit ee2d9d973a
6 changed files with 281 additions and 101 deletions

View file

@ -1468,8 +1468,8 @@ void Map::timerUpdate(float dtime, float unload_timeout,
MapBlock *block = (*i);
block->incrementUsageTimer(dtime);
if(block->getUsageTimer() > unload_timeout)
if(block->refGet() == 0 && block->getUsageTimer() > unload_timeout)
{
v3s16 p = block->getPos();