Commit Graph

15 Commits

Author SHA1 Message Date
Joshua Yanovski
33140a2951 Merge remote-tracking branch 'origin/master' into zesterer/lod 2020-04-02 04:36:21 +02:00
Joshua Barretto
3a989f061f Better water shaders 2020-03-27 15:13:36 +00:00
Joshua Barretto
7b42aebd70 Capped LoD dragging 2020-02-21 15:04:44 +00:00
Treeco
6ada176e54 Bumped up the numbers further, behaves nicer still 2020-01-27 14:28:20 +00:00
Treeco
7334f9782c Made depths behave nicer when zoomed really far out 2020-01-27 12:12:38 +00:00
Joshua Barretto
8e7a8aa4f9 Shader optimisations 2020-01-21 12:58:20 +00:00
Joshua Barretto
54773b57b6 Fixed water normals 2020-01-19 18:39:20 +00:00
Joshua Barretto
3a5c69a314 Prevented chunk load popping with smooth view distance growth 2019-11-20 10:38:11 +00:00
Joshua Barretto
8745d0a3af Non-linear depth buffer 2019-11-20 09:59:27 +00:00
Joshua Barretto
3279a278b7 Move computations to terrain fragment shaders 2019-10-16 15:05:45 +01:00
Joshua Yanovski
8ae2692b6e Allow canceling chunk generation.
Currently we only do this when no players are in range of the chunk.  We
also send the first client who posted the chunk a message indicating
that it's canceled, the hope being that this will be a performance win
in single player mode since you don't have to wait three seconds to
realize that the server won't generate the chunk for you.

We now check an atomic flag for every column sample in a chunk.  We
could probably do this less frequently, but since it's a relaxed load it
has essentially no performance impact on Intel architectures.
2019-10-16 11:39:41 +00:00
Joshua Barretto
46fdc87014 Animated chunk loading 2019-09-26 00:15:07 +01:00
Joshua Barretto
f0e52e6002 Better reflections and water fog 2019-08-18 10:33:18 +01:00
Joshua Barretto
fa6825f13b Better fluid meshing, disabled fluid backface culling and depth buffer writing 2019-08-18 10:33:18 +01:00
Joshua Barretto
42237a84e4 Added translucent meshing pass, water reflections 2019-08-18 10:33:18 +01:00