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This solves the problem of not being able to set the view distance too high, especially in pathological cases like giant trees. For simplicity, we just freeze any atlas where allocation failed and start allocating to a new texture and atlas, letting reference counting destroy the old one when there are no more references to it. Because of the spatial locality of chunk allocations, chunks allocated together will virtually always have similar lifetimes, so the odds of this causing significant fragmentation are very low, meaning this simple solution should not do much worse than a much fancier one. |
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Cargo.toml |