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Currently we have a lot of vertexbuffers for all sorts of different things. This causes a lot of lag when spawning or loading & updating chunks. All of these operations need to be executed on the UI/Rendering thread. To fight this we should reduce the amount of allocations & updates.
For example:
Chunks have multiple vertexbuffers, 1 for each renderstage required. (Renderstages seperate different block types like translucent, animated or solid blocks)
For each entity a new vertexbuffer is created for it's model, model instancing should be used to reduce this as lots of entities share the same basic model.
The text was updated successfully, but these errors were encountered:
We could also start using indexbuffers for chunks again, this way when a block is removed from a chunk all we have to do is remove the indexes to that block's data from the indexbuffer instead of rebuilding the whole vertexbuffer.
Currently we have a lot of vertexbuffers for all sorts of different things. This causes a lot of lag when spawning or loading & updating chunks. All of these operations need to be executed on the UI/Rendering thread. To fight this we should reduce the amount of allocations & updates.
For example:
The text was updated successfully, but these errors were encountered: