Time |
Nick |
Message |
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05:01 |
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05:58 |
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06:00 |
vapid |
does minetest actually do occlusion culling? |
06:00 |
vapid |
i'm not sure if the wiki is outdated |
06:32 |
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08:59 |
sfan5 |
vapid: it would be terribly slow if it didn't |
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13:07 |
vapid |
but how |
13:07 |
vapid |
i wanted to write a minecraft clone because i thought it would be an easy way to learn opengl |
13:07 |
vapid |
however it runs terrible |
13:08 |
vapid |
does minetest occlusion queries or something in software? |
13:23 |
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13:32 |
sfan5 |
software |
13:35 |
Calinou |
you need a few things for it to run fast: |
13:35 |
Calinou |
- greedy meshing (don't render faces of blocks that are in solid ground) |
13:35 |
Calinou |
- frustum culling (don't render what's behind the player) |
13:35 |
Calinou |
- occlusion culling (that said, it's not important if you don't have caves) |
13:35 |
Calinou |
- LOD (for large viewing distances) |
13:35 |
Calinou |
oh, and don't duplicate materials unnecessarily. A texture atlas is often used in more efficient implementations |
13:35 |
Calinou |
(though Minetest doesn't use one anymore) |
13:36 |
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13:36 |
Calinou |
there are also tricks with VBOs (or was it VAOs?) to speed up rendering of special blocks like transparent blocks |
13:36 |
Calinou |
https://0fps.net/ should give you more information on all this |
13:37 |
vapid |
thanks |
13:38 |
vapid |
already did the greedy meshing part |
13:38 |
vapid |
tried to do frustum culling too but it's still not working |
13:39 |
vapid |
and occlusion culling seems like the hard part |
13:50 |
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