Comments (3)
After further research, I have found that indexed VBOs allow you to eliminate repetition of vertices in multiple quadrilaterals, but do not allow you to eliminate repetition of positions, colors, and normals across various vertices. This is because a single index refers you to a position-color-normal trio. Therefore, I'm going to create Vertex
, which will automatically index all new unique position-color-normal combinations. To improve the code quality of the rendering system, I will also introduce Quad
s and Mesh
s at the same time, but these are not really relevant to indexed VBOs since two instances of the same mesh cannot share any indices.
from craft.
Did not add Quad
s and Mesh
s. Added indexed VBOs. Tuned rendering performance.
from craft.
Quad
s and Mesh
s added.
from craft.
Related Issues (9)
- Unused parts of the codebase remain
- VBO capacity is hardcoded HOT 2
- The player has no rendering information
- The rendering system lacks frustum culling
- The world generator is highly unrealistic
- The rendering system lacks occlusion culling
- Referring to chunks is awkward
- Movement does not work properly
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from craft.