master
Perttu Ahola 2011-01-26 01:30:36 +02:00
parent a0f0517c5b
commit adb7f248da
2 changed files with 13 additions and 0 deletions

View File

@ -285,6 +285,11 @@ TODO: Flowing water to actually contain flow direction information
TODO: Remove duplicate lighting implementation from Map (leave TODO: Remove duplicate lighting implementation from Map (leave
VoxelManipulator, which is faster) VoxelManipulator, which is faster)
FIXME: The new texture stuff is slow on wine
- Actually it is not too slow; updating excess amount of meshes
when making footprints is too slow. It has to be fixed.
-> implement Map::updateNodeMeshes()
Doing now: Doing now:
---------- ----------

View File

@ -601,6 +601,8 @@ void MapBlock::updateMesh(u32 daynight_ratio)
*/ */
{ {
//TimeTaker timer2("updateMesh() collect");
// Lock this, as m_temp_mods will be used directly // Lock this, as m_temp_mods will be used directly
JMutexAutoLock lock(m_temp_mods_mutex); JMutexAutoLock lock(m_temp_mods_mutex);
@ -662,6 +664,9 @@ void MapBlock::updateMesh(u32 daynight_ratio)
if(fastfaces_new.size() > 0) if(fastfaces_new.size() > 0)
{ {
// avg 0ms (100ms spikes when loading textures the first time)
//TimeTaker timer2("updateMesh() mesh building");
for(u32 i=0; i<fastfaces_new.size(); i++) for(u32 i=0; i<fastfaces_new.size(); i++)
{ {
FastFace &f = fastfaces_new[i]; FastFace &f = fastfaces_new[i];
@ -690,6 +695,9 @@ void MapBlock::updateMesh(u32 daynight_ratio)
TODO: Optimize by using same meshbuffer for same textures TODO: Optimize by using same meshbuffer for same textures
*/ */
// 0ms
//TimeTaker timer2("updateMesh() adding special stuff");
for(s16 z=0; z<MAP_BLOCKSIZE; z++) for(s16 z=0; z<MAP_BLOCKSIZE; z++)
for(s16 y=0; y<MAP_BLOCKSIZE; y++) for(s16 y=0; y<MAP_BLOCKSIZE; y++)
for(s16 x=0; x<MAP_BLOCKSIZE; x++) for(s16 x=0; x<MAP_BLOCKSIZE; x++)