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a0f0517c5b
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@ -285,6 +285,11 @@ TODO: Flowing water to actually contain flow direction information
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TODO: Remove duplicate lighting implementation from Map (leave
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TODO: Remove duplicate lighting implementation from Map (leave
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VoxelManipulator, which is faster)
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VoxelManipulator, which is faster)
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FIXME: The new texture stuff is slow on wine
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- Actually it is not too slow; updating excess amount of meshes
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when making footprints is too slow. It has to be fixed.
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-> implement Map::updateNodeMeshes()
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Doing now:
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Doing now:
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----------
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----------
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@ -601,6 +601,8 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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*/
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*/
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{
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{
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//TimeTaker timer2("updateMesh() collect");
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// Lock this, as m_temp_mods will be used directly
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// Lock this, as m_temp_mods will be used directly
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JMutexAutoLock lock(m_temp_mods_mutex);
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JMutexAutoLock lock(m_temp_mods_mutex);
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@ -662,6 +664,9 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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if(fastfaces_new.size() > 0)
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if(fastfaces_new.size() > 0)
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{
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{
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// avg 0ms (100ms spikes when loading textures the first time)
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//TimeTaker timer2("updateMesh() mesh building");
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for(u32 i=0; i<fastfaces_new.size(); i++)
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for(u32 i=0; i<fastfaces_new.size(); i++)
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{
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{
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FastFace &f = fastfaces_new[i];
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FastFace &f = fastfaces_new[i];
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@ -690,6 +695,9 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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TODO: Optimize by using same meshbuffer for same textures
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TODO: Optimize by using same meshbuffer for same textures
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*/
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*/
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// 0ms
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//TimeTaker timer2("updateMesh() adding special stuff");
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for(s16 z=0; z<MAP_BLOCKSIZE; z++)
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for(s16 z=0; z<MAP_BLOCKSIZE; z++)
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for(s16 y=0; y<MAP_BLOCKSIZE; y++)
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for(s16 y=0; y<MAP_BLOCKSIZE; y++)
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for(s16 x=0; x<MAP_BLOCKSIZE; x++)
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for(s16 x=0; x<MAP_BLOCKSIZE; x++)
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