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The problem with the texture atlases is that you can't wrap the coordinates, which will eliminate all the out-of-texture-bounds artifacts you are getting
Consider the following atlas:AABBAABBCCDDCCDDIt would get stored as AABBAABBCCDDCCDD. An array would get stored AAAABBBBCCCCDDDD - all the information for each individual texture is together in memory.
Another thing that might help is to set GCC to the highest optimization level if you haven't already.
It's weekend again, so some more progress:Replaced terrain.png with original terrain.png from Minecraft (Copyright Mojang AB)TreesInfinite world generation (The trees are the only thing changing for now)Faster startup (cos uses sin_lut)FasterWith textures it's smooth now also with some more blocks visible (~25 fps):I had to use imgur for that one as I couldn't upload it to img.ourl.ca.The file was probably too large and every file I try to upload now (name doesn't matter)doesn't get uploaded and it shows "crafti_world.gif" (the old file name!) was uploaded successfully and a 404 NOT FOUND next to it...Without textures we can expand the viewable distance a bit further and we get to ~11 fps:But for comparision fps-wise with the same distance as with textures above (~40 fps):Known bugs:-Weird lines if textures enabled-Sometimes a triangle hitting the right screen border shows random data if textures enabled-Sometimes it displays garbage if perfectly aligned to Z axis
Is this demo optimized for cubes
will it run as fast when it's smooth terrain with the same amount of vertices?