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* use unordered containers where possible (patch 4 on X)Loic Blot2016-10-061-14/+10
* Mapblock mesh: Fix updateFastFaceRow tiling issueobneq2016-08-181-18/+13
* Mapblock mesh: Allow to use VBORealBadAngel2016-02-261-9/+19
* Dont make fastface if tile is not seamlessRealBadAngel2016-02-211-2/+3
* Mapblock mesh: Eliminate meshgen lagsRealBadAngel2016-02-161-6/+0
* Use vertices with tangents only when its needed.RealBadAngel2016-02-151-65/+113
* Cleanup selection mesh code, add shaders for halo and selection boxesRealBadAngel2016-02-081-53/+9
* Use tangent space meshes only when shaders are enabledRealBadAngel2016-02-071-8/+11
* Change i++ to ++iDavid Jones2015-08-251-5/+5
* Fixed minimap memory leakBřetislav Štec2015-07-271-0/+1
* Fix relief mapping issuesRealBadAngel2015-07-161-6/+2
* Clean-up Minimap codekwolekr2015-07-081-26/+6
* Add minimap featureRealBadAngel2015-06-271-0/+28
* Automated whitespace error fix for last commitest312015-06-141-1/+1
* Improved parallax mapping. Generate heightmaps on the fly.RealBadAngel2015-06-141-67/+59
* Move globals from main.cpp to more sane locationsCraig Robbins2015-04-011-1/+0
* Move texture_min_size even further down the pipe. Now, textures are JIT-upsca...Aaron Suen2015-03-311-6/+6
* Optimise MapBlockMesh related functionsgregorycu2015-02-231-9/+17
* Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" se...Craig Robbins2015-02-111-3/+4
* Revert "Remove workaround in itemdef.cpp to enable/disable/enable "enable_sha...Craig Robbins2015-02-111-3/+2
* Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" se...Craig Robbins2015-02-111-2/+3
* Fix potential out-of-bounds array indexCraig Robbins2015-01-161-3/+3
* Added configurable ambient_occlusion_gamma. Default is 2.2 (same as previous ...TriBlade92015-01-141-3/+9
* Removed superfluous facedir check in mapblock_mesh.cppCraig Robbins2015-01-101-2/+1
* Change TileSpec::frames to be std::vector not std::mapunknown2014-12-211-2/+2
* Increase performance of getLight() by at least 2xCraig Robbins2014-12-101-2/+2
* Restore finalColorBlend implementation in shaders.RealBadAngel2014-12-071-7/+11
* Fix smooth lighting (ambient occlusion)Craig Robbins2014-11-221-13/+18
* Optimise functions from CNodeDefManager and VoxelManipulatorCraig Robbins2014-11-211-2/+3
* Optimise getTileInfo()Craig Robbins2014-11-211-34/+32
* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-081-1/+1
* Various uninitialised variable fixesCraig Robbins2014-10-191-3/+5
* Add meshnode drawtype.RealBadAngel2014-10-181-0/+51
* Node highlighting.RealBadAngel2014-09-171-25/+57
* Pass light sources in blue channel of vertex color instead of decoded light f...RealBadAngel2014-08-211-27/+17
* Let lighting be done only CPU side. Remove finalColorBlend implementation fro...RealBadAngel2014-08-161-10/+7
* Make faces shading correct for all possible modes.RealBadAngel2014-08-141-16/+16
* Speedup mapblock_meshRealBadAngel2014-07-171-76/+30
* Faces shading fixesRealBadAngel2014-07-071-71/+27
* Fix non-smooth non-shader node shading (Fixes #1436, regression by commit a0f...Perttu Ahola2014-07-061-0/+4
* Fix regression in light calculationsapier2014-06-301-1/+4
* Minor fix in check ordersapier2014-06-231-49/+51
* Speedup getTileInfo by up to 30%sapier2014-06-231-4/+8
* Improved faces shading with and without shaders.RealBadAngel2014-06-171-7/+26
* Unite nodes shaders.RealBadAngel2014-06-151-22/+11
* Fixed wrong node texture rotation for facedirs 5 and 7MetaDucky2014-04-231-2/+2
* Pass pointer to nodedef directly to avoid recalculation in quite often called...sapier2014-04-061-12/+9
* Normal maps generation on the fly.RealBadAngel2014-03-211-23/+33
* Fix rendering glitches when far from the center of the mapNovatux2014-03-041-2/+12
* Optimize shaders code. Add settings at compile time.RealBadAngel2013-12-091-3/+5