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Drop enable_vbo setting
Consistently applying this setting requires some code work, because Irrlicht does not provide a global toggle. At the same time I don't see any reason for someone to disable this.
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@ -1816,10 +1816,6 @@ video_driver (Video driver) enum ,opengl,opengl3,ogles1,ogles2
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# Use this to limit the performance impact of transparency depth sorting
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transparency_sorting_distance (Transparency Sorting Distance) int 16 0 128
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# Enable vertex buffer objects.
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# This should greatly improve graphics performance.
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enable_vbo (VBO) bool true
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# Radius of cloud area stated in number of 64 node cloud squares.
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# Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
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cloud_radius (Cloud radius) int 12 1 62
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@ -645,7 +645,6 @@ MapBlockMesh::MapBlockMesh(Client *client, MeshMakeData *data, v3s16 camera_offs
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for (auto &m : m_mesh)
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m = new scene::SMesh();
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m_enable_shaders = data->m_use_shaders;
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m_enable_vbo = g_settings->getBool("enable_vbo");
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auto mesh_grid = client->getMeshGrid();
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v3s16 bp = data->m_blockpos;
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@ -692,6 +691,8 @@ MapBlockMesh::MapBlockMesh(Client *client, MeshMakeData *data, v3s16 camera_offs
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m_bounding_radius = std::sqrt(collector.m_bounding_radius_sq);
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for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
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scene::SMesh *mesh = (scene::SMesh *)m_mesh[layer];
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for(u32 i = 0; i < collector.prebuffers[layer].size(); i++)
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{
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PreMeshBuffer &p = collector.prebuffers[layer][i];
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@ -783,8 +784,6 @@ MapBlockMesh::MapBlockMesh(Client *client, MeshMakeData *data, v3s16 camera_offs
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p.layer.applyMaterialOptions(material);
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}
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scene::SMesh *mesh = (scene::SMesh *)m_mesh[layer];
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scene::SMeshBuffer *buf = new scene::SMeshBuffer();
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buf->Material = material;
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if (p.layer.isTransparent()) {
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@ -808,10 +807,9 @@ MapBlockMesh::MapBlockMesh(Client *client, MeshMakeData *data, v3s16 camera_offs
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buf->drop();
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}
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if (m_mesh[layer]) {
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if (mesh) {
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// Use VBO for mesh (this just would set this for ever buffer)
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if (m_enable_vbo)
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m_mesh[layer]->setHardwareMappingHint(scene::EHM_STATIC);
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mesh->setHardwareMappingHint(scene::EHM_STATIC);
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}
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}
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@ -896,15 +894,13 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack,
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// Day-night transition
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if (!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio)) {
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// Force reload mesh to VBO
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if (m_enable_vbo)
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for (scene::IMesh *m : m_mesh)
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m->setDirty();
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video::SColorf day_color;
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get_sunlight_color(&day_color, daynight_ratio);
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for (auto &daynight_diff : m_daynight_diffs) {
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scene::IMeshBuffer *buf = m_mesh[daynight_diff.first.first]->
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auto *mesh = m_mesh[daynight_diff.first.first];
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mesh->setDirty(scene::EBT_VERTEX); // force reload to VBO
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scene::IMeshBuffer *buf = mesh->
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getMeshBuffer(daynight_diff.first.second);
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video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
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for (const auto &j : daynight_diff.second)
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@ -250,7 +250,6 @@ private:
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v3f m_bounding_sphere_center;
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bool m_enable_shaders;
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bool m_enable_vbo;
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// Must animate() be called before rendering?
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bool m_has_animation;
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@ -51,7 +51,6 @@ void set_default_settings()
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settings->setDefault("enable_mesh_cache", "false");
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settings->setDefault("mesh_generation_interval", "0");
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settings->setDefault("mesh_generation_threads", "0");
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settings->setDefault("enable_vbo", "true");
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settings->setDefault("free_move", "false");
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settings->setDefault("pitch_move", "false");
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settings->setDefault("fast_move", "false");
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