Commit Graph

27 Commits

Author SHA1 Message Date
6a1356f0eb When an tile is rendered the writing to disk can be done in background
concurrently to the rendering of the next tile.
2017-03-06 15:43:30 +01:00
956f7b5e8b Factored YOrder out of Renderer as it is only an optimization and not directly related to the rendering. 2017-03-01 15:05:51 +01:00
75aeb36c95 Optimize the inner loop of the renderer to save some cycles by hoisting out version checks and common indexing. 2017-03-01 13:06:51 +01:00
3ba10aa00a Cosmetic: x[0:n] -> x[:n]. 2017-02-28 00:39:03 +01:00
d6411f3f6d Implement renderer reset cheaper ... and this time correctly. 2017-02-27 23:50:15 +01:00
eed91e7148 Comment out early stop in renderer reset as it results in broken renderings. 2017-02-27 20:47:23 +01:00
58d930e1d2 Only clear renderer if necessary. 2017-02-27 20:10:49 +01:00
003ce5035a Moved area coverage stuff out of renderer. It is an optimization to load
only needed blocks from db and has nothing to do with rendering.
2017-02-26 13:13:19 +01:00
b0a42867d8 Improved performance of Renderer.Reset by factor of 2. 2017-02-24 17:59:41 +01:00
67a16e2d3e Unexport render internal methods. 2016-04-24 13:31:13 +02:00
ea57c7c35f Silence all warnings of golint not related to missing comments. 2016-04-24 12:41:58 +02:00
7f82d482f5 More header updates. 2015-07-26 16:44:51 +02:00
becf017edc Small cleanup. Moved min to common/math. 2015-07-26 12:32:59 +02:00
e8e4d6afeb Cache empty tiles to speed up seeding. Enforce Go 1.4 for the ability to compress better. 2015-07-22 01:11:14 +02:00
1921b8211b Some little experiment with a coverage index to speed up spatial queries if backend has no Z order support. 2015-07-21 22:01:10 +02:00
232feaa435 Dont store air only information in decoded block. This can be found out pretty easy by analysing the other fields if needed. 2015-07-20 13:27:46 +02:00
cf9cbe7087 Fixed hill shading for transparent structures a bit. Still not optimal. 2014-10-28 11:53:18 +01:00
f5d84f0b7b Only use the transparent image generation if there where any transparent blocks. 2014-10-26 22:36:57 +01:00
b8bae923ec Prevent stopping depth scanning too early when handling transparent nodes. 2014-10-26 20:39:53 +01:00
8452a26fcd Render transparent tiles if command line flag is set. 2014-10-26 18:36:47 +01:00
2aa9ee0e24 Collect more statistics about number of solid and transparent blocks and print them in mttilemapper. 2014-10-26 17:09:23 +01:00
c03d382ca6 Pass pointer to Colors struct around which makes it easier to eg. find transparent colors. 2014-10-19 21:05:38 +02:00
8b42446acc Do not render air only blocks. Nice performance speed up! :-) 2014-10-19 17:15:33 +02:00
90bfc225b8 When generating shaded tiles draw to pix buffer directly instead of calling Set() for each pixel. Set resize filter for generating pyramid tiles to Lanczos3 because of better visual results. 2014-09-16 00:08:31 +02:00
f762154b05 Made tile renderer resetable to reduce the memory for render more than one tile. 2014-09-14 14:57:49 +02:00
3a0b922a9e Implemented a greedy search algorithm to figure out the block regions with are not fully covered after a rendering step. 2014-09-14 11:41:25 +02:00
b445cfb33a Moved bloch decoding and rendering from tilemapper to common. 2014-09-12 20:22:34 +02:00