remove unnecessary drawGroup-based loops

This commit is contained in:
MihailRis 2026-07-06 01:05:44 +03:00
parent c73b036099
commit 30ab6c2f5e
4 changed files with 180 additions and 195 deletions

View file

@ -14,6 +14,7 @@
#include "util/listutil.hpp"
#include "util/ObjectsPool.hpp"
#include "settings.hpp"
#include "content/Content.hpp"
static debug::Logger logger("chunks-render");
@ -33,7 +34,7 @@ public:
settings.graphics.denseRender.get()
? settings.graphics.chunkMaxVerticesDense.get()
: settings.graphics.chunkMaxVertices.get(),
level.content,
level.content.getIndices()->blocks.getDefs(),
cache,
settings
) {
@ -92,7 +93,7 @@ ChunksRenderer::ChunksRenderer(
threadPool.setStopOnFail(false);
renderer = std::make_unique<BlocksRenderer>(
settings.graphics.chunkMaxVertices.get(),
level.content, cache, settings
level.content.getIndices()->blocks.getDefs(), cache, settings
);
logger.info() << "created " << threadPool.getWorkersCount() << " workers";
logger.info() << "memory consumption is "
@ -126,7 +127,7 @@ const ChunkMesh* ChunksRenderer::render(
const std::shared_ptr<Chunk>& chunk, bool important, bool lowPriority
) {
glm::ivec2 key(chunk->x, chunk->z);
if (important) {
if (important || true) {
ChunkMesh mesh {};
auto voxelsBuffer = prepareVoxelsVolume(*chunk);
mesh = renderer->render(chunk.get(), *voxelsBuffer);