world renderer: make small meshes larger and transparent/translucent meshes onDemand

This commit is contained in:
Bixilon 2022-12-15 16:23:11 +01:00
parent 55dcbee553
commit 78cd542e14
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@ -28,10 +28,10 @@ class WorldMesh(
smallMesh: Boolean = false,
) {
val center: Vec3 = Vec3(Vec3i.of(chunkPosition, sectionHeight, Vec3i(8, 8, 8)))
var opaqueMesh: SingleWorldMesh? = SingleWorldMesh(renderWindow, if (smallMesh) 1000 else 100000)
var translucentMesh: SingleWorldMesh? = SingleWorldMesh(renderWindow, if (smallMesh) 1000 else 10000)
var transparentMesh: SingleWorldMesh? = SingleWorldMesh(renderWindow, if (smallMesh) 1000 else 20000)
var textMesh: SingleWorldMesh? = SingleWorldMesh(renderWindow, if (smallMesh) 1000 else 50000, onDemand = true)
var opaqueMesh: SingleWorldMesh? = SingleWorldMesh(renderWindow, if (smallMesh) 3000 else 100000)
var translucentMesh: SingleWorldMesh? = SingleWorldMesh(renderWindow, if (smallMesh) 3000 else 10000, onDemand = true)
var transparentMesh: SingleWorldMesh? = SingleWorldMesh(renderWindow, if (smallMesh) 3000 else 20000, onDemand = true)
var textMesh: SingleWorldMesh? = SingleWorldMesh(renderWindow, if (smallMesh) 5000 else 50000, onDemand = true)
var blockEntities: Set<BlockEntityRenderer<*>>? = null
// used for frustum culling