chunk: make chunk size 32
slight increase in fps with no great increase in ram usage, with greater render distancepull/1/head
parent
0acb8c7c1e
commit
2f9b7cebcd
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@ -17,7 +17,7 @@ public:
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view = glm::mat4(1.0f);
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view = glm::mat4(1.0f);
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// This matrix needs to be also updated in viewPortCallback whenever it is changed
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// This matrix needs to be also updated in viewPortCallback whenever it is changed
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projection = glm::perspective(glm::radians(90.0f), 800.0f / 600.0f, 0.1f, 200.0f);
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projection = glm::perspective(glm::radians(90.0f), 800.0f / 600.0f, 0.1f, 1200.0f);
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}
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}
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void update(GLFWwindow *window, float deltaTime)
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void update(GLFWwindow *window, float deltaTime)
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@ -52,7 +52,7 @@ public:
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void viewPortCallBack(GLFWwindow *window, int width, int height)
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void viewPortCallBack(GLFWwindow *window, int width, int height)
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{
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{
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projection = glm::perspective(glm::radians(80.0f), (float)width / (float)height, 0.1f, 350.0f);
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projection = glm::perspective(glm::radians(80.0f), (float)width / (float)height, 0.1f, 1200.0f);
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}
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}
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void mouseCallback(GLFWwindow *window, double xpos, double ypos)
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void mouseCallback(GLFWwindow *window, double xpos, double ypos)
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@ -16,7 +16,7 @@
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#include "intervalmap.hpp"
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#include "intervalmap.hpp"
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#include "shader.hpp"
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#include "shader.hpp"
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#define CHUNK_SIZE 16
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#define CHUNK_SIZE 32
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#define CHUNK_VOLUME (CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE)
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#define CHUNK_VOLUME (CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE)
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#define CHUNK_MAX_INDEX (CHUNK_VOLUME - 1)
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#define CHUNK_MAX_INDEX (CHUNK_VOLUME - 1)
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