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Performance optimizations: sound caching, renderer culling, entity and lighting improvements
- Sound engine: cache filesystem probe results to avoid repeated file existence checks; add MA_SOUND_FLAG_DECODE for pre-decoded playback - Level renderer: column-level frustum culling, compact visible chunk lists to skip empty iteration, lightweight second-pass render path, early-out for non-dirty chunks, scaled recheck period at high render distances - Entity: cache shared_from_this() to reduce reference counting overhead in move() and checkInsideTiles() - Level: skip checkLight() when tile light properties unchanged; enable entity locking on all platforms (not just Vita) - LevelChunk: only rescan min height when the minimum column changes; defer lightGap processing - LivingEntity: use raw pointer cast instead of dynamic_pointer_cast; cache friction tile lookup - ServerPlayerGameMode: return whether block was destroyed to avoid redundant tile update packets
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@@ -1545,7 +1545,7 @@ void GameRenderer::renderLevel(float a, int64_t until)
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if (visibleWaterChunks > 0)
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{
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PIXBeginNamedEvent(0,"Fancy second pass - actual rendering");
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levelRenderer->render(cameraEntity, 1, a, updateChunks); // 4J - chanaged, used to be renderSameAsLast but we don't support that anymore
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levelRenderer->renderChunksDirect(1, a); // Lightweight path — skips redundant allChanged/resortChunks checks
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PIXEndNamedEvent();
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}
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