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oh, right, we just added 3d-chunks, that increased number of drawcalls on spawn to 460.The problem is that i use instanced quads to save memory. Suppose I somehow put many chunks in same buffer - i dont see the way to put instance offsets in multi_draw.
I can put several chunks in same buffer - that will drop down number of DC's , but will affect the architecture bad way-Ivan--пятница, 20 августа 2021 г. в 08:41:49 UTC+3, Kenneth Russell:Very cool! Thanks Ivan for sharing this and making it open-source!Only tried the WebGL version hosted on the server. It performs reasonably well though might be constrained by the integrated GPU in my dual-GPU MacBook Pro. Have you considered specifying { powerPreference: 'high-performance' } in your context creation attributes?How efficient is the inner draw loop? Could WEBGL_multi_draw help speed it up?-KenOn Wed, Aug 18, 2021 at 3:54 PM Ivan Popelyshev <ivan.po...@gmail.com> wrote:I'm helping a guy with his MC clone, for now it works only on PC's.
Posting this in case someone wants to try some graphics algorithms and doesnt want to do it from scratch.
Here's the repo: https://github.com/sciner/webcraft
Here's the server: https://webcraft.whiteframe.ru/
Both webGL and webGPU renderers were made from scratch.
The interesting detail is that I had to make anisotropic mips manually, because in windows its not possible to use anisotropy with NEAREST, which is required by pixel 3d. Yes, it cant be enabled in both webgl and webgpu.--
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