maj00r
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85b76acca5
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perf(sleepers): the instances of the sleepers and timbers of a track sent to the gpu once, as it's laid, and kept there in a buffer of their own; in each pass the runs of them in sight turned by the modelviews of their cells into the instance buffer of the frame by a compute pass, one dispatch and one barrier a pass, and drawn in one instanced draw for each model, part and level of detail, in place of the cpu turning every instance every frame
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2026-10-24 01:40:34 +02:00 |
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maj00r
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f155956669
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perf(sleepers): the rails of each track for the fastenings worked out once and kept until its geometry is made again, it goes far or the crossings change, not again for every track laid around it; the fastenings laid only out to 30 m past where they're drawn, the tracks further out keeping their beams to lay them on as they come near; out past 50 m the tracks laid while the laying in a frame took under 2 ms, the rest in the frames after
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2026-10-24 00:23:50 +02:00 |
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fc714d50ec
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perf(debug): cpu timers of the simulation and the main loop, cpu time of the frame parts next to the gpu, renderer data of the debug panel in folding sections
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2026-10-22 20:54:30 +02:00 |
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5d3f857c39
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perf(gl46): leave out instance buckets before the culling, lod bounds once per model, shared walks of the shadow cascades
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2026-10-22 20:13:25 +02:00 |
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925f5910bb
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refactor(track): the ballast fades into that of the tracks joined, as the rails do
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2026-10-21 23:36:03 +02:00 |
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b8eb5c71a1
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feat(track): parallax track materials blended at the joints
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2026-10-21 23:25:40 +02:00 |
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c5a894a674
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feat(track): rails and ballast blended into those of the tracks joined, where their textures differ
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2026-10-21 22:34:57 +02:00 |
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9c2520ea52
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fix(track): 3D sleepers let go of the beams of the tracks far away
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2026-10-21 18:19:21 +02:00 |
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867497b658
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Simulate and light the smoke on the GPU and make rain and snow of particles
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2026-10-20 16:44:27 +02:00 |
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6a109e984c
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perf(gl46): skip shapes out of the pass frustum and the motion blur when nothing moves
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2026-10-20 15:23:03 +02:00 |
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f3bdadad66
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feat(terrain): holes cut in the heightmap terrain and shader grass painted over it
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2026-10-20 01:32:01 +02:00 |
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34f206fefc
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to de9f61b307
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2026-10-19 22:14:04 +02:00 |
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8c00b0bc3d
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Fit the cascades of the sun shadows to the depth of the view
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2026-10-19 12:02:01 +02:00 |
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b1f880b5a7
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Cull the scenery models drawn on their own on the GPU with the instances
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2026-10-19 10:54:04 +02:00 |
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ffe77be754
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Cull the instances of the shadow maps of headlights and lamps on the GPU
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2026-10-18 23:14:08 +02:00 |
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64dedb9d53
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Record the opaque scene once and replay it for the depth prepass and the colour pass
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2026-10-18 21:00:54 +02:00 |
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2e30366235
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Draw the recorded instance draws with the variant seed they were recorded with
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2026-10-18 18:41:33 +02:00 |
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bc4df5567f
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Cull and draw the sleepers of tracks on the GPU with the instances
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2026-10-18 03:18:26 +02:00 |
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f4b516eeb8
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Cull shadow and reflection passes on the GPU
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2026-10-18 01:46:45 +02:00 |
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494304903f
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Draw the instances from the GPU with multi draws, the model block of each draw read by its number
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2026-10-18 00:47:05 +02:00 |
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5a5c67aaaf
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Let the instances drawn from the GPU hide one another, in two phases
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2026-10-17 21:50:23 +02:00 |
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27e5c07837
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Add screen-space contact shadows for the sun, lamps and headlights
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2026-10-17 03:11:47 +02:00 |
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97112b143b
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Draw the depth of the whole scene before its colour
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2026-10-17 02:15:50 +02:00 |
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f352718e4a
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Stream model data through persistently mapped buffers
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2026-10-17 01:24:33 +02:00 |
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2be85410ce
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Draw volumetric clouds, their shadows, a volumetric fog and catalogue stars from a new weather system in the GL 4.6 renderer
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2026-10-16 21:44:47 +02:00 |
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d509775269
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Cast shadows of vehicle headlights from the scene in their beam in the GL 4.6 renderer
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2026-10-16 14:13:36 +02:00 |
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466cb5339e
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Draw instances from the GPU culling with indirect draws, occlusion culling and a depth prepass
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2026-10-16 12:54:52 +02:00 |
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2f0a06b98e
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Cast shadows of scenery lamps from the scenery, nearby vehicles and the cab in the GL 4.6 renderer
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2026-10-16 11:32:45 +02:00 |
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06d7b9e9f0
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Cast shadows of the cab lamp from the cab in the GL 4.6 renderer
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2026-10-16 02:43:27 +02:00 |
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4d3a401aae
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Cull and assign LOD to instances in a compute pass
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2026-10-16 01:08:44 +02:00 |
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9277c28805
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Cull instances by compact records and draw them from a shader storage buffer
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2026-10-16 00:37:54 +02:00 |
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fd98d4eea5
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Light the scene with lamps of models, vehicle compartments and the cab lamp in the GL 4.6 renderer
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2026-10-16 00:07:08 +02:00 |
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5f365a00c5
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Fix the screen space ambient occlusion and add ground truth ambient occlusion to the GL 4.6 renderer
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2026-10-15 23:03:50 +02:00 |
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ce725c3d62
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Add sky light, physical atmosphere, auto exposure and bloom to the GL 4.6 renderer
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2026-10-15 22:16:41 +02:00 |
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2e02cf8137
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Lay the light cluster tiles over the window when the post processing is skippe; Bind the light cluster buffers when a viewport is created
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2026-10-15 20:26:23 +02:00 |
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c77151979a
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Bind an empty shadow map instead of unbinding the shadow map unit
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2026-10-15 17:11:31 +02:00 |
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9f2ae071a6
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Use clustered light lists in forward shading
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2026-10-15 16:16:53 +02:00 |
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6aa6e505e8
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Cull lights into clusters in a compute pass
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2026-10-15 15:21:21 +02:00 |
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f85cf5fe52
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Build view-space light cluster grid in a compute pass
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2026-10-15 14:16:55 +02:00 |
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c0f45184b8
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Move light data from UBO to std430 SSBO
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2026-10-15 13:20:59 +02:00 |
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677a96c293
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Add SSBO and compute shader support to gl wrappers
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2026-10-15 12:13:44 +02:00 |
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4f72fd650c
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Remove glLineWidth probe and wide line calls that never take effect on core contexts
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2026-10-15 10:35:08 +02:00 |
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61bfc6eb1a
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Move modern OpenGL renderer to rendering/opengl46 and rename classes
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2026-10-15 01:12:05 +02:00 |
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