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The buffers get too big, reaching the 2 GB limit of OpenGL at max render distance. #1202

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IntegratedQuantum opened this issue Mar 13, 2025 · 0 comments
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bug something isn't working in the intended way graphics

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They should be split into one SSBO (→ and one draw call) for each lod.
Since this likely won't be enough given that most of the data is LOD0 and LOD1, it might make sense to further introduce a separate buffer for the optional faces that get removed in LOD0.5

@IntegratedQuantum IntegratedQuantum added bug something isn't working in the intended way graphics labels Mar 13, 2025
@IntegratedQuantum IntegratedQuantum added this to the Long-Term Goals milestone Mar 13, 2025
IntegratedQuantum added a commit that referenced this issue Mar 13, 2025
…es and needless allocations.

Instead of storing 14 different array lists, the parts of the mesh are now constructed on the stack and then directly inserted into the full list (which I abstracted into a generic data structure)

fixes #1188

makes #182 less severe (it is now overshadowed by #1202)
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