Closed BlinksTale closed 12 years ago
Notsobad anymore, actually. Close?
All done in one draw call, so that's already really efficient. Just, very memory intensive at this point
Going to leave memory efficiency to the block merging issue. Considering this one closed.
Fix level shadow lag by putting all level shadows into an unchanging(/static/const?) array or something, and merging neighbor cubes into lines and bigger rectangles. Two passes will work much better if fewer polygons are drawn for sure. Maybe use pointers to reference translates and scales too?
Mainly to fix 4 player castle level.