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Performance optimizations and collision improvements
Performance:
- Remove expensive inverse() from all vertex shaders (terrain, WMO, M2, water, character)
- Add uniform location caching to avoid repeated glGetUniformLocation calls
- Add proper frustum culling for WMO groups using AABB intersection
- Add distance-based culling for WMO and M2 instances
- Add cleanup of unused M2/WMO models when tiles unload
Collision & Movement:
- Add M2 doodad collision detection (fences, boxes, etc.)
- Reduce character eye height (5.0 -> 1.8) and collision radius (2.5 -> 0.5)
- Enable WoW-style movement speed by default (14 units/sec run, 5 walk, 9 back)
- Fix emote grammar ("You waves." -> "You wave.")
Misc:
- Rename window title to "Wowee"
This commit is contained in:
parent
0c85fcd444
commit
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16 changed files with 258 additions and 32 deletions
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@ -14,7 +14,8 @@ uniform mat4 uProjection;
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void main() {
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FragPos = vec3(uModel * vec4(aPosition, 1.0));
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Normal = mat3(transpose(inverse(uModel))) * aNormal;
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// Use mat3(uModel) directly - avoids expensive inverse() per vertex
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Normal = mat3(uModel) * aNormal;
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TexCoord = aTexCoord;
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gl_Position = uProjection * uView * vec4(FragPos, 1.0);
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@ -18,8 +18,8 @@ void main() {
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vec4 worldPos = uModel * vec4(aPosition, 1.0);
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FragPos = worldPos.xyz;
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// Transform normal to world space
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Normal = mat3(transpose(inverse(uModel))) * aNormal;
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// Terrain uses identity model matrix, so normal passes through directly
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Normal = aNormal;
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TexCoord = aTexCoord;
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LayerUV = aLayerUV;
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