Offloaded chunk voxel creation, meshing and triangulation from render thread to background threads. Only the actual uploading of the final triangulation result NIO buffers to OpenGL buffer objects are handed to the render thread in a render task queue.
Where previous, there was some small stutter from greedy meshing taking a bit longer in the render thread, everything runs butter-smooth now.
In the shown scene, the render distance around the player in every direction is 2,300 voxels (71 chunks).
Sources:
Java: [ Ссылка ]
GLSL: [ Ссылка ]
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