From f969cbbe61a5f08f987523774a60549adcc2f3b3 Mon Sep 17 00:00:00 2001 From: douira Date: Wed, 27 Nov 2024 21:40:33 +0100 Subject: [PATCH] remove completed todos --- .../mods/sodium/client/render/chunk/RenderSectionManager.java | 4 ---- 1 file changed, 4 deletions(-) diff --git a/common/src/main/java/net/caffeinemc/mods/sodium/client/render/chunk/RenderSectionManager.java b/common/src/main/java/net/caffeinemc/mods/sodium/client/render/chunk/RenderSectionManager.java index e326a68ff1..6316584f69 100644 --- a/common/src/main/java/net/caffeinemc/mods/sodium/client/render/chunk/RenderSectionManager.java +++ b/common/src/main/java/net/caffeinemc/mods/sodium/client/render/chunk/RenderSectionManager.java @@ -144,10 +144,6 @@ public void updateCameraState(Vector3dc cameraPosition, Camera camera) { this.cameraPosition = cameraPosition; } - // TODO: schedule only as many tasks as fit within the frame time (measure how long the last frame took and how long the tasks took, though both of these will change over time) - - // TODO idea: increase and decrease chunk builder thread budget based on if the upload buffer was filled if the entire budget was used up. if the fallback way of uploading buffers is used, just doing 3 * the budget actually slows down frames while things are getting uploaded. For this it should limit how much (or how often?) things are uploaded. In the case of the mapped upload, just making sure we don't exceed its size is probably enough. - public void updateRenderLists(Camera camera, Viewport viewport, boolean spectator, boolean updateImmediately) { var now = System.nanoTime(); this.lastFrameDuration = now - this.lastFrameAtTime;