#LWJGL 2 -> LWJGL 3

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summer wedge
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πŸ’€ Hey Lunar client devs πŸ’€ as you know LWJGL 2 is significantly slower than LWJGL 3 because using ancient 15 year old OpenGL code that's been deprecated for 13 years isn't a good idea (which is why modern GPU's arent optimized for that) which is why you should be using core profile in LWJGL 3πŸ’€ LWJGL 2 also has inferior graphics techniques and LWJGL 3 introduces modern graphics techniques such as improved buffer objects, FBOS, VAOS, mesh shaders, and improved texture maps would increase performance significantly compared to the inferior LWJGL2 graphics code πŸ’€

Prior to OpenGL 3.0, vertex, texture, and light data was passed to the GPU as it was needed. This means that the CPU needed to tell the GPU exactly what to draw every frame. πŸ’€ This causes the CPU to be fully in use but the graphics card not as much. Texture atlas support is also significantly improved in the OpenGL version LWJGL3 uses which should give you a better time with using a texture atlas for entities if you aren't doing that already πŸ’€ πŸ’€ πŸ’€

LWJGL 3 can be a major change, however it took me three days to implement it in vanilla MC 1.8.9 πŸ’€ If any Lunar dev does not know what they are doing feel free to contact me for support πŸ’€ πŸ’€ πŸ’€

There were previous suggestions of the same nature. However, you did not provide a direct reason why the suggestion was locked.

sinful spire
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All I see is πŸ’€ πŸ’€ πŸ’€ πŸ’€ πŸ’€ πŸ’€ πŸ’€ πŸ’€

shell grove
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what is LWJGL again?

summer wedge
fading brook
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Good suggestion!