gpu optimization done

This commit is contained in:
2026-07-08 22:43:57 +04:00
parent e2e04fa86f
commit 088fb3bb30

View File

@@ -11,6 +11,7 @@ import org.joml.Matrix4f;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
import org.lwjgl.opengl.GL30;
import org.lwjgl.opengl.GL33;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
@@ -77,6 +78,11 @@ public class AccumulationBuffer {
RenderSystem.setShader(GameRenderer::getPositionTexProgram);
RenderSystem.setShaderTexture(0, srcColorTex);
int prevTex = GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, srcColorTex);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL33.GL_TEXTURE_SWIZZLE_A, GL11.GL_ONE);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, prevTex);
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder bb = tessellator.getBuffer();
bb.begin(GL11.GL_QUADS, VertexFormats.POSITION_TEXTURE);
@@ -86,12 +92,19 @@ public class AccumulationBuffer {
bb.vertex(-1f, 1f, 0f).texture(0f, 1f).next();
tessellator.draw();
prevTex = GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, srcColorTex);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL33.GL_TEXTURE_SWIZZLE_A, GL11.GL_ALPHA);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, prevTex);
RenderSystem.getModelViewStack().pop();
RenderSystem.applyModelViewMatrix();
RenderSystem.setProjectionMatrix(savedProj, savedSorter);
RenderSystem.disableBlend();
RenderSystem.depthMask(true);
RenderSystem.enableDepthTest();
RenderSystem.defaultBlendFunc();
}
public ByteBuffer finishAveraged(int samples) {