From b11b9db548a2a49916cf72055f773b7f8f7c5e12 Mon Sep 17 00:00:00 2001 From: Jonas Herzig Date: Tue, 31 Mar 2020 23:57:45 +0200 Subject: [PATCH] Fix frustum culling during non-ODS omnidirectional rendering Not sure when this changed (probably with 1.14 update) but it definitely was before the 1.15 update. --- src/main/java/com/replaymod/render/mixin/MixinFrustum.java | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/main/java/com/replaymod/render/mixin/MixinFrustum.java b/src/main/java/com/replaymod/render/mixin/MixinFrustum.java index 4a229955..8d3793b6 100644 --- a/src/main/java/com/replaymod/render/mixin/MixinFrustum.java +++ b/src/main/java/com/replaymod/render/mixin/MixinFrustum.java @@ -26,7 +26,8 @@ public abstract class MixinFrustum { //#endif public void intersects(CallbackInfoReturnable ci) { EntityRendererHandler handler = ((EntityRendererHandler.IEntityRenderer) MCVer.getMinecraft().gameRenderer).replayModRender_getHandler(); - if (handler != null && handler.omnidirectional && handler.data == null) { + if (handler != null && handler.omnidirectional) { + // Note the following used to be true but for simplicity non-ODS omnidirectional is the same now too. // Normally the camera is always facing the direction of the omnidirectional image face that is currently // getting rendered. With ODS however, the camera is always facing forwards and the turning happens in the // vertex shader (non-trivial due to stereo). As such, all chunks need to be rendered all the time for ODS.