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.
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@@ -26,7 +26,8 @@ public abstract class MixinFrustum {
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//#endif
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public void intersects(CallbackInfoReturnable<Boolean> ci) {
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EntityRendererHandler handler = ((EntityRendererHandler.IEntityRenderer) MCVer.getMinecraft().gameRenderer).replayModRender_getHandler();
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if (handler != null && handler.omnidirectional && handler.data == null) {
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if (handler != null && handler.omnidirectional) {
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// Note the following used to be true but for simplicity non-ODS omnidirectional is the same now too.
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// Normally the camera is always facing the direction of the omnidirectional image face that is currently
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// getting rendered. With ODS however, the camera is always facing forwards and the turning happens in the
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// vertex shader (non-trivial due to stereo). As such, all chunks need to be rendered all the time for ODS.
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