Add Optifine compatibility to rendering by disabling their separate chunk loading queue
Add compatibility to shaders that utilize the Shadow Map by manually setting displayListEntitiesDirty to false Call Shaders.beginRender in an Event Handler to avoid calling all of EntityRenderer#renderWorld
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@@ -6,7 +6,6 @@ import com.replaymod.render.capturer.WorldRenderer;
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import lombok.Getter;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.GlStateManager;
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import net.minecraftforge.fml.client.FMLClientHandler;
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import net.minecraftforge.fml.common.FMLCommonHandler;
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import java.io.IOException;
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@@ -36,18 +35,13 @@ public class EntityRendererHandler implements WorldRenderer {
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public void renderWorld(float partialTicks, long finishTimeNano) {
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FMLCommonHandler.instance().onRenderTickStart(partialTicks);
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// the Shaders Mod does an initializing call in the EntityRenderer#renderWorld method
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if (FMLClientHandler.instance().hasOptifine()) {
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mc.entityRenderer.renderWorld(partialTicks, finishTimeNano);
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} else {
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mc.entityRenderer.updateLightmap(partialTicks);
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mc.entityRenderer.updateLightmap(partialTicks);
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GlStateManager.enableDepth();
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GlStateManager.enableAlpha();
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GlStateManager.alphaFunc(516, 0.5F);
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GlStateManager.enableDepth();
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GlStateManager.enableAlpha();
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GlStateManager.alphaFunc(516, 0.5F);
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mc.entityRenderer.renderWorldPass(2, partialTicks, finishTimeNano);
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}
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mc.entityRenderer.renderWorldPass(2, partialTicks, finishTimeNano);
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FMLCommonHandler.instance().onRenderTickEnd(partialTicks);
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}
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