Fix terrain culling not being updated for omnidirectional rendering

Terrain culling is only updated when the camera position or rotation changes.
For omnidirectional rendering, we don't change the camera directly though, we
rotate way earlier so we can consistently get before any other effects. As a
result, the terrain frustum culling wasn't updated between render passes
resulting in missing terrain.
This was largely masked by the fact that we used to call GameRenderer.onResize
every pass (even when the size hadn't changed) but fixing that made this issue
become apparent.
This commit is contained in:
Jonas Herzig
2022-04-17 11:20:58 +02:00
parent 497b8440ca
commit f2c96174bc

View File

@@ -83,6 +83,8 @@ public abstract class Mixin_Omnidirectional_Rotation {
//#else
//$$ GL11.glRotatef(angle, x, y, 0);
//#endif
getMinecraft().worldRenderer.scheduleTerrainUpdate();
}
//#if MC<11500
//$$ if (getHandler() != null && getHandler().omnidirectional) {