Commit Graph

10 Commits

Author SHA1 Message Date
Jonas Herzig
031582957f Merge branch 'stable' into develop-1.7.10 2018-03-16 13:03:22 +01:00
Jonas Herzig
eb04eb47dc Add 1.7.10 version 2018-03-16 13:01:33 +01:00
Jonas Herzig
76be6c1d2e Fix dead lock when jumping backwards in time during rendering
A jump backwards in time entails unloading the current world and with it
the ChunkRenderDispatcher that the ChunkLoadingRenderGlobal has locked.
2018-03-11 13:45:19 +01:00
Jonas Herzig
748b9da443 Combine all versions into a single tree 2018-02-22 18:25:36 +01:00
Jonas Herzig
c148076a40 Merge branch '1.8.9-dev' into 1.9.4-dev 2018-01-16 22:22:05 +01:00
Jonas Herzig
2e62cdf838 Fix dead lock when rendering without immediate jump in time
setupTerrain will loop until (among other conditions) the chunksToUpdate set is
empty. However its size is never decreased during setupTerrain.
Having a (backwards) jump in time right before rendering the first frame would
reset the RenderGlobal due to the world change, leaving the chunksToUpdate set
empty to begin with and due to other changes, chunks are never inserted into it
during rendering (because they're always updated immediately).
The new screenshot feature and rendering a path that's in the future will not
trigger any world change, leaving the render process stuck in a life lock.
2018-01-16 11:42:28 +01:00
johni0702
54790d33f9 Merge branch '1.8' into 1.9.4
0ba5b0a Merge branch '1.8-shaders' into 1.8
e5eb982 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
3a28c5b Draw the GuiVideoRenderer on a separate framebuffer that has the actual size of the window instead of MC's framebuffer which may have a different size
636ce7b Add compatibility for GLSL Shaders
92eb11a Change video preview to be compatible with Optifine
2016-11-10 21:51:28 +01:00
CrushedPixel
e5eb982b98 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
2016-11-09 21:11:28 +01:00
johni0702
a80a20c37a Update to Minecraft 1.9.4 2016-09-17 22:00:04 +02:00
johni0702
25582b6a51 Separate rendering into its own module 2016-06-14 18:16:42 +02:00