Commit Graph

8 Commits

Author SHA1 Message Date
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
Jonas Herzig
c2000b3edc Fix only front-facing chunks visible for ODS rendering (fixes #67) 2017-08-13 12:03:06 +02:00
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
CrushedPixel
636ce7bdd4 Add compatibility for GLSL Shaders 2016-11-09 19:50:36 +01:00
johni0702
d8e9f621bd Completely hide invisible entities during replay
Fixes invisible entities when in spectator mode during recording
2016-09-17 21:36:46 +02:00
johni0702
cd9592cfcb Add ODS support 2016-08-22 19:10:35 +02:00
johni0702
00c2404345 Replace SpectatorRenderer 2016-08-14 17:16:42 +02:00
johni0702
25582b6a51 Separate rendering into its own module 2016-06-14 18:16:42 +02:00