Commit Graph

8 Commits

Author SHA1 Message Date
Jonas Herzig
c5476025ec Fix terrain not rendering with OF shaders enabled (fixes #122)
This was caused by us setting `needsTerrainUpdate` to false during the shadow
pass in order to break out of the ForceChunkLoading loop (cause OF doesn't
update chunks during the shadow pass). However, this inadvertently caused the
chunk updates to be skipped during the normal pass as well if there didn't
happen to be another reasons for updating.

To fix this, we simply move the shadow pass check into the ForceChunkLoading
mixin and skip the entire loop during the shadow pass.
2020-04-08 17:45:06 +02:00
Jonas Herzig
8f7d263ad9 Fix livelock caused by OF not properly resetting ChunkVisibility
This can lead to a livelock when rendering with shaders after exiting a
singleplayer world (3/4 chance of breakage on each exit).
2020-04-08 14:18:25 +02:00
Jonas Herzig
eb04eb47dc Add 1.7.10 version 2018-03-16 13:01:33 +01:00
Jonas Herzig
1c888aadc2 Add minVersion to mixin configs and bump bundled mixin version 2017-10-27 16:27:28 +02:00
CrushedPixel
d9b796db5e Mixin'd the Shader's mods ShadersRender class to only render hands if the Forge event isn't cancelled
This fixes player hands being rendered while spectating an entity in a replay while having Shaders enabled
2017-01-14 16:30:15 +01:00
CrushedPixel
6bbff3bba7 Updated Mixin to 0.6.4-SNAPSHOT and set mixin target level 2017-01-14 16:30:15 +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
CrushedPixel
636ce7bdd4 Add compatibility for GLSL Shaders 2016-11-09 19:50:36 +01:00