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idek bro #10
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idek bro #10
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This improves terrain rendering performance significantly on Intel Xe-LP graphics under Linux.
The resolution controls would not fit in the allocated space, so the rendering of slider controls was changed to enable rendering the slider bar and the value text on separate lines. Co-authored-by: MeeniMc <[email protected]>
Additionally, adjust the rendering of the controls to be less confusing when disabled, and provide an explanation as to what the option does.
Some core shaders were relying on the model part faces being written out in a specific order. We still don't support core shaders, but the fix here is trivial enough. Fixes #2745
The requested capacity was being multiplied by the vertex stride more than once, which resulted in far too much memory being allocated. Closes #2792
This increases the maximum size of vertex and index buffers to 4 billion elements, since the Uint32 types stored in memory are now safely represented with Int64. For vertex buffers, this increases their maximum size to 80 GiB, and index buffers have a maximum size of 16 GiB, whereas both were limited to 2 GiB prior.
This eliminates 8-13% of the rendered sections at higher render distances on average in testing, and correspondingly reduces graph search time by a similar amount.
This potentially fixes some cases of #2835.
We're no longer a Fabric-exclusive mod, so let's get rid of the suffix.
Co-authored-by: muzikbike <[email protected]>
Use the accurate vertex positions for unaligned and aligned (but rotated) quads.
* Shared logic is moved into a build plugin where possible * Build time is significantly improved when the Gradle daemon is warmed * Mixins are remapped in-place now, eliminating the need for refmaps at runtime. This also gets rid of some warning messages at startup. * Module relationships are now correctly represented in IDEA for other source sets (fixes a lot of code analysis features) * Split Java source and resources into different configurations * Run configurations are now consistent between NeoForge/Fabric * The common project is no longer remapped unnecessarily * Updated Gradle and build plugins
These files are only meant to be in the source distribution, and Minecraft doesn't like them.
Some integrated GPUs, such as RDNA3.5, appear to use the PCI_CLASS_DISPLAY_OTHER class.
The bugs with xdg-open have been resolved upstream and most Linux distributions are shipping the patches. Also, make sure we get a successful exit code from the XDG implementation.
This will help to avoid class-load issues and makes the code more hygienic.
The OpenGL ICD name now includes the file extension, which the regex expressions were not matching.
For systems with hybrid graphics, it may be the case that an incompatible graphics driver is installed, but that it isn't used for the OpenGL context. We can avoid showing errors in this situation by checking the vendor string of the context immediately after creation. This is not the most robust check, but in practice, a single system should not have multiple graphics drivers installed from the same vendor, so checking the string should be relatively safe.
Fix section and region sorting by using the correct section coordinate instead of the integer part of the camera transform, which is incorrect near the origin. Closes #2918
* Added "Pale Oak Leaves" for Minecraft 1.21.4. * Reduced the file size of all block textures.
This fixes a regression caused by 26f4263. The underlying problem is that accessing Java's AWT *after* LWJGL3 has initialized is not possible. Minecraft has a utility class which uses rundll32 internally, but we cannot access that due to classloader restrictions on NeoForge. That leaves us with having to implement the call ourselves, and simply using Shell32 directly (like we do for other Windows APIs) seems easiest.
The world may not be assigned to the renderer at initialization, which is the case for non-terrain rendering (i.e. block entities.) Likely, there is no performance benefit to caching this data in the first place, so the easiest solution is to just remove the code.
Custom models which extended these base models would not properly have their textures applied, as the texture references were accidentally changed.
This is anywhere from 10 to 15% faster depending on what entities are being rendered. Most of the improvements come from more efficiently laying out the cuboid data and coalescing neighboring 32-bit values into 64-bit words. Furthermore, vertex positions are calculated by extracting vectors from the pose matrix and adding them to the origin vertex, which avoids many matrix multiplications. Co-authored-by: MoePus <[email protected]>
The billboard geometry can be computed using the camera's left and up vectors, saving some cycles. When rendering thousands of billboard particles, this was ~10% faster than baseline in my observation. Co-authored-by: MoePus <[email protected]>
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