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@@ -188,7 +188,7 @@ public class ModelManager {
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if (offset < -0.1) {//Face is empty, so ignore
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metadata |= 0xFF;//Mark the face as non-existent
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//Set to -1 as safepoint
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MemoryUtil.memPutLong(faceUploadPtr, -1);
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MemoryUtil.memPutInt(faceUploadPtr, -1);
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continue;
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}
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var faceSize = TextureUtils.computeBounds(textureData[face], checkMode);
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@@ -33,15 +33,16 @@ public class RenderDataFactory {
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// if the connecting type of the translucent block is the same AND the face is full, discard it
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// this stops e.g. multiple layers of glass (and ocean) from having 3000 layers of quads etc
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var buff = new MemoryBuffer(8*1);
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//MemoryUtil.memPutLong(buff.address, encodeRaw(1, 0,2,0,0,0,515,0, 0));//92
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//MemoryUtil.memPutLong(buff.address+8, encodeRaw(2, 1,1,0,0,0,515,0, 0));//92
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//MemoryUtil.memPutLong(buff.address+16, encodeRaw(3, 0,0,0,0,0,515,0, 0));//92
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//MemoryUtil.memPutLong(buff.address+24, encodeRaw(4, 0,2,0,0,0,515,0, 0));//92
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//MemoryUtil.memPutLong(buff.address+32, encodeRaw(5, 0,2,0,0,0,515,0, 0));//92
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var buff = new MemoryBuffer(8*8);
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MemoryUtil.memPutLong(buff.address, encodeRaw(2, 0,0,0,0,0,515,0, 0));//92
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MemoryUtil.memPutLong(buff.address+8, encodeRaw(3, 0,0,0,0,0,515,0, 0));//92
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MemoryUtil.memPutLong(buff.address+16, encodeRaw(4, 0,2,0,0,0,515,0, 0));//92
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MemoryUtil.memPutLong(buff.address+24, encodeRaw(5, 0,2,0,0,0,515,0, 0));//92
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MemoryUtil.memPutLong(buff.address+32, encodeRaw(2, 0,0,0,0,1,515,0, 0));//92
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MemoryUtil.memPutLong(buff.address+40, encodeRaw(3, 0,0,0,0,1,515,0, 0));//92
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MemoryUtil.memPutLong(buff.address+48, encodeRaw(2, 0,0,0,0,2,515,0, 0));//92
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MemoryUtil.memPutLong(buff.address+56, encodeRaw(3, 0,0,0,0,2,515,0, 0));//92
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MemoryUtil.memPutLong(buff.address, encodeRaw(2, 1,1,0,0,0,515,0, 0));//92
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//MemoryUtil.memPutLong(buff.address, encodeRaw(3, 0,0,0,0,0,515,0, 0));//92
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return new BuiltSection(section.getKey(), new BuiltSectionGeometry(buff, new short[0]), null);
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}
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@@ -26,7 +26,7 @@ vec4 uint2vec4RGBA(uint colour) {
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}
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//Gets the face offset with respect to the face direction (e.g. some will be + some will be -)
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float getFaceOffset(BlockModel model, uint face) {
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float getDepthOffset(BlockModel model, uint face) {
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float offset = extractFaceIndentation(model.faceData[face]);
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return offset * (1-((int(face)&1)*2));
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}
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@@ -62,7 +62,7 @@ void main() {
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vec2 quadSize = vec2(extractSize(quad) * ivec2((cornerIdx>>1)&1, cornerIdx&1));
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vec2 size = (quadSize + faceOffset) * (1<<lodLevel);
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vec3 offset = vec3(size, (float(face&1) + getFaceOffset(model, face)) * (1<<lodLevel));
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vec3 offset = vec3(size, (float(face&1) + getDepthOffset(model, face)) * (1<<lodLevel));
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if ((face>>1) == 0) {//Up/down
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offset = offset.xzy;
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@@ -83,9 +83,9 @@ void main() {
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//TODO: make the face orientated by 2x3 so that division is not a integer div and modulo isnt needed
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// as these are very slow ops
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baseUV = modelUV + (vec2(face%3, face/3) * (1f/(vec2(3,2)*256f)));
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uv = quadSize + faceOffset;//Add in the face offset for 0,0 uv
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uv = quadSize;// + faceOffset;//Add in the face offset for 0,0 uv
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discardAlpha = 0;
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discardAlpha = 1;
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//Compute lighting
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colourTinting = getLighting(extractLightId(quad));
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