fix render doc, add samlper to shader, nearest depth tex in view
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@@ -16,6 +16,6 @@ fabric_version=0.140.0+1.21.11
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# Mod Properties
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# Mod Properties
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mod_version = 0.2.8-alpha
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mod_version = 0.2.9-alpha
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maven_group = me.cortex
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maven_group = me.cortex
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archives_base_name = voxy
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archives_base_name = voxy
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@@ -49,6 +49,9 @@ public class GlViewCapture {
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glTextureParameteri(this.metaTex.id, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTextureParameteri(this.metaTex.id, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTextureParameteri(this.metaTex.id, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTextureParameteri(this.metaTex.id, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTextureParameteri(this.depthTex.id, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTextureParameteri(this.depthTex.id, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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this.copyOutShader = Shader.makeAuto()
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this.copyOutShader = Shader.makeAuto()
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.define("WIDTH", width)
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.define("WIDTH", width)
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.define("HEIGHT", height)
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.define("HEIGHT", height)
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@@ -34,7 +34,7 @@ public class BasicSectionGeometryData implements IGeometryData {
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Logger.info("if your game crashes/exits here without any other log message, try manually decreasing the geometry capacity");
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Logger.info("if your game crashes/exits here without any other log message, try manually decreasing the geometry capacity");
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glGetError();//Clear any errors
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glGetError();//Clear any errors
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GlBuffer buffer = null;
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GlBuffer buffer = null;
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if (!(Capabilities.INSTANCE.isNvidia)) {// && ThreadUtils.isWindows
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if (!(Capabilities.INSTANCE.isNvidia&&Capabilities.INSTANCE.sparseBuffer)) {//This hack makes it so it doesnt crash on renderdoc
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buffer = new GlBuffer(geometryCapacity, false);//Only do this if we are not on nvidia
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buffer = new GlBuffer(geometryCapacity, false);//Only do this if we are not on nvidia
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//TODO: FIXME: TEST, see if the issue is that we are trying to zero the entire buffer, try only zeroing increments
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//TODO: FIXME: TEST, see if the issue is that we are trying to zero the entire buffer, try only zeroing increments
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// or dont zero it at all
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// or dont zero it at all
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@@ -1,5 +1,6 @@
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package me.cortex.voxy.client.iris;
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package me.cortex.voxy.client.iris;
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import net.irisshaders.iris.gl.sampler.GlSampler;
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import net.irisshaders.iris.gl.sampler.SamplerHolder;
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import net.irisshaders.iris.gl.sampler.SamplerHolder;
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import net.irisshaders.iris.gl.texture.TextureType;
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import net.irisshaders.iris.gl.texture.TextureType;
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import net.irisshaders.iris.pipeline.IrisRenderingPipeline;
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import net.irisshaders.iris.pipeline.IrisRenderingPipeline;
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@@ -32,7 +33,7 @@ public class VoxySamplers {
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return 0;
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return 0;
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}
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}
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return dt.id;
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return dt.id;
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}, null, opaqueNames);
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}, ()->GlSampler.MIPPED_NEAREST_NEAREST, opaqueNames);
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samplers.addDynamicSampler(TextureType.TEXTURE_2D, () -> {
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samplers.addDynamicSampler(TextureType.TEXTURE_2D, () -> {
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var pipeData = ((IGetIrisVoxyPipelineData)pipeline).voxy$getPipelineData();
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var pipeData = ((IGetIrisVoxyPipelineData)pipeline).voxy$getPipelineData();
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@@ -48,7 +49,7 @@ public class VoxySamplers {
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return 0;
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return 0;
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}
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}
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return dt.id;
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return dt.id;
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}, null, translucentNames);
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}, ()->GlSampler.MIPPED_NEAREST_NEAREST, translucentNames);
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}
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}
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}
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}
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}
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}
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