Add note about perf on intel, changed how fog removal is done
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@@ -124,8 +124,10 @@ public abstract class AbstractFarWorldRenderer <T extends Viewport> {
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//this.models.bakery.renderFaces(Blocks.ROSE_BUSH.getDefaultState(), 1234, false);
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//this.models.bakery.renderFaces(Blocks.ROSE_BUSH.getDefaultState(), 1234, false);
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}
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}
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//TODO: fix this in a better way than this ungodly hacky stuff
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//TODO: fix this in a better way than this ungodly hacky stuff, causes clouds to dissapear
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RenderSystem.setShaderFogColor(1f, 1f, 1f, 0f);
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//RenderSystem.setShaderFogColor(1f, 1f, 1f, 0f);
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RenderSystem.setShaderFogEnd(99999999);
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RenderSystem.setShaderFogStart(9999999);
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}
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}
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public abstract void renderFarAwayOpaque(T viewport);
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public abstract void renderFarAwayOpaque(T viewport);
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@@ -142,6 +142,8 @@ public class Gl46FarWorldRenderer extends AbstractFarWorldRenderer<Gl46Viewport>
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this.bindResources(viewport);
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this.bindResources(viewport);
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glDisable(GL_CULL_FACE);
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glDisable(GL_CULL_FACE);
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//glPointSize(10);
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//glPointSize(10);
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//TODO: replace glMultiDrawElementsIndirectCountARB with glMultiDrawElementsIndirect on intel gpus, since it performs so much better
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//glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT, 0, (int) (this.geometry.getSectionCount()*0.9), 0);
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glMultiDrawElementsIndirectCountARB(GL_TRIANGLES, GL_UNSIGNED_SHORT, 0, 0, (int) (this.geometry.getSectionCount()*4.4), 0);
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glMultiDrawElementsIndirectCountARB(GL_TRIANGLES, GL_UNSIGNED_SHORT, 0, 0, (int) (this.geometry.getSectionCount()*4.4), 0);
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glEnable(GL_CULL_FACE);
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glEnable(GL_CULL_FACE);
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