Add note about perf on intel, changed how fog removal is done

This commit is contained in:
mcrcortex
2024-03-14 20:40:33 +10:00
parent 1d05b222ae
commit d6de7c547e
2 changed files with 6 additions and 2 deletions

View File

@@ -124,8 +124,10 @@ public abstract class AbstractFarWorldRenderer <T extends Viewport> {
//this.models.bakery.renderFaces(Blocks.ROSE_BUSH.getDefaultState(), 1234, false);
}
//TODO: fix this in a better way than this ungodly hacky stuff
RenderSystem.setShaderFogColor(1f, 1f, 1f, 0f);
//TODO: fix this in a better way than this ungodly hacky stuff, causes clouds to dissapear
//RenderSystem.setShaderFogColor(1f, 1f, 1f, 0f);
RenderSystem.setShaderFogEnd(99999999);
RenderSystem.setShaderFogStart(9999999);
}
public abstract void renderFarAwayOpaque(T viewport);

View File

@@ -142,6 +142,8 @@ public class Gl46FarWorldRenderer extends AbstractFarWorldRenderer<Gl46Viewport>
this.bindResources(viewport);
glDisable(GL_CULL_FACE);
//glPointSize(10);
//TODO: replace glMultiDrawElementsIndirectCountARB with glMultiDrawElementsIndirect on intel gpus, since it performs so much better
//glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT, 0, (int) (this.geometry.getSectionCount()*0.9), 0);
glMultiDrawElementsIndirectCountARB(GL_TRIANGLES, GL_UNSIGNED_SHORT, 0, 0, (int) (this.geometry.getSectionCount()*4.4), 0);
glEnable(GL_CULL_FACE);