* Beta, maybe
* Fixes for entityColor uniform in Iris
* Handle Iris Texture input hook properly in GLSM
* Iris Entity Fixes
* Gbuffer progress
* Wire up BlockEntity gbuffer
* Move Entity gbuffer to a more appropriate place to avoid reentrancy
* Wire up ENTITY_EYES and BEACOM_BEAM
* Clean up unused RenderStateShard files
* This seems marginally more correct?
* Fix shadows from showing on sides of blocks
* Remove overlay
* yeet
* More gl debugging
* Grr, fix water textures
* Add missed enable checks
* Workaround for unset depth texture when using apitrace...
   Use a WrapOperation instead of an Inject with local capture - it wasn't working in dev w/ mixin debug set
* update bs
* Fix crosshair rendering with shaders
* more final
* Disable dynamic lights if shaders are in use
* No light when in water
* Add Void Particle Option + Mixin cleanup
* update bs
* less false

---------

Co-authored-by: Darren Eberly <darren.eberly@gmail.com>
Co-authored-by: Caedis <Caedis@users.noreply.github.com>
This commit is contained in:
authored and GitHub committed 2024-07-14 23:09:03 -07:00
1 parent 7e4292bdba
commit 2274bfabfd
51 files changed
+330 -400

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@@ -1,9 +0,0 @@
package net.coderbot.batchedentityrendering.impl;
import com.gtnewhorizons.angelica.compat.toremove.DrawState;
import java.nio.ByteBuffer;
public interface BufferBuilderExt {
}
@@ -1,6 +1,5 @@
package net.coderbot.batchedentityrendering.impl;
import com.gtnewhorizons.angelica.compat.toremove.DrawState;
import com.gtnewhorizons.angelica.compat.toremove.RenderLayer;
import lombok.Getter;
@@ -9,12 +8,10 @@ import java.nio.ByteBuffer;
public class BufferSegment {
private final ByteBuffer slice;
@Getter
private final DrawState drawState;
private final RenderLayer type;
public BufferSegment(ByteBuffer slice, DrawState drawState, RenderLayer type) {
public BufferSegment(ByteBuffer slice, RenderLayer type) {
this.slice = slice;
this.drawState = drawState;
this.type = type;
}