Fix a long standing bug that caused FPS drops with bows. All tools now use our own renderer. Rendering performance overall should be increased. Honor and Glory to @skyboy for finding the cause

This commit is contained in:
Bernhard Bonigl committed 2015-02-21 21:50:23 +01:00
1 parent 497150683c
commit 075b769db2
2 files changed
+6 -6

No files matched your search

@@ -14,6 +14,7 @@ import net.minecraftforge.client.MinecraftForgeClient;
import net.minecraftforge.client.event.sound.SoundLoadEvent;
import net.minecraftforge.common.MinecraftForge;
import tconstruct.TConstruct;
import tconstruct.client.FlexibleToolRenderer;
import tconstruct.client.ToolCoreRenderer;
import tconstruct.client.entity.projectile.*;
import tconstruct.client.pages.*;
@@ -60,8 +61,7 @@ public class ToolProxyClient extends ToolProxyCommon
RenderingRegistry.registerEntityRenderingHandler(FancyEntityItem.class, new FancyItemRender());
//MinecraftForgeClient.registerItemRenderer(TinkerTools.shortbow, new CustomBowRenderer());
ToolCoreRenderer renderer = new ToolCoreRenderer(false);
/*
FlexibleToolRenderer renderer = new FlexibleToolRenderer();
MinecraftForgeClient.registerItemRenderer(TinkerTools.pickaxe, renderer);
MinecraftForgeClient.registerItemRenderer(TinkerTools.shovel, renderer);
MinecraftForgeClient.registerItemRenderer(TinkerTools.hatchet, renderer);
@@ -79,9 +79,9 @@ public class ToolProxyClient extends ToolProxyCommon
MinecraftForgeClient.registerItemRenderer(TinkerTools.mattock, renderer);
MinecraftForgeClient.registerItemRenderer(TinkerTools.rapier, renderer);
MinecraftForgeClient.registerItemRenderer(TinkerTools.scythe, renderer);
*/
renderer = new ToolCoreRenderer(true);
MinecraftForgeClient.registerItemRenderer(TinkerTools.dagger, renderer); // todo proper renderer
MinecraftForgeClient.registerItemRenderer(TinkerTools.dagger, renderer);
//ToolCoreRenderer daggerRenderer = new ToolCoreRenderer(true);
//MinecraftForgeClient.registerItemRenderer(TinkerTools.dagger, daggerRenderer); // todo proper renderer
TileEntityRendererDispatcher.instance.mapSpecialRenderers.put(BattlesignLogic.class, new BattlesignTesr());
}