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Because there is useless multiplications in there, since neither JOML or minecraft decrease matrix operations if they do nothing.
matrixStack.mulPose(Vector3f.ZP.rotationDegrees(180));
matrixStack.mulPose(Vector3f.YP.rotationDegrees(135)); //Uselessnet.minecraft.client.renderer.RenderHelper.turnBackOn(); //Just sets a shader texture/flag, doesn't use the Matrix and even if the matrix wasn't applied yet.matrixStack.mulPose(Vector3f.YP.rotationDegrees(-135)); //Useless since it just negates the previous operation with 0 uses actually.matrixStack.mulPose(Vector3f.YP.rotationDegrees(rot));
matrixStack.mulPose(Vector3f.XP.rotationDegrees(0)); //WHY? Debug stuff left?
It is just a tiny optimization, but it gets rid of expensive calculations that lower end hardware would benefit A LOT of.
Edit: This is even in newer mc versions.
Edit: Also i found out that if you Lighting.setupForFlatItems() entities look better, especially if rotating. Though you have to try that.
The text was updated successfully, but these errors were encountered:
o/
I know this is more of a nitpick but you can optimize entity rendering.
TheOneProbe/src/main/java/mcjty/theoneprobe/rendering/RenderHelper.java
Line 41 in 3ebf70c
Because there is useless multiplications in there, since neither JOML or minecraft decrease matrix operations if they do nothing.
It is just a tiny optimization, but it gets rid of expensive calculations that lower end hardware would benefit A LOT of.
Edit: This is even in newer mc versions.
Edit: Also i found out that if you
Lighting.setupForFlatItems()
entities look better, especially if rotating. Though you have to try that.The text was updated successfully, but these errors were encountered: