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author | makamys <makamys@outlook.com> | 2024-01-08 22:59:58 +0100 |
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committer | makamys <makamys@outlook.com> | 2024-01-08 23:15:07 +0100 |
commit | 034eccc17cf18574143603791219c2b141b3f4a8 (patch) | |
tree | e5bf77f9ff6374a79be238d818c651a4a79ba505 | |
parent | 091d817604149d958dcd3b2ea5c0846e95196024 (diff) | |
download | Neodymium-034eccc17cf18574143603791219c2b141b3f4a8.tar.gz Neodymium-034eccc17cf18574143603791219c2b141b3f4a8.tar.bz2 Neodymium-034eccc17cf18574143603791219c2b141b3f4a8.zip |
Minor fixup to #43
- Make `shortUV` config comment mention interaction with RPLE/OF
- Fix NeoRenderer#init implSpec javadoc
- Update OF shader status in readme
-rw-r--r-- | README.md | 2 | ||||
-rw-r--r-- | src/main/java/makamys/neodymium/config/Config.java | 2 | ||||
-rw-r--r-- | src/main/java/makamys/neodymium/renderer/NeoRenderer.java | 2 |
3 files changed, 3 insertions, 3 deletions
@@ -55,7 +55,7 @@ The mod increases memory usage, since the chunk meshes have to be stored somewhe ## Incompatibilities * The mod performs poorly if Advanced OpenGL (occlusion culling) is turned on. * OptiFine's "Smooth" and "Multi-Core" chunk loading settings are not compatible. -* OptiFine shaders aren't compatible, and will probably never be unless someone contributes a PR, as I have neither the knowledge nor the interest to add compatibility for them. +* OptiFine shaders **are** now compatible, but may have some minor issues. FalseTweaks allegedly fixes this. * CoFHTweaks is incompatible (https://github.com/makamys/Neodymium/issues/11) * Various coremods may be incompatible with Mixin. Use [Mixingasm](https://github.com/makamys/Mixingasm) to fix this. diff --git a/src/main/java/makamys/neodymium/config/Config.java b/src/main/java/makamys/neodymium/config/Config.java index 8d6902b..7543ff6 100644 --- a/src/main/java/makamys/neodymium/config/Config.java +++ b/src/main/java/makamys/neodymium/config/Config.java @@ -49,7 +49,7 @@ public class Config { @ConfigBoolean(cat="render", def=true, com="Don't submit faces for rendering if they are facing away from the camera. Reduces GPU workload at the cost of increasing driver overhead. This will improve the framerate most of the time, but may reduce it if you are not fillrate-limited (such as when playing on a small resolution).") public static boolean cullFaces; @NeedsReload - @ConfigBoolean(cat="render", def=false, com="Store texture coordinates as shorts instead of floats. Slightly reduces memory usage and might improve performance by small amount. Might affect visuals slightly, but it's only noticable if the texture atlas is huge.") + @ConfigBoolean(cat="render", def=false, com="Store texture coordinates as shorts instead of floats. Slightly reduces memory usage and might improve performance by small amount. Might affect visuals slightly, but it's only noticable if the texture atlas is huge.\nDoes nothing if OptiFine with shaders or RPLE is present.") public static boolean shortUV; @ConfigInt(cat="render", def=1, min=1, max=Integer.MAX_VALUE, com="Interval (in frames) between the sorting of transparent meshes. Increasing this will reduce CPU usage, but also increase the likelyhood of graphical artifacts appearing when transparent chunks are loaded.") public static int sortFrequency; diff --git a/src/main/java/makamys/neodymium/renderer/NeoRenderer.java b/src/main/java/makamys/neodymium/renderer/NeoRenderer.java index d6becc8..8eb3e0e 100644 --- a/src/main/java/makamys/neodymium/renderer/NeoRenderer.java +++ b/src/main/java/makamys/neodymium/renderer/NeoRenderer.java @@ -433,7 +433,7 @@ public class NeoRenderer { } /** - * @implSpec The attributes here need to be kept in sync with {@link MeshQuad#writeToBuffer(BufferWriter, int)} + * @implSpec The attributes here need to be kept in sync with {@link RenderUtil#writeMeshQuadToBuffer(MeshQuad, BufferWriter, int)} */ public boolean init() { // The average mesh is 60 KB. Let's be safe and assume 8 KB per mesh. |