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author | makamys <makamys@outlook.com> | 2023-05-10 15:01:47 +0200 |
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committer | GitHub <noreply@github.com> | 2023-05-10 15:01:47 +0200 |
commit | 382439385aa7e68443e69a2d05a33fea7305bb47 (patch) | |
tree | 417b780704d7634a50f7bf15d18cf8471b84103d /README.md | |
parent | 2dcb4dbb640757e5a5f033a8c067693306f792dc (diff) | |
download | Neodymium-382439385aa7e68443e69a2d05a33fea7305bb47.tar.gz Neodymium-382439385aa7e68443e69a2d05a33fea7305bb47.tar.bz2 Neodymium-382439385aa7e68443e69a2d05a33fea7305bb47.zip |
README: add hint about `enableVanillaChunkMeshes` [skip ci]
Diffstat (limited to 'README.md')
-rw-r--r-- | README.md | 1 |
1 files changed, 1 insertions, 0 deletions
@@ -35,6 +35,7 @@ There are some debug key combinations provided. You have to hold down the *debug * **F**: switch between Neodymium's renderer and the vanilla chunk renderer. Can be used to compare the difference the mod makes. * *(Only usable in creative mode or dev.)* + * `enableVanillaChunkMeshes` has to be enabled for this to work, otherwise you'll just see the void after switching. * **V**: toggle whether the world is rendered or not. Can be used to see the theoretical maximum FPS that can be achieved via chunk renderer optimization. * *(Only usable in creative mode or dev.)* * **M**: show the VRAM debugger. The positions of the white pixels shown correspond to the offsets of memory sections allocated in the vertex buffer on the GPU. |