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authormakamys <makamys@outlook.com>2024-01-08 22:59:58 +0100
committermakamys <makamys@outlook.com>2024-01-08 23:15:07 +0100
commit034eccc17cf18574143603791219c2b141b3f4a8 (patch)
treee5bf77f9ff6374a79be238d818c651a4a79ba505 /src/main/java/makamys/neodymium/config
parent091d817604149d958dcd3b2ea5c0846e95196024 (diff)
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Minor fixup to #43
- Make `shortUV` config comment mention interaction with RPLE/OF - Fix NeoRenderer#init implSpec javadoc - Update OF shader status in readme
Diffstat (limited to 'src/main/java/makamys/neodymium/config')
-rw-r--r--src/main/java/makamys/neodymium/config/Config.java2
1 files changed, 1 insertions, 1 deletions
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;