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Yea, I know that the bug is that the f3 camera is able to sliiiightly clip into blocks. My point is that this fix might become redundant by implementing the...
https://github.com/LogisticsCraft/OcclusionCulling the lib is developed by me^^
Feel free to implement the fix I mentioned above there, should just be one boolean that is set to true if the ray starts in a wall, and allows progressing...
Yea I just finished uni, so now need to get stuff worked out. Currently prototyping something for ItemSwapper, then I'll try to add my fix, if that has issues/doesnt work...
Ok, I implemented the in-wall bypass and also removed the spectator mode special handling since this new logic should take care of that. Please try the new build, at least...
Possible that some intellij project file has absolute paths. I use eclipse, so not sure.
But a built version with my proposed fix for #126 and spectator mode can be downloaded from the actions tab above.
> The pass time increased from ~6 to ~64, it seems to me that this should not be the case, I even felt slight lags Since it traces to the...
Yes it does work with shaderpacks. Noteworthy that I don't test with Optifine since Sodium replaces that. On 1.12.2 culling is also turned off in f5 mode, as the game...
Possible that 1.12.2 optifine is weird. As I said, I don't test optifine, but last time I checked it worked fine with optifine shaders in 1.16+. Possible that 1.12.2 optifine...