Connor "segfault" Postma

Results 54 comments of Connor "segfault" Postma

I think there are functions out there that have been designed to generate step sizes for voxel raymarching of the correct length to avoid misses depending on ray angle and...

Something along these lines should work for step size calculation: ```java // get the shortest distance to the next block intersection and it's coordinates public static double[] findFirstIntersection(Vector start, Vector...

how about having the distance from the first water hit to the final depth hit contribute to a darker dye. This information is already available if you run a second...

> From your example image I understand what you mean, but the shading on that one is very much exaggerated compared to the shading the vanilla Minecraft client does. I...

> example shading from my fork, i dont find its two weird compared to vannila rendering on the stone the grass sides should be brown, so i may add a...

> I like this idea and I agree that it will speed up rendering, but I am cautious of creating 128^2 threads in one go. I think it would be...

> i know sovde looked at this plugin previously and took a go at the concept of looking up textures based on hit location https://github.com/sovdeeth/mc-snapshots > > last i checked...

> Even better: > > - Inside the iterator: `metadata = itemTag + slice_addr` > - Inside the callback: `itemTag = metadata - slice_addr` > > The reason this works,...

> Even better: > > * Inside the iterator: `metadata = itemTag + slice_addr` > > * Inside the callback: `itemTag = metadata - slice_addr` > > > The reason...

> It won't work in fullscreen, nor will it work in modern windowed games because they're flip model. > > Any time DirectX is flipping buffers rather than blitting them,...