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revert some improved rendering

This commit is contained in:
Sen 2025-08-31 11:23:30 +02:00
parent 0e003971bc
commit 9d31588d8d
Signed by: sen
GPG key ID: 3AC50A6F47D1B722
88 changed files with 735 additions and 608 deletions

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@ -311,12 +311,6 @@ public class Client implements IThreadListener {
Client.CLIENT.setMidiDebug();
}
}
public static class MaxLightFunction implements IntFunction {
public void apply(IntVar cv, int value) {
Client.CLIENT.lightSetup();
}
}
public static class TextureBoolFunction implements BoolFunction {
public void apply(BoolVar cv, boolean value) {
@ -727,7 +721,7 @@ public class Client implements IThreadListener {
@Variable(name = "gl_dynlight_viewdist", category = CVarCategory.RENDER, min = 1.0f, max = 10000.0f, display = "Entfernung Licht Kamera")
public float lightDistCam = 256.0f;
@Variable(name = "gl_dynlight_max", category = CVarCategory.RENDER, min = 0, max = 112, display = "Max. Dyn. Lichtquellen", callback = MaxLightFunction.class)
@Variable(name = "gl_dynlight_max", category = CVarCategory.RENDER, min = 0, max = 112, display = "Max. Dyn. Lichtquellen")
public int lightMaximum = 64;
@Variable(name = "gl_dynlight_chunkrange", category = CVarCategory.RENDER, min = 0, max = 64, display = "Lichtq. Sichtweite")
public int lightDistance = 8;
@ -741,6 +735,8 @@ public class Client implements IThreadListener {
public boolean specularColors = true;
@Variable(name = "gl_flat_shading", category = CVarCategory.RENDER, display = "Flaches Shading")
public boolean flatShading = false;
@Variable(name = "gl_use_shader", category = CVarCategory.RENDER, display = "Shader verwenden")
public boolean useShader = true;
public static final Client CLIENT = new Client();
@ -3875,14 +3871,6 @@ public class Client implements IThreadListener {
return this.tiles;
}
public void lightSetup() {
Shader.WORLD.update();
// if(win->world) {
// glNamedBufferData(win->world->light_buf, LIGHT_SSIZE * gdr.light_max, NULL, GL_DYNAMIC_DRAW);
// light_calc(win->world);
// }
}
public void updateTexture() {
this.textureManager.bindTexture(TextureMap.BLOCKS);
TextureUtil.setParams(this.textureFiltering, this.mipmapType != MipmapType.NONE, this.mipmapType == MipmapType.LINEAR, Math.min(this.anisotopicFiltering, this.anisotropyMax));