Nuked the old removeLegacyFog due to it failing on Sodium
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@@ -440,32 +440,4 @@ public class GLProxy
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instance.workerThread = Executors.newSingleThreadExecutor(new ThreadFactoryBuilder().setNameFormat(GLProxy.class.getSimpleName() + "-Worker-Thread").build());
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}
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}
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/**
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* If called from a legacy OpenGL context this will
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* set the fog end to infinity with a density of 0.
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* Effectively removing the fog.
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* <p>
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* This only works with Legacy OpenGL because James hasn't
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* looking into a way for it to work with Modern OpenGL.
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*/
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public boolean disableLegacyFog()
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{
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// make sure this is a legacy OpenGL context
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if (minecraftGlCapabilities.glFogf != 0)
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{
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// glFogf should only have an address if the current OpenGL
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// context can call it, and it should only be able to call it in
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// legacy OpenGL contexts; since it is disabled in Modern
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// OpenGL.
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GL11.glFogf(GL11.GL_FOG_START, 0.0f);
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GL11.glFogf(GL11.GL_FOG_END, Float.MAX_VALUE);
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GL11.glFogf(GL11.GL_FOG_DENSITY, 0.0f);
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return true;
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}
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return false;
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}
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}
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@@ -172,9 +172,8 @@ public class LodRenderer
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GLProxy glProxy = GLProxy.getInstance();
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if (canVanillaFogBeDisabled && CONFIG.client().graphics().fogQuality().getDisableVanillaFog())
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if (!glProxy.disableLegacyFog())
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if (!MC_RENDER.tryDisableVanillaFog())
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canVanillaFogBeDisabled = false;
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if (!MC_RENDER.tryDisableVanillaFog())
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canVanillaFogBeDisabled = false;
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// TODO move the buffer regeneration logic into its own class (probably called in the client api instead)
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// starting here...
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+2
-5
@@ -121,10 +121,7 @@ public interface IMinecraftRenderWrapper
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/** @returns -1 if there was an issue getting the lightmap */
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public int getLightmapGLFormat();
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/** Try and disable vanilla fog. Return true if successful, or false if not able to.
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* If we are still using legacy fog, this method will not be called. */
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public default boolean tryDisableVanillaFog() {
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return false;
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}
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// Try and disable vanilla fog. Return true if successful, or false if not able to.
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public boolean tryDisableVanillaFog();
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}
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