Comments (2)
If I remember correctly, skipping on shouldRender caused some unintended side effects, since that check assumes that the entity is outside of the frustum. Looking at it, it mainly just does the outline(glowing) preparations right after, which is the only "lot of unnecessary stuff". But then glowing entities can't be seen through walls. So I'd also need to check for glowing in my code... at which point this just gets done twice. So moving it into shouldRender wouldn't be any benefit.
from entityculling.
Ah, also I need some stuff like the pose stack to for example render the nametag of culled entities. Cancelling at shouldRender would also remove the nametag, and I'd be missing the posestack to render it myself(since shouldRender only has the entity and frustum).
from entityculling.
Related Issues (20)
- no working in Create mod.
- Entity culling no working in Create mod HOT 10
- Suddenly no entities rendering HOT 3
- Does not work with Blood Vision (Vampirism 1.12)
- Config file deletes itself upon game reload HOT 1
- Issue players are invisible HOT 1
- Possible incompatible mod 1.12.2 HOT 2
- Some mahoujin in Mahou Tsukai are rendered invisible
- Entities incorrectly culled at certain third person perspectives HOT 7
- [Suggestion] Option to cull display entities HOT 2
- Crash on 1.20.4 fabric HOT 1
- 1.19.2 Client Crash HOT 4
- Sodium useEntityCulling HOT 7
- [BUG] Fabric version depend on Fabric API but doesn't declare it in FMJ HOT 4
- [Suggestion] Render only glow effect if entity.isCulled HOT 3
- [BUG?] Invisible players issue HOT 8
- [BUG] Invisible players issue HOT 15
- If you use the F5 camera to hit the ceiling, then all entities disappear after 1 second HOT 1
- Quark Soul Bead never renders HOT 1
- Crashes with Chromaticcraft HOT 2
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from entityculling.