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BME-46 Fixing the in-world rendering of the waypoint beam#94

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maddie-j wants to merge 2 commits intoLordFokas:mc-1.18.2-v0.8.0-overhaulfrom
maddie-j:BME-46-fix-waypoint-in-world-rendering
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BME-46 Fixing the in-world rendering of the waypoint beam#94
maddie-j wants to merge 2 commits intoLordFokas:mc-1.18.2-v0.8.0-overhaulfrom
maddie-j:BME-46-fix-waypoint-in-world-rendering

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This PR just tackles the beam. Label issues are as yet untouched (will focus on next).

Changes:

  • Changed so that when close to the waypoint beam, fade it out so it's not in the player's way.
  • Fixing the distance at which the beam is rendered if the waypoint is out of render distance,
    • Previous attempt using RenderSystem.getShaderFogStart() put the waypoints all up in your face when moving somewhere foggier like underwater.
    • Now, uses the value that Minecraft uses for shaderFogStart in air specifically. In foggier places, beacon will just be out of view.
    • May return later to put the beam in the fog when shaderFogStart is closer than the now hardcoded value.
  • Fixing projected y height of waypoint that's beyond render distance
    • Previously, the distance at which the beam was rendered was measured between the player camera and the waypoint point, meaning the beam rendered closer than expected.
    • Trigged it out so the configured distance is to the waypoint beam, with the waypoint point reprojected onto that beam at the correct angle.

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