2024-12-08 00:55:42|Myriagame |source:minecraft skins
This list has been out of date (it will not be updated since February 2024).At that time, it was released on the premise of the author's plan to merge Embeddium's forge patch to sodium, and should not be used to compare between modules.Keep it here for archiving.
Apply the packing method, light, and color in the apex data of the baking quadrilateral
When creating a block mesh division task, read the Forge Modeldata mapping in the world
Call for the heavy loads of various BakedModel and BlockState methods (such as iForgeBlockstate#GetLightEmission, IFORGEBAKEDMODEL#GETRENDERLAYERS, IFORGEBAKEDMODEL#Getquads)
Modify BlockoClusionCache to call the appropriate Forge API
Correctly supports entities with unlimited boundary frames (TODO: may be repaired by limit the number of scanned sub -blocks to 15)
The opponent's entity is eliminated by cone
Add WorldSLICELOCAL as the packaging class of WorldSlice to imitate the original version to pass the only object for each sub -block without significantly affecting the distribution rate of memory.
Bakedquad (baked quad -sized) application plane light for disable AO (ambient light shielding)
If there is at least one quadrilateral disable AO (ambient light cover), the quadrilateral reorienting is disabled in a given direction to avoid Z-Fighting (deep conflict)
Introduce simple translucent sorting (replace GFNI)
Introduce a full -precision vertex format, see Sodium PR#2116 (github)
Support the rendering of the block to the alternate rendering pipeline of the original version (e.g. [CCL] CodeChicken Lib or Forge light)
If the block does not glow, they will call the worldRenderer.GetlightMapCoordinates instead of always using Sodium's override.This allows dynamic light source modules to operate normally without Mixin to Sodium code.
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