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Temporarily replace the buffered entity rendering code to avoid memor…
…y issues This new strategy works by adding a few small tweaks to make the vanilla entity batching code work better, instead of trying to go all-out with entity buffering. We do two main things: * Sort entities by type before rendering them * This allows many common entities to be batched into a single draw call by vanilla. It was just held back by having to constantly switch between rendering types since without sorting, the order is essentially random. * Add things like enderman eyes / spider eyes / sheep wool to the list of render layers buffered by vanilla. * Vanilla does have special code to buffer up entity geometry, but it only activates for certain render layers. By adding a few more render layers to the list of buffered layers, we allow vanilla's batching code to not get interrupted by constantly switching between rendering enderman bodies and enderman eyes. I have some code in the pipeline to make entity buffering work way better, but it's not ready yet.
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64 changes: 25 additions & 39 deletions
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src/main/java/net/coderbot/iris/mixin/fantastic/MixinBufferBuilderStorage.java
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