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L8[02:00:04] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180522 mappings to Forge Maven.
L9[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180522-1.12.zip
(mappings = "snapshot_20180522" in build.gradle).
L10[02:00:18] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L52[13:36:50] <Raycoms> Hi, I noticed that
when I use ForgeHooks.onPlaceItemIntoWorld for two slabs which are
oriented north-south, they join
L53[13:37:43] <Raycoms> Okay, it seems this
depends on the way I put "facing" in this case
L54[13:39:19] <Raycoms> Ah, facing up
resolves it
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L57[14:22:59] ⇨
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(Ipsis!~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L58[14:25:47] <masa> Could someone give me
a basic explanation of how the VBO and GL displaylist (?) stuff
works in Minecraft?
L59[14:25:53] <masa> So like, when stuff is
rendered, how does it "know" to go to the VBO?
L60[14:26:00] <masa> Where/how does it get
drawn to the screen from the VBO?
L61[14:26:09] <masa> How/when/where is the
VBO cleared for the next frame?
L62[14:26:19] <masa> If chunks are only
rendered to the VBO whenever something marks it for render update,
I assume the VBO data for a chunk stays around for a long time
untouched?
L63[14:26:29] <masa> How do the GL
translate/rotate etc. methods work with this? Can the matrix be
translated before the stuff from the VBO is drawn to the screen,
and then popped after?
L64[14:27:34] <masa> Basically I want t
orender 1) a large number of rtanslucent colored quads and 2)
"ghost blocks" from a separate world, basicallly like
Schematica does
L65[14:28:06] <masa> But I don't know how
to do that using VBOs instead of just regualr direct render
calls...
L66[14:28:55] <ForgeDiscord> <Gegy>
VBOs are just a way of storing vertex data, allowing it to not be
reuploaded to the GPU every frame
L67[14:30:51] <ForgeDiscord> <Gegy>
They can be treated as if the data were being uploaded right then,
so transformations will work
L68[14:32:37] <masa> So are they like bound
before the regular render calls, and then unbound after or
something?
L69[14:33:24] <masa> And how/where does
that vertex data then get rendered to the pixels on the
screen?
L70[14:33:50] <ForgeDiscord> <Gegy>
There's a GL command to draw the uploaded data through an id
L71[14:34:14] <ForgeDiscord> <Gegy>
The VertexBuffer class wraps the buffer id
L72[14:34:32] <masa> okay, any idea what
that looks like in Minecraft, or where the chunk VBOs get rendered
using it?
L73[14:35:13] <masa> I was looking through
teh render code for a few hours one day, but still didn't quite
undertsand it, since I know fairly little about rendering stuff
:/
L74[14:37:03] <ForgeDiscord> <Gegy>
Check VboRenderList
L75[14:37:44] <ForgeDiscord> <Gegy>
That renders the VBO to the screen
L76[14:38:27] <ForgeDiscord> <Gegy>
VertexBufferUploader uploads the data built from a BufferBuilder to
a VBO
L77[14:41:47] <masa> okay and VertexBuffer
holds the ID, has the bind and unbind methods...
L78[14:42:19] <Raycoms> Has anyone
experience with VBOs and rendering and would be interested in
contributing at another project? (Minecolonies)
L79[14:45:11] <ForgeDiscord> <Gegy>
right, yeah. it does need to be bound when drawing
L80[14:46:03] <masa> okay and ViewFrustum
has an array of RenderChunk, and each RenderChunk has an array of
VertexBuffer, one for each BlockRenderlayer
L81[14:46:34] <masa> so there is one VBO
per sub-chunk per BlockRenderlayer
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L83[15:12:31] <masa> I think I have a lot
better understanding of this now... so thanks for your help!
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