diff --git a/4J.Render/4J_Render.cpp b/4J.Render/4J_Render.cpp index 54aeb9d6f..571a3d171 100644 --- a/4J.Render/4J_Render.cpp +++ b/4J.Render/4J_Render.cpp @@ -94,7 +94,7 @@ void C4JRender::Initialise() } glfwMakeContextCurrent(s_window); - glfwSwapInterval(1); // vsync + glfwSwapInterval(0); // vsync // Keep viewport in sync with OS-driven window resizes. glfwSetFramebufferSizeCallback(s_window, onFramebufferResize); diff --git a/Minecraft.Client/Rendering/GameRenderer.cpp b/Minecraft.Client/Rendering/GameRenderer.cpp index 1d2eeb30f..3a135655b 100644 --- a/Minecraft.Client/Rendering/GameRenderer.cpp +++ b/Minecraft.Client/Rendering/GameRenderer.cpp @@ -777,11 +777,14 @@ void GameRenderer::renderItemInHand(float a, int eye) { if (!mc->options->hideGui && !mc->gameMode->isCutScene()) { - turnOnLightLayer(a); + //turnOnLightLayer(a); // disable light layer on handrenderer similarly to how it was done on the chunk render (this makes the hand look proper) PIXBeginNamedEvent(0,"Item in hand render"); - itemInHandRenderer->render(a); + // add null pointer check to itemInHandRenderer to prevent a occasional seg fault + if (itemInHandRenderer != nullptr) { + itemInHandRenderer->render(a); + } PIXEndNamedEvent(); - turnOffLightLayer(a); + //turnOffLightLayer(a); // disable light layer on handrenderer similarly to how it was done on the chunk render (this makes the hand look proper) } } glPopMatrix(); @@ -789,7 +792,10 @@ void GameRenderer::renderItemInHand(float a, int eye) //if (!mc->options->thirdPersonView && !mc->cameraTargetPlayer->isSleeping()) if (!localplayer->ThirdPersonView() && !mc->cameraTargetPlayer->isSleeping()) { - itemInHandRenderer->renderScreenEffect(a); + // add null pointer check to itemInHandRenderer to prevent a occasional seg fault + if (itemInHandRenderer != nullptr) { + itemInHandRenderer->renderScreenEffect(a); + } bobHurt(a); } // 4J-PB - changing this to be per player @@ -1068,11 +1074,11 @@ void GameRenderer::render(float a, bool bFirst) int xMouse = Mouse::getX() * screenWidth / fbw; int yMouse = screenHeight - Mouse::getY() * screenHeight / fbh - 1; - int maxFps = getFpsCap(mc->options->framerateLimit); + int maxFps = 0;//getFpsCap(mc->options->framerateLimit); if (mc->level != NULL) { - if (mc->options->framerateLimit == 0) + if (maxFps == 0) { renderLevel(a, 0); }