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chore: add comments for 4jcraft-added functionality, undo #135
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@ -94,8 +94,8 @@ void C4JRender::Initialise()
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}
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glfwMakeContextCurrent(s_window);
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glfwSwapInterval(0); // vsync
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glfwSwapInterval(1); // vsync
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// Keep viewport in sync with OS-driven window resizes.
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glfwSetFramebufferSizeCallback(s_window, onFramebufferResize);
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@ -631,7 +631,7 @@ void CMinecraftApp::InitGameSettings()
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// 4J-PB - don't cause an options write to happen here
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SetDefaultOptions(pProfileSettings,i,false);
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#else
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// Linux (and any other platform): profile data is zero-initialised, so explicitly apply defaults
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// 4jcrqaft: Linux (and any other platform): profile data is zero-initialised, so explicitly apply defaults
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C_4JProfile::PROFILESETTINGS *pProfileSettings=ProfileManager.GetDashboardProfileSettings(i);
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memset(pProfileSettings,0,sizeof(C_4JProfile::PROFILESETTINGS));
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SetDefaultOptions(pProfileSettings,i);
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@ -311,6 +311,8 @@ void ItemInHandRenderer::renderItem3D(Tesselator *t, float u0, float v0, float u
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void ItemInHandRenderer::render(float a)
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{
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// 4jcraft: null checks here fix player hand rendering on linux
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// TOOD: determine why these are null in the first place
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if (!mc->player || !mc->level) return;
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float h = oHeight + (height - oHeight) * a;
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@ -777,14 +777,14 @@ void GameRenderer::renderItemInHand(float a, int eye)
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{
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if (!mc->options->hideGui && !mc->gameMode->isCutScene())
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{
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//turnOnLightLayer(a); // disable light layer on handrenderer similarly to how it was done on the chunk render (this makes the hand look proper)
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//turnOnLightLayer(a); // 4jcraft: disable light layer on handrenderer similarly to how it was done on the chunk render (this makes the hand look proper)
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PIXBeginNamedEvent(0,"Item in hand render");
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// add null pointer check to itemInHandRenderer to prevent a occasional seg fault
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// 4jcraft: add null pointer check to itemInHandRenderer to prevent a occasional seg fault
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if (itemInHandRenderer != nullptr) {
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itemInHandRenderer->render(a);
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}
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PIXEndNamedEvent();
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//turnOffLightLayer(a); // disable light layer on handrenderer similarly to how it was done on the chunk render (this makes the hand look proper)
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//turnOffLightLayer(a); // 4jcraft: disable light layer on handrenderer similarly to how it was done on the chunk render (this makes the hand look proper)
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}
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}
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glPopMatrix();
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@ -792,7 +792,7 @@ void GameRenderer::renderItemInHand(float a, int eye)
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//if (!mc->options->thirdPersonView && !mc->cameraTargetPlayer->isSleeping())
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if (!localplayer->ThirdPersonView() && !mc->cameraTargetPlayer->isSleeping())
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{
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// add null pointer check to itemInHandRenderer to prevent a occasional seg fault
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// 4jcraft: add null pointer check to itemInHandRenderer to prevent a occasional seg fault
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if (itemInHandRenderer != nullptr) {
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itemInHandRenderer->renderScreenEffect(a);
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}
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@ -1074,7 +1074,7 @@ void GameRenderer::render(float a, bool bFirst)
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int xMouse = Mouse::getX() * screenWidth / fbw;
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int yMouse = screenHeight - Mouse::getY() * screenHeight / fbh - 1;
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int maxFps = 0;//getFpsCap(mc->options->framerateLimit);
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int maxFps = getFpsCap(mc->options->framerateLimit);
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if (mc->level != NULL)
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{
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@ -77,7 +77,10 @@ void SetEntityMotionPacket::write(DataOutputStream *dos) //throws IOException
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{
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if( useBytes )
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{
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// Masking the id to 11 bits before writing to account for large entitty ids.
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// 4jcraft: masking the id to 11 bits before writing to account for entity ids > 4095.
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// This fixes a connection drop when loading the tutorial world on linux.
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//
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// FIXME: find the root cause of this, since there shouldn't be more than 4095 entities.
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dos->writeShort((id & 0x07FF) | 0x800);
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dos->writeByte(xa/16);
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dos->writeByte(ya/16);
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@ -85,7 +88,7 @@ void SetEntityMotionPacket::write(DataOutputStream *dos) //throws IOException
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}
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else
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{
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// same thing as line 80 here
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// 4jcraft: same thing as line 80 here
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dos->writeShort((id & 0x07FF));
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dos->writeShort(xa);
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dos->writeShort(ya);
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