From 31cc598b755951f8bdca1bfbf797b1c96b076c2e Mon Sep 17 00:00:00 2001 From: TGS <93544652+zephiii@users.noreply.github.com> Date: Tue, 3 Mar 2026 20:22:31 +0000 Subject: [PATCH 1/2] Remove duplicate elif from LevelRender.h (#296) --- Minecraft.Client/LevelRenderer.h | 2 -- 1 file changed, 2 deletions(-) diff --git a/Minecraft.Client/LevelRenderer.h b/Minecraft.Client/LevelRenderer.h index a9e73a604..bb2c0d13c 100644 --- a/Minecraft.Client/LevelRenderer.h +++ b/Minecraft.Client/LevelRenderer.h @@ -60,8 +60,6 @@ public: static const int MAX_COMMANDBUFFER_ALLOCATIONS = 448 * 1024 * 1024; // 4J - added - hard limit is 512 so giving a lot of headroom here for fragmentation (have seen 16MB lost to fragmentation in multiplayer crash dump before) #elif defined __PS3__ static const int MAX_COMMANDBUFFER_ALLOCATIONS = 110 * 1024 * 1024; // 4J - added -#elif defined _WINDOWS64 - static const int MAX_COMMANDBUFFER_ALLOCATIONS = 2047 * 1024 * 1024; // added by Twest #else static const int MAX_COMMANDBUFFER_ALLOCATIONS = 55 * 1024 * 1024; // 4J - added #endif From 384b9f444587ec326a1a98e1b445306c79e4b77d Mon Sep 17 00:00:00 2001 From: rtm516 Date: Tue, 3 Mar 2026 20:40:53 +0000 Subject: [PATCH 2/2] Fix ender dragon hit not making left side red (#309) --- Minecraft.Client/EnderDragonRenderer.cpp | 5 ----- 1 file changed, 5 deletions(-) diff --git a/Minecraft.Client/EnderDragonRenderer.cpp b/Minecraft.Client/EnderDragonRenderer.cpp index 037552ed3..4119e5b9f 100644 --- a/Minecraft.Client/EnderDragonRenderer.cpp +++ b/Minecraft.Client/EnderDragonRenderer.cpp @@ -77,12 +77,7 @@ void EnderDragonRenderer::renderModel(shared_ptr _mob, float wp, f glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f(1, 0, 0, 0.5f); -#ifdef __PSVITA__ - // AP - not sure that the usecompiled flag is supposed to be false. This makes it really slow on vita. Making it true still seems to look the same model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true); -#else - model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, false); -#endif glEnable(GL_TEXTURE_2D); glDisable(GL_BLEND); glDepthFunc(GL_LEQUAL);