Fix rendering bug for mesh index exceeding uint16 range (which is fairly common)#56
Fix rendering bug for mesh index exceeding uint16 range (which is fairly common)#56KokeCacao wants to merge 2 commits intomisode:mainfrom
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What is the benefit of this over just decreasing the Also, have you configured culling properly? With culling enabled, it seems unlikely that you would run into the uint16 limit with |
Decreasing I do have culling enabled (you can see evidence in image #14 (comment)). It is true that with a normal player-built schematic, it will most likely render correctly. But somehow there will be strange people like me who for some reason, must render a 16^3 region with random blocks, which uses more than 2 times of the available uint16 range with |
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I will maintain this feature on my own repo for offline rendering. |
Related Issues:
Purpose: Mainly, this PR ensures all renderings are correct regardless of what chunkSize is used for rendering.
How it's done:
dirtybits for all buffers so that there is minimumrebuildoverhead.rebuildto right before render, as with dirty bits, there is no overhead.The rendered image is now correct even with
chunkSize=16.Side note: this commit assumes #55