okay the synchronized functions didn't actually fix it
but now we actually benefit from the tile entity render filtering, another 2x ish performance
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59e29ac958
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3 changed files with 2 additions and 11 deletions
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@ -35,11 +35,6 @@ public class KineticTileEntityRenderer extends SafeTileEntityRenderer<KineticTil
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super(dispatcher);
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}
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@Override
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public boolean isGlobalRenderer(KineticTileEntity te) {
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return true;
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}
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@Override
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protected void renderSafe(KineticTileEntity te, float partialTicks, MatrixStack ms, IRenderTypeBuffer buffer,
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int light, int overlay) {
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@ -37,11 +37,6 @@ public class BeltRenderer extends SafeTileEntityRenderer<BeltTileEntity> impleme
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public BeltRenderer(TileEntityRendererDispatcher dispatcher) {
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super(dispatcher);
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}
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@Override
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public boolean isGlobalRenderer(BeltTileEntity te) {
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return BeltBlock.canTransportObjects(te.getBlockState());
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}
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@Override
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protected void renderSafe(BeltTileEntity te, float partialTicks, MatrixStack ms, IRenderTypeBuffer buffer,
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@ -178,12 +178,13 @@ public class LightVolume {
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GL11.glTexParameteri(GL13.GL_TEXTURE_3D, GL13.GL_TEXTURE_WRAP_T, GL20.GL_MIRRORED_REPEAT);
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if (bufferDirty) {
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uploadTexture();
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bufferDirty = false;
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}
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}
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private synchronized void uploadTexture() {
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lightData.rewind();
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GL12.glTexImage3D(GL12.GL_TEXTURE_3D, 0, GL40.GL_RG8, textureVolume.sizeX(), textureVolume.sizeY(), textureVolume.sizeZ(), 0, GL40.GL_RG, GL40.GL_UNSIGNED_BYTE, lightData);
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bufferDirty = false;
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}
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public void release() {
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