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RenderWorldLastEvent for LookingGlass #16
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Can you clarify what your goal was? I'm afraid I didn't follow. |
Well, my goal was a suggestion for a I was reading through the code and noticed a renderWorld call. If you look into the It's a suggestion followed by a bug report |
I expect that the solution to this problem will be pretty complex. Thanks for bringing it up. :) |
I think, for now, LookingGlass should have "isRenderingView" and "getCurrentView", so other mods can add manual fixes |
That sounds like a reasonable midway fix, yes. :) Feel like taking a shot at the PR for it? I'm not sure when I could get to it. |
Where it should be implemented? |
Given the architecture of the API handling, you'll either need to create a new version of that API interface or a new API interface entirely. Once an API interface is included in a release, it can never be modified. For creating a new interface, it's basically the same without the replication of the other API handling. The registration will be something new, then, at version 1. You'd probably still have to model it off of the existing APIs just to see what needs to be done. |
I think we should create WorldViewAPI3 but not release it yet. |
My suggestion would be about creating a
RenderWorldLastEvent
for LookingGlass views, but after looking at the code, I've seen thatRenderWorldLastEvent
is fired on LookingGlass views and that could cause rendering issues with other mods.What you can do for a hacky workaround is setting the
listeners
field onnet.minecraftforge.fml.common.eventhandler.Event
to a newListenerList
instance before rendering and setting it back right after. You can also use ASM, but I think you don't want to make LookingGlass a coremod, right?!I don't see any reason for not having a
RenderViewLastEvent
, maybe it's because I'm not familiar with the code yetThe text was updated successfully, but these errors were encountered: