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Add order-independent transparency for translucent blocks #1

Merged
merged 1 commit into from
Feb 25, 2021
Merged

Add order-independent transparency for translucent blocks #1

merged 1 commit into from
Feb 25, 2021

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Kubasor
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@Kubasor Kubasor commented Feb 25, 2021

The algorithm used is "Weighted, Blended Order-Independent Transparency"1, which allows for a
fast and simple implementation at a small cost to color accuracy. This should solve all issues of
translucent faces not rendering behind others, such as with water behind stained glass or with blocks
containing translucent faces, such as slime and honey blocks.

More testing is required to confirm compatibility with limited OpenGL 2.0 implementations, such as
those of macOS or older iGPUs, as well as to determine the impact on performance.

Fixes CaffeineMC#38

The algorithm used is "Weighted, Blended Order-Independent Transparency"[1], which allows for a
fast and simple implementation at a small cost to color accuracy. This should solve all issues of
translucent faces not rendering behind others, such as with water behind stained glass or with blocks
containing translucent faces, such as slime and honey blocks.

More testing is required to confirm compatibility with limited OpenGL 2.0 implementations, such as
those of macOS or older iGPUs, as well as to determine the impact on performance.

Fixes CaffeineMC#38

[1]: https://casual-effects.blogspot.com/2015/03/implemented-weighted-blended-order.html
@Kubasor Kubasor merged commit 4402324 into Kubasor:1.16.x/next Feb 25, 2021
@RedstoneManiac3Xbox
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is it possible for me to implement this into my own game yet or do I have to wait for a new download to be uploaded by the author?

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Translucent blocks do not render correctly (fixed in Sodium 0.6)
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