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Facade rework. Here for review. #1

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@covers1624 covers1624 commented Aug 2, 2018

This is here for review, but some basic info.
Facade rework, Facades are now rendered by 'slicing' the blocks model, This means that connected textures 'just work' as well as any custom VertexFormats, such as light mapping (ME Controller). This uses a new pipeline written specifically for extremely efficient transformation of BakedQuads, i intend to put it in CCL for my own use and after some discussion with yueh it was decided to stick it in appeng.thirdparty, The system is not overly complex but is extremely modular.

TODO:

  • Basic model slicing.
  • Move item models.
  • Transparent blocks, Facades need to shrink themselves out of the way of solid blocks.
  • Facade blacklist, The current config is to be removed and a blacklist added in its place, by default it will attempt to create a facade for everything that, itsn't a tile and marks itself as as using the MODEL render type.
  • Final profiling pass & optimisations.
  • Add JEI support for hiding all Facades except Stone, with config to override and show all.

Why is this taking so long!!!????

Some pictures:
(Chisel block, Facade variant, TD cover, Chisel block)




(With some 'modifications')

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Facade transparency issues resolved for the most part, Any isOpaqueCube blocks will shrink their box on a given face if there is a non isOpaqueCube facade there.

@covers1624 covers1624 closed this Aug 28, 2018
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AppliedEnergistics#3695

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