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only one brick texture is being rendered/ all textures in one place (all wakes appear at the same place)
https://docs.fabricmc.net/develop/rendering/world Only lightmap textures show at the moment, need to implement texture atlas
wake nodes seem to spread alongchunk edges indefinitely and textures are not rendered
still some issues with wakes persistent in corner of chunks even though no entity is near
splash planes now emit degenerate quads instead of triangles, making them compatible with quad render pipelines. with shaders splash planes seem to render fine using TRANSLUCENT_MOVING_BLOCK pipeline but on vanilla it needs BEACON_BEAM_TRANSLUCENT to not clip particles and clouds behind the planes so now the pipelines are chosen depending on if shaders are on or not A more permanent solution could be writing a shader that works for both but then iris needs to support custom shaders Also need to fix wakes appearing on both sides (below water too)
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Changed data structure that stores wakes. Previously the mod used a quad tree at each y level that effectively had a fixed depth with brick as leaves. Now the mod stores these bricks (now called wake chunks) in a hash map.
The wake rendering now uses one draw call per frame instead of one per brick/wake chunk. Previously all bricks shared one texture which they took turns of drawing to and submitting to the gpu in sequence. Wake chunks, however, still share one texture but a much larger one. They can claim a spot in a texture atlas and during rendering upload their data to it. This makes it possible to do one large draw call of all wake geometry. The case of too many wake chunks active at once (leaving no space left on the atlas) is not properly handled as of yet.
Rendering now uses no opengl draw calls which should make it more stable with newer minecraft updates.