Posted June 27, 20223 yr I'm trying to do an RTS-style fog of war effect by darkening all blocks not within range of a particular mob. My current method of doing this is to simply iterate over all blocks in the view cone (that are exposed to air) and draw a dark block around them using a vertexConsumer with this result: my code: https://pastebin.com/SfmCGHKj The problem with this is 3 fold: looks very glitchy with lots of tearing during camera movement doesn't account for non-solid blocks like tall grass - these show a visible black cube around them performance is terrible, my FPS drops by half whenever I run it I can solve the weird grid-like effect on the water and the performance somewhat by drawing only block faces next to air but the other problems remain. I can only think of two solutions to this either of which I have no idea how to implement: GLSL shaders Changing block light render values (clientside only) Which way would be better, and/or is there another option I haven't thought of? How difficult would either of these options be?
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