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[1.10.2/1.11.x] getBrightnessForRender() in the Particle class...


OreCruncher

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This is called every single render pass for a given particle.  If my study is correct lighting is updated once a tick, and it stands to reason that the light values could be collected during the Particle update routine and cached in prep for the render pass.

 

I did some testing in a sandbox with my mod where it would be possible to render quite a number of particle effects (1K+), in this case rain splash effects.  By caching and reusing the light value I gained an extra 20-30FPS over what it would have been without the tweak.

 

My question is whether or not caching the light value per tick rather than determining the values each render pass is the right thing to do.  From a performance increase perspective I would think so, but if it makes a difference in rendering it may not be the best thing to do.  Any opinions?

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