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Lag spike every 1 second when custom rendering


WTD

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Hi all,

I'm doing some custom rendering using the TickeEvent.RenderTickEvent event, and when the game is in fullscreen mode, i consistently get a lag spike every second. This doesn't happen when the game is not rendering using the full screen resolution. This makes me believe that it is something to do with the resolution that i render at with the custom render code. What i don't understand why it would spike every second and then run at a constant fps, until it then spikes again. I think it may have something to with memory management but i'm not sure.

Here is the code:

@SideOnly(Side.CLIENT)
	@SubscribeEvent
	public void onTick(TickEvent.RenderTickEvent event) {
		Minecraft mc = Minecraft.getMinecraft();
		
		if(!mc.inGameHasFocus)
			return;
		
		if(mc.skipRenderWorld)
			return;
		
		//backup all rendering information
		Entity entityBackup = mc.getRenderViewEntity();
		PortalRenderGlobal pgr = new PortalRenderGlobal(mc);
		GameSettings settings = mc.gameSettings;
		RenderGlobal renderBackup = mc.renderGlobal;
		int framebufferBackup = GL11.glGetInteger(GL_DRAW_FRAMEBUFFER_BINDING);	
		int renderDistanceBackup = settings.renderDistanceChunks;
					
		//get the width and height to render at
		int width = mc.displayWidth;
		int height = mc.displayHeight;;
			
		//mc.renderGlobal = pgr;
		mc.setRenderViewEntity(entity);
			
		EntityRenderer entityRenderer = mc.entityRenderer;
			
		//bind a new framebuffer
		glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
		
		//bind the texture to render to and set its parameters
		glBindTexture(GL_TEXTURE_2D, renderedTexture);
		glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, width, height, 0,GL_RGB, GL_UNSIGNED_BYTE, BufferUtils.createByteBuffer(width * height*3));
			
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
			
		//bind the deptjh render buffer
		glBindRenderbuffer(GL_RENDERBUFFER, depthrenderbuffer);
		glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
		glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthrenderbuffer);
			
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderedTexture, 0);
		glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
		glViewport(0,0,width,height); 

		//render the world
		int fps = Math.min(30, settings.limitFramerate);
		entityRenderer.renderWorld(event.renderTickTime,0L);
		
		glBindFramebuffer(GL_FRAMEBUFFER, framebufferBackup);
		mc.renderGlobal = renderBackup;
		mc.setRenderViewEntity(entityBackup);
	}

Where entity, frambuffer, renderedTexture and depthrenderbuffer are all global variables.

Any help or advice would be appreciated.

Edited by WTD
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7 hours ago, WTD said:

PortalRenderGlobal

What is this? Why are you creating a new one every frame?

Edited by Draco18s

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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