
CC: HUD Glasses
What the computer writes to the modem is visible to the player in the glasses.
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Список изменений
- OUTLINE text shadow is much cheaper. It used to draw every glyph five times (four black copies plus the glyph). The mod now ships a pre-dilated copy of the font atlas, so the outline is a single black draw and OUTLINE costs two draws per glyph instead of five. It looks identical: dilating a glyph by 1px in four directions is exactly what the four offset copies produced, and the font is 1-bit pixel art so nothing blurs. If the outline atlas ever fails to load, the old four-copy path still runs.
- The F3 debug screen, chat and the player list now draw on top of the HUD. The overlay used to sit above every other GUI layer, so a full-screen HUD buried them with no way to read them short of switching the HUD off. It now renders just below the debug overlay instead.
- Much faster rendering at large HUD sizes. The glyph pass no longer goes through
Font#drawInBatchper cell, which allocated twice and re-resolved the font set, glyph info, baked glyph and style for every character, every frame. Glyphs are now baked once and their vertices written straight into the batch, so the pass is allocation-free and the palette is unpacked once per frame instead of once per cell. This scaled with cell count, so the bigger the HUD the bigger the win (setSize(256, 96)was hit hardest). New client settingfastGlyphRendering(defaulttrue) turns this off again if another mod's text/HUD rendering conflicts with it.
Файлы
hudglassescc-0.1.4-beta.jar(151.50 KiB)
ОсновнойМетаданные
Канал релиза
Beta
Номер версии
0.1.4-beta
Загрузчики
NeoForge
Версии игры
1.21.1
Загрузок
299
Дата публикации
01.09.2026
