BlueMap

BlueMap

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Optionally account for block light in culling

ChloeDawn opened this issue ยท 1 comments

commented

Is your feature request related to a problem? Please describe.
Underground structures and deep internals of surface buildings are occluded when sky light reaches 0.

Describe the solution you'd like
An option to include block light checks in culling calculations, to allow tiles with a block light level of more than 0 to not be culled. This would have the side effect of rendering mineshafts and strongholds, but I feel this would be a desired side-effect given the primary desired effect. The only undesired side-effect may be the rendering of lava pools. But overall this would be far more performant than rendering all "cave" tiles.

commented

Added in 1.6.1