Optimize EntityRenderDispatcher::shouldRender
FazziCLAY opened this issue · 2 comments
If I remember correctly, skipping on shouldRender caused some unintended side effects, since that check assumes that the entity is outside of the frustum. Looking at it, it mainly just does the outline(glowing) preparations right after, which is the only "lot of unnecessary stuff". But then glowing entities can't be seen through walls. So I'd also need to check for glowing in my code... at which point this just gets done twice. So moving it into shouldRender wouldn't be any benefit.