Enhanctment Glint should be rendered using a custom shader rather than with additional geometry
jellysquid3 opened this issue ยท 2 comments
jellysquid3 commented
This would solve a lot of problems with code paths getting de-optimized when it encounters the VertexConsumer that is used for enchantment glints. Additionally, not generating additional geometry on the CPU saves significant time and video memory bandwidth, while fixing issues like #2487 and #2486.
muzikbike commented
Could a similar method be used for the block cracking animation if not already?
djmrFunnyMan commented
Yeah block breaking animation is subject to similar issues #2454#2447
So I think a similar fix should be considered