Optimize Texture loops a bit for non-rotated textures. Should help the FPS loss on higher resolution texture packs. If it becomes a major issue we may have to look into a more optimized animation system.
https://mojang.atlassian.net/browse/MC-13206
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@ -1,6 +1,41 @@
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--- ../src_base/minecraft/net/minecraft/client/renderer/texture/Texture.java
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--- ../src_base/minecraft/net/minecraft/client/renderer/texture/Texture.java
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+++ ../src_work/minecraft/net/minecraft/client/renderer/texture/Texture.java
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+++ ../src_work/minecraft/net/minecraft/client/renderer/texture/Texture.java
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@@ -222,7 +222,7 @@
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@@ -214,7 +214,33 @@
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this.textureData.position(0);
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bytebuffer.position(0);
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- for (int k = 0; k < par3Texture.getHeight(); ++k)
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+ /* Forge:
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+ *
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+ * Optimize these loops a bit for non-rotated textures.
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+ * Should help the FPS loss on higher resolution texture packs.
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+ * If it becomes a major issue we may have to look into a more
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+ * optimized animation system.
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+ *
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+ * https://mojang.atlassian.net/browse/MC-13206
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+ */
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+ if (!par4)
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+ {
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+ int scanSize = par3Texture.getWidth() * 4;
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+ int w4 = width * 4;
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+ int targetY = (par2 * w4) + (par1 * 4);
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+
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+ for (int y = 0; y < par3Texture.getHeight(); y++)
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+ {
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+ textureData.position(targetY);
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+ for (int x = 0; x < scanSize; x++)
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+ {
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+ textureData.put(bytebuffer.get());
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+ }
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+ targetY += w4;
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+ }
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+ }
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+
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+ for (int k = 0; par4 && k < par3Texture.getHeight(); ++k)
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{
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int l = par2 + k;
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int i1 = k * par3Texture.getWidth() * 4;
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@@ -222,7 +248,7 @@
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if (par4)
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if (par4)
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{
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{
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@ -9,7 +44,7 @@
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}
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}
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for (int k1 = 0; k1 < par3Texture.getWidth(); ++k1)
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for (int k1 = 0; k1 < par3Texture.getWidth(); ++k1)
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@@ -232,7 +232,7 @@
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@@ -232,7 +258,7 @@
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if (par4)
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if (par4)
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{
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{
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