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Add order-independent transparency for translucent blocks #3

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Feb 23, 2021
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The algorithm used is "Weighted, Blended Order-Independent Transparency"1, which allows for a
fast and simple implementation at a small cost to color accuracy. This should solve all issues of
translucent faces not rendering behind others, such as with water behind stained glass or with blocks
containing translucent faces, such as slime and honey blocks.

More testing is required to confirm compatibility with limited OpenGL 2.0 implementations, such as
those of macOS or older iGPUs, as well as to determine the impact on performance.

Fixes CaffeineMC#38

The algorithm used is "Weighted, Blended Order-Independent Transparency"[1], which allows for a
fast and simple implementation at a small cost to color accuracy. This should solve all issues of
translucent faces not rendering behind others, such as with water behind stained glass or with blocks
containing translucent faces, such as slime and honey blocks.

More testing is required to confirm compatibility with limited OpenGL 2.0 implementations, such as
those of macOS or older iGPUs, as well as to determine the impact on performance.

Fixes CaffeineMC#38

[1]: https://casual-effects.blogspot.com/2015/03/implemented-weighted-blended-order.html
@stormdirus2 stormdirus2 merged commit 899b051 into stormdirus2:1.16.x/next Feb 23, 2021
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