Interface IDhApiGraphicsConfig

All Superinterfaces:
IBindable, IDhApiConfigGroup

public interface IDhApiGraphicsConfig extends IDhApiConfigGroup
Distant Horizons' graphics/rendering configuration.
Since:
API 1.0.0
  • Method Details

    • fog

    • ambientOcclusion

      IDhApiAmbientOcclusionConfig ambientOcclusion()
    • noiseTexture

      IDhApiNoiseTextureConfig noiseTexture()
    • genericRendering

      IDhApiGenericRenderingConfig genericRendering()
    • chunkRenderDistance

      IDhApiConfigValue<Integer> chunkRenderDistance()
      The distance is the radius measured in chunks.
    • renderingEnabled

      IDhApiConfigValue<Boolean> renderingEnabled()
      Simplified version of renderingMode() that only enables/disables the fake chunk rendering.

      Changing this config also changes renderingMode()'s value.
    • renderingMode

      Can be used to enable/disable fake chunk rendering or enable the debug renderer.

      The debug renderer is used to confirm rendering is working at and will draw a single multicolor rhombus on the screen in skybox space (AKA behind MC's rendering).

      Changing this config also changes renderingEnabled()'s value.
    • maxHorizontalResolution

      Defines how detailed fake chunks are in the horizontal direction
    • verticalQuality

      Defines how detailed fake chunks are in the vertical direction
    • horizontalQuality

      Modifies the quadratic function fake chunks use for horizontal quality drop-off.
    • transparency

    • blocksToAvoid

      Defines what blocks won't be rendered as LODs.
    • tintWithAvoidedBlocks

      IDhApiConfigValue<Boolean> tintWithAvoidedBlocks()
      Defines if the color of avoided blocks will color the block below them.
      (IE: if flowers are avoided, should they color the grass below them?)
    • overdrawPreventionRadius

      IDhApiConfigValue<Double> overdrawPreventionRadius()
      Sets the radius used by the near clip shader to reduce overdraw.
      Measured in percentages of the render distance, IE:
      0.5 = 50% vanilla render distance
      0.1 = 10% vanilla render distance

      Setting this to 0 will reduce/prevent holes in the world due to clipping to close to the camera but may cause overdraw issues with transparent or non-full blocks.
      Since:
      API 2.0.0
    • brightnessMultiplier

      IDhApiConfigValue<Double> brightnessMultiplier()
      Modifies how bright fake chunks are.
      This is done when generating the vertex data and is applied before any shaders.
    • saturationMultiplier

      IDhApiConfigValue<Double> saturationMultiplier()
      Modifies how saturated fake chunks are.
      This is done when generating the vertex data and is applied before any shaders.
    • caveCullingEnabled

      IDhApiConfigValue<Boolean> caveCullingEnabled()
      Defines if Distant Horizons should attempt to cull fake chunk cave geometry.
    • caveCullingHeight

      IDhApiConfigValue<Integer> caveCullingHeight()
      Defines what height cave culling should be used below if enabled.
    • earthCurvatureRatio

      IDhApiConfigValue<Integer> earthCurvatureRatio()
      This ratio is relative to Earth's real world curvature.
    • lodOnlyMode

      IDhApiConfigValue<Boolean> lodOnlyMode()
      If enabled vanilla chunk rendering is disabled and only fake chunks are rendered.
    • lodBias

      Setting this to a non-zero number will modify vanilla Minecraft's LOD Bias, increasing how quickly its textures fade away.
    • lodShading

      Determines how LODs should be shaded.
      Since:
      API 2.0.0
    • disableFrustumCulling

      IDhApiConfigValue<Boolean> disableFrustumCulling()
      Sets whether LODs outside the view frustum culling will be culled.

      Disabling this will prevent LODs not rendering on the corner of the users vision and may fix issues if LODs appear to start/stop rendering incorrectly based on the camera direction, but will also reduce FPS.
      Since:
      API 2.0.0
      See Also:
    • disableShadowFrustumCulling

      IDhApiConfigValue<Boolean> disableShadowFrustumCulling()
      Identical to the other frustum culling option, except that it is only used when a shader mod is present using the DH API and the shadow pass is being rendered.

      Disable this if shadows render incorrectly.
      Since:
      API 2.0.0
      See Also: