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Optimize textures & fix blocks being white when running Sky Aesthetics/Stellaris#1

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Optimize textures & fix blocks being white when running Sky Aesthetics/Stellaris#1
ElementW wants to merge 2 commits into
sunshinekitsune:1.21.1from
ElementW:1.21.1

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@ElementW

@ElementW ElementW commented Apr 24, 2026

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Doing a PR here with the hopes it gets bundled in with Noodlegamer76#12

  • The Sky Aesthetics mod, through things like Stellaris, renders celestial bodies and changes the blend mode to one that makes the skybox blocks appear solid white. Skyboxes are always fully opaque, so remove the blend altogether.
  • Runs the textures through pngquant & zopflipng to slice the total JAR size in half

If you don't think the texture optimize pass should be included, feel free to cherry-pick the render fix commit and close this PR.

Not only is blend-less render slightly faster, enabling blend made
renderBlockSkybox subject to whatever blend mode was set up prior, which
depends on mods runnning prior to Shadered in the render loop.

For instance, the Sky Aesthetics mods, through things like Stellaris,
renders celestial bodies and changes the blend mode to one that makes
the skybox blocks appear solid white.
(See st0x0ef/stellaris#200)

Skyboxes are always fully opaque, so remove the blend altogether.
Ran the PNGs through pngquant & zopflipng.
The former does technically reduce the image quality by constraining the
PNGs to a palette of 256 colors, but dithering is applied, and the color
depth loss is not very perceptible.
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