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Restore fast item rendering and remove animation-toggle stalls - #37
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Batch the previous GUI glint overlay, skip block glint while 1.7 Animations is enabled, and cache static sprite quads. Select already-baked trapdoor models without reloading resources. Add in-client regression checks and rendering benchmarks. Co-Authored-By: GPT-6 <codex@openai.com>
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Targets #28.
The cleanup in #28 restores two vanilla glint passes for enchanted block items and replaces the previous flat GUI glint overlay. Those paths also expose repeated sprite-quad filtering allocations. Separately, the new master switch triggers a full resource reload even though both trapdoor variants are already baked.
This follow-up restores the previous GUI/block glint behavior while 1.7 Animations is enabled: block items skip glint and GUI items use the previous overlay, now batched into one draw without temporary models or vertex arrays. Switching the mod off restores vanilla glint. The reduced menu stays intact; no removed glint settings are reintroduced.
It also caches south-facing sprite quads on ordinary baked models (dynamic/custom models bypass caching; replacement lists and resource reloads invalidate it) and removes the full resource reload on animation/trapdoor toggles. Effective potion-color changes still invalidate their cache.
Validation
./gradlew :1.8.9:build --offlinepasses, including compilation, license checks and access-widener validation.DOLPHIN_RENDER_TESTS=1 ./gradlew :1.8.9:runClient --offlinepasses on a headless OpenGL display: layered/empty/dynamic geometry, cache reuse/replacement, wooden and iron trapdoor selection, master-toggle/potion-color behavior, and explicit resource reloads.591f42dd5, PR Reduce the 1.7 tab to a single 1.7 Animations mod #28 headdd2ce3fb0, JDK 25, Mesa llvmpipe with one rendering worker, default resources, and 1,000 warmup + 1,000 measured batches per case. Nine enchanted block items fell from 395.21 µs to 115.70 µs median per GUI batch (about 71%). Nine enchanted swords fell from 7,848 B to 792 B allocated per batch; plain swords from 2,880 B to 720 B.versions/1.8.9/src/test/README.md.These are rendering microbenchmarks, not a general FPS multiplier. They identify and remove specific costs, but the full reported gameplay regression still needs verification on the user's GPU with the same world, resource pack and Dolphin Optimized modpack.