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This is mostly copied from the work Toad and I did for CC:R. Instead of not writing to the depth buffer when rendering terminals, we now render terminal forgrounds with a small glPolygonOffset (or an emulation of it where not possible). This removes the need for custom render types, while still avoiding z-fighting between the terminal foreground and background. The VBO monitors backend now uses Iris's TextVertexSink API when available: Iris overwrites the vertex format for RenderType.text, and so we need to use this API to avoid rendering garbage. Performance is maybe a little worse than before (<3ms) and definitely worse than CC:R. Unfortunately we can't do our upload batching as that conflicts with Optifine's patches - instead we need to maintain two separate VBOs. This is a bit slower, but not so bad it's unworkable.
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