Open darthvader45 opened 6 years ago
Does removing optifine solve this?
What resource pack are you using?
Removing Optifine, after testing with other mods did not fix this, no idea. I was using John Smith Legacy 1.12.2.
Are you using other mods?
Im trying it with John Smith Legacy 1.12.2, and i cant see an issue with the grass. Secret trap doors will render as full blocks with malisisdoors installed because I havent finished the compatability
Huh, I tried it with both that and vanilla and one-way glass renders as the block underneath on all six sides. Not only that, but it seems it caused a crash as well. Seems to be a problem with Better Foliage. No idea why that mod causes problems with this.
are you using other mods?
also can you send the fml-client-latest.log
I am, but it seems better foliage does it.
fml-client-latest.log Here's the latest fml client log.
Here's the mods: https://www.dropbox.com/s/pimyzcirqshtsc4/Other%20Mods.zip?dl=1
And the save: https://www.dropbox.com/s/4dtp9q1avgowkdb/Secret%20Rooms%20Test.zip?dl=1
If its better foliage, I dont think im gonna add support, for many reasons
Better Foliage does some weird stuff during the rendering. Ill add making it work with secretrooms to my long todo list but i cant promise anything
Okay. That's fine with me, though why it is written in a different language is beyond me, it looks like a java mod, plays like a java mod, it should be.
Yep, it is definitely Better Foliage. Maybe I'll talk with octarine_noise and see if I can get them to work this out.
Its written in kotlin, which can be compiled into java bytecode. The source code is in a diffrent language, but when compiled, it runs the same
Huh. Well then.
If you want to make an issue to octarine_noise, its because SecretRoosmMod depends on stuff being rendered the vanilla way, as it introduces its own transformers and asm. He redirects some of the rendering traffic here.
This is where I think its going wrong, but again, i do not know kotlin, so i might be wrong
Being more specific, SRM does stuff like this:
In RenderChunk#rebuildChunk
, SRM makes the blockstate used for rendering be taken from here, as this means i can add aditional infomation to the SRM model, and it means that I can make the ChunkCache (IBlockAccess) used in the whole rendering thing return the mirrored state for each SRM block, as to make them blend in more
In BlockRendererDispatcher#renderBlock
, at the very start of the method, SRM sets the input state to be gotten through here, which, if the block is a SecretRoomsMod block, returns the mirrored state of the block.
In BlockModelRenderer#renderModel
, at the very start of the method, SRM sets the input model to be gotten through here, which will return the SecretRoomsMod IBakedModel if a SecretBlock is at that position.
Things need to happen this way for secretroomsmod blocks to be rendered correctly. As i said before, I think BF redirects the rendering stuff here, which could be causing the issues youre having - 2 and 3 arnt being called (afaik)
Basically, the input blockstate and model are not the ones to use. The model and states need to be passed through SecretRoomsHooks#getActualModel
and SecretRoomsHooks#getActualState
respectively. Im in the process right now of removing the asm for RenderChunk#rebuildChunk
, as i dont think its needed
Perhaps routing it through his and then routing it back to your mod would have some effect on fixing it.
@darthvader45 one thing you should notice, is that one way glass works on some blocks, but not others. This supports my theory that BF redirects rendering stuff.
Agreed, I noticed this immediately. I think redirecting it from his mod to yours might have some effect on it, but as you said, might break more than it fixes.
On Tue, Mar 20, 2018 at 6:33 PM, Wyn Price notifications@github.com wrote:
@darthvader45 https://github.com/darthvader45 one thing you should notice, is that one way glass works on some blocks, but not others. This supports my theory that BF redirects rendering stuff. [image: 2018-03-20_22 32 29] https://user-images.githubusercontent.com/15876682/37686299-bda9c70e-2c8e-11e8-8aea-84d4cbb40eb3.png [image: image] https://user-images.githubusercontent.com/15876682/37686290-b612ee08-2c8e-11e8-919a-a7fa95cb2f95.png
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Optifine?: Yes If so what version: 1.12.2 hd c6 Does adding/removing Optifine affect the issue?: Yes, especially after updating and trying without other mods besides this and malisisdoors.
Block rendering for the doors/trapdoors and one-way glass are completely broken. One-way glass only works properly if there is no block underneath it, which defeats the purpose. Doors and trapdoors render as full blocks when camouflaged and only render normally when they cannot camouflage or attempt to camouflage as a barrier. All other blocks work as intended.