Closed Kneelawk closed 1 week ago
Can you check if it still happens on this build, which follows this commit that potentially fixes the problem.
That seems to have fixed the issue. Thank you!
Should I close the issue now or wait for the fix to be part of an actual release first?
Thanks
Bug Description
This issue is occurring with Sodium
mc1.21-0.6.0-beta.2-neoforge
which is the latest version of Sodium as of this writing.I have a mod where my model implements
IBakedModelExtension.getQuads(...)
and returns baked quads, some of which have set their vertex light-map values to full-bright and set theirisShade()
andhasAmbientOcclusion()
values to false.On NeoForge, without Sodium, these quads are clearly visible as emissive. However, when Sodium is installed, these quads suddenly appear much darker, due to the effects of diffuse lighting and ambient occlusion.
Without Sodium installed:
With Sodium Installed:
Note: I also tried emitting the same quads using the Fabric Render API instead of NeoForge's
BakedQuad
-based API and the FRAPI quads were lit properly. Only the NeoForgeBakedQuad
quads were improperly lit.Reproduction Steps
IBakedModelExtension.getQuads()
and returns aBakedQuad
that has its light-map values set to full-brightness and itsisShade()
andhasAmbientOcclusion()
values set to false.I have a repository that can be used to demonstrate the issue: Kneelawk/KRender@e7c001b. The issue is demonstrated using the example mod
ct_complicated
under theexamples
directory. Note that compiled libs will appear underbuild/libs
under the root directory of the repository, not under the example's ownbuild
directory.Log File
Gist: https://gist.github.com/Kneelawk/337c5cc530f68a5405b2f55cb453786a File: latest.log
Crash Report
Gist: https://gist.github.com/Kneelawk/16dd2738f44efc1705f9db2f8b976757 File: crash-2024-10-16_05.41.44-client.txt