ComplementaryDevelopment / ComplementaryReimagined

Complementary is a graphical rework pack for Minecraft with exceptional quality, detail, and performance.
https://www.complementary.dev/shaders/
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Modded glowing ores bug #66

Closed mpustovoi closed 8 months ago

mpustovoi commented 10 months ago

I'm using Embeddium 0.2.13, Oculus 1.6.13 with Complementary Reimagined 5.1.1 (and also Sinytra Connector for some Fabric mods) on Forge 1.20.1. Since the manual modded glowing ores support was added, I have added their IDs in shaders\block.properties file into block.10024= field. I don't use any texturepacks, that either modify ores' textures or add custom emissivenes. Why is this a thing? image This happens with all added ores without exception (Deeper and Darker, Universal Ores, Randomium Ore, Diamonds in the rough, etc). Sometimes these weird diagonals are more visible, somewhere less. image Idk maybe I should address this bug to Oculus team or somewhere else. Btw, on Fabric modpack (Sodium, Iris) everything works completely fine.

EminGT commented 10 months ago

This is a known issue but it doesn't look like something I can fix. It's caused by some external variable that the shader can't change

mpustovoi commented 10 months ago

So, it's impossible to even guess the approximate area of the problem here, right? Maybe it's an Oculus bug or something.

EminGT commented 10 months ago

I can't diagnose the problem as it doesn't happen on my system unfortunately

tovc commented 9 months ago

Here is a minimal prism instance where the issue occurs. The pack is using Sodium 0.5.3, Iris 1.6.11, Indium 1.0.27 and QFAPI 7.4.0+0.90.0. The Create version is a fork that works with Sodium 5.0+; that can be found here, but I don't believe it is casuing the issue.

Import the instance via prism, start it up, load into the existing world, then enable the shaders via the video settings menu.

The result should be something similar to this. 2024-01-21_21 52 49

I'd be interested to see it not occurring, as the result is the same on both my desktop and laptop. I am using a Nvidia graphics card in both. I do have an AMD card I can test this with, if that's what you're using.

tovc commented 9 months ago

The bug seems to occur on Iris, in addition to Oculus, so I'm not sure if that title is ncessarily correct. Would you like me to make my own bug report for Iris?

mpustovoi commented 9 months ago

I have never encountered the error of glowing ores with Sodium 0.5+ and Iris, although I don't use Create and, accordingly, the fork of Sodium 0.5 that works with it. As for me Iris and Oculus are not the same thing, but if you say you had this issue too, I can change the title back. I wrote this rather because of the difference between Forge and Fabric, but if you say that you also had this problem, I can change the title back.

mpustovoi commented 9 months ago

In fact, I should probably report this bug to the Oculus team.

tovc commented 9 months ago

You're welcome to attempt to recreate the issue via the instructions I provided. I've been told that the issue occurs on both NeoForge and Fabric, with Oculus and Iris.

I wouldn't report the issue to the Oculus team until there's some evidence that it is actually related to Oculus, and not Iris. Should probably wait for Emin to comment on it.

tovc commented 9 months ago

The issue is caused by the shader sampling textures outside of the one intended, due to sampling exactly between textures. I've forked and fixed it. The fix will be in a future release. https://github.com/tovc/ComplementaryReimagined/commit/eb132580cd6ef8a88834547eee6374330e72a898

mpustovoi commented 9 months ago

I admire your dedication. 👏🏻 You can create a pull request now.

tovc commented 9 months ago

I've already talked with Emin about it. They don't use github as a development platform anyway, so I won't make a PR.

mpustovoi commented 9 months ago

Got it. So, are you saying there will be an official release with your fix or what?

tovc commented 9 months ago

At some stage, yes. I don't know when that will be.

I've pushed that branch to main in my repository. You're welcome to go and download that version if you want to use it now. Just press the green 'code' button, then 'download as zip', and place that in your shader folder. https://github.com/tovc/ComplementaryReimagined