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[Bug] Lodestone + Rubidium + Quartz world blinking problem #9
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Oh dear. I suppose that's better than the game crashing, but what the hell. That part of our code ends buffered batches of pretty much all rendering. |
We should not need to do this. Mods should use RenderSystem Works around: * BiggerSeries/Quartz#12 * LodestarMC/Lodestone#9
Is there any temporary solution to this issue? I don't know by which mod end this issue is being caused, but I'm currently on version 1.18.2, and my world looks like... well, let the pictures explain themselves. I'm in F1 mode, but when I'm not in it, it looks as if some of the blocks are "z-fighting". Minecraft version: 1.18.2 Rubidium: 0.5.6 Phosphophyllite: 0.6.0 beta 1.6 Lodestone: 1.4.2 |
This is horrifying |
I tried removing some unneeded gl state changes and some other stuff, https://ci.blamejared.com/job/Lodestar/job/Lodestone/job/main/485/ |
though you'd have to use the latest jaredmaven malum too, rather than regular malum |
Forgive me for my ignorance, but how would I go about downloading these jars? Will the jars also work on 1.18.2? |
https://maven.blamejared.com/team/lodestar/lodestone/lodestone/1.18.2-1.4.2.485/ I could've sent a better link, click on this and download the .jar file stored there. |
Just tested the one you gave me in a new world, and it seems to work nicely now! Only thing is, I'm unsure which Malum version to use with it. I'm trying to use the most recently updated jaredmaven malum version, but I'm getting a crash. I'll open a new issue for this. (See #20) |
happiness noises |
Description: The world and block entities blinks or are black if a toast appears, walking, pressing F3, seeing sand, quite randomly.
Commenting this part:
Lodestone/src/main/java/team/lodestar/lodestone/events/ClientRuntimeEvents.java
Lines 83 to 97 in 9fbc15f
Versions:
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