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[Bug] Lodestone + Rubidium + Quartz world blinking problem #9

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Toshayo opened this issue Jan 28, 2023 · 9 comments
Open

[Bug] Lodestone + Rubidium + Quartz world blinking problem #9

Toshayo opened this issue Jan 28, 2023 · 9 comments

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@Toshayo
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Toshayo commented Jan 28, 2023

Description: The world and block entities blinks or are black if a toast appears, walking, pressing F3, seeing sand, quite randomly.

Commenting this part:

if (event.getStage().equals(RenderLevelStageEvent.Stage.AFTER_WEATHER)) {
if (levelRenderer.transparencyChain != null) {
Minecraft.getInstance().getMainRenderTarget().bindWrite(false);
}
RenderHandler.beginBufferedRendering(poseStack);
RenderHandler.renderBufferedParticles(poseStack);
if (RenderHandler.MATRIX4F != null) {
RenderSystem.getModelViewMatrix().load(RenderHandler.MATRIX4F);
}
RenderHandler.renderBufferedBatches(poseStack);
RenderHandler.endBufferedRendering(poseStack);
if (levelRenderer.transparencyChain != null) {
levelRenderer.getCloudsTarget().bindWrite(false);
}
solves the issue, so I suppose the problem to be located somewhere there. However, I don't fully understand what that part of code is doing, so I cannot tell more :/

Versions:

  • Forge 1.18.2 40.1.86
  • Lodestone 1.3
  • Rubidium 0.5.3a
  • Phosphophyllite 0.6.0-beta.1.5
  • Quartz 0.0.0-beta.1.3
@SammySemicolon
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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.
Sadly, I've dealt with enough rubidium issues and honestly it not crashing is enough for me. I've no idea what I'd do here to fix this.
If you know any other mod facing similar issues, do let me know. I can try getting in touch with other fellas who fixed smth like this.

embeddedt added a commit to FiniteReality/embeddium that referenced this issue Sep 1, 2023
We should not need to do this. Mods should use RenderSystem

Works around:
* BiggerSeries/Quartz#12
* LodestarMC/Lodestone#9
@Cicopath
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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
Forge: 40.2.10

Rubidium: 0.5.6
Rhino: 1802.2.21 build 255
Oculus: 1.6.4

Phosphophyllite: 0.6.0 beta 1.6
Quartz: 0.0.0 beta 1.4

Lodestone: 1.4.2

2023-10-09_23 40 06
2023-10-09_01 54 31

@SammySemicolon
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This is horrifying

@SammySemicolon
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I tried removing some unneeded gl state changes and some other stuff, https://ci.blamejared.com/job/Lodestar/job/Lodestone/job/main/485/
you can try this jar maybe

@SammySemicolon
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though you'd have to use the latest jaredmaven malum too, rather than regular malum

@Cicopath
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Cicopath commented Oct 15, 2023

Forgive me for my ignorance, but how would I go about downloading these jars? Will the jars also work on 1.18.2?

@SammySemicolon
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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.

@Cicopath
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Cicopath commented Oct 15, 2023

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)

@Alphalilly
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happiness noises

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