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1.21.8 port #146
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base: 1.21.4
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1.21.8 port #146
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build the 1.21.8 version for us who don't know how to build mods |
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That isn't really a good idea. As an initial port it still likely needs changes. |
How is anyone going to find out what changes the port needs if you can't test it?
Just use the port for that as well. |
To the extent of my testing, which is testing a bunch of various things for all the /isorender commands and batch render keybind, everything is fully functional. It is an initial port specifically because it needs a code review from an authoritative developer, since I have far less knowledge about how this port should be architected than e.g. glisco or Noaaan. |
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This is the main reason why this PR is NOT a draft. Because, functionally, it is more or less done. |
You know, I was told by a wiki admin (for a minecraft-related wiki) to build the 1.21.8 port of this mod, so that we can update our STFR stabilizer images, among other things. Then I realised that I hadn't built a mod in a long time - and never for 1.21.x or fabric. So, can you please build the mod for us?
Ok. |
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Building this should be as simple as downloading my fork of the repo and running |
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Note: after extensive communication, I have concluded this to be a mystery issue. As exporting works perfectly fine on various MC setups on my machine, broader investigation is needed. |
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Huh |
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I'm also getting completely black renders for my build off of this branch. For diagnostic purposes: I'm using an AMD 9070XT on Linux (have tried both a Wayland and an X11 environment) |
I'm not sure what that "Wayland/X11" thing is, but I have an intel CPU, Nvidia GPU and am using windows so it's probably not brand specific or anything. |
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I'm also getting blank renders. I have the mod set up in Intellij if you need any debug info. I sadly don't have any experience with opengl/blaze3d so that's kinda all I can offer to help. |
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Exporting simply works on my end, and I couldn't figure out any potential causes, so I just don't know what to tell you. |
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I managed to fix it by adding RenderSystem.getDevice().createCommandEncoder().clearDepthTexture(framebuffer.getDepthAttachment(), 1.0f);after the framebuffer init in |
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@ByteZ1337 your fix works when rendering one at a time, but not for batch renders, which results in messes like:
or
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@OpenBagTwo That works fine for me. I'm guessing these are gpu specific issues. Did you try just clearing the color texture like I did with the depth texture at the same place? Something like final var framebuffer = new SimpleFramebuffer("Isometric Renders RenderableDispatcher.drawIntoTexture Framebuffer", size, size, true);
final var commandEncoder = RenderSystem.getDevice().createCommandEncoder();
commandEncoder.clearDepthTexture(framebuffer.getDepthAttachment(), 1.0f);
commandEncoder.clearColorTexture(framebuffer.getColorAttachment(), 0x000000);Edit: I just noticed there's also a |
That's interesting, considering that the created depth texture is supposed to be already cleared, which is the case on my machine. I would've never guessed that, especially given how I was not provided with conclusive information on this issue. |
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@ByteZ1337 That did it! Thanks so much! |
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I'm guessing that, on other machines, the created textures are not guaranteed to be blank and are instead filled with undefined data. Though fixing this myself is probably a fool's errand considering it just works on my end, and I don't have any other developers knowledgeable in OpenGL helping currently, especially those who can reproduce that issue on their own machines. |
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Though, I guess the currently proposed fix would suffice. I'll add it to this PR soon. |
I'd think so as well but the current 1.21.4 implementation does the same thing isometric-renders/src/main/java/com/glisco/isometricrenders/render/RenderableDispatcher.java Lines 104 to 105 in f5f5941
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This elusive issue has been driving me crazy. Genuinely, thank you so much @ByteZ1337 |



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