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requimrar

Tool rack rendering glitch with connected textures (optifine)

5 posts in this topic

Hello.

 

So I've got this rather peculiar bug: I use Optifine, both for FPS gains and the connected glass textures.

When I place down glass normally and all, it works fine. (Not saying vanilla glass looks particularly good)

But when I place down a tool rack in the world, anywhere, everything goes boom.

 

Observe, without the tool rack:

Posted Image

 

 

Here, with the tool rack (above the quern)

Posted Image

 

 

 

It's pretty annoying because my entire ceiling is made of glass. If you look through the area behind the door, you'll notice it doesn't happen when looking at it from the side...

 

Problem is also exacerbated by the fact that you can't place tools in chests. 

 

 

I'm running 0.78.14 ATM, with Optifine D1 for 1.6.4.

Deleted configs, no change.

 

 

EDIT: 

On further inspection, it looks like the ShouldRenderFace() call that usually takes place is borked, because the side faces are rendering when they shouldn't.

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Are you using the ultra or standard version of optifine? I know that the ultra version has caused issues especially with the tool rack in the past, but there really isn't much that can be done on TFC's end to fix it.

 

Edit: In the tool rack's render code, there is a line that says

renderblocks.renderAllFaces = true;

Which is what is breaking your connected textures, but is required for tool racks to render properly using the system that they are currently coded with. It may be possible to fix in the future, but would likely require a rewrite of the entire render system for that block, so it isn't exactly high priority due to the amount of work : severity of bug ratio.

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I'm using the Ultra version indeed. I kinda need it for the multicore chunk loading.

I haven't personally messed with custom TE renderers too much (the tool rack uses a TESR right?), but would be it possible to set renderAllFaces back to false at the end of the method?

This is kind of crap.

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would be it possible to set renderAllFaces back to false at the end of the method?

 

Indeed it is possible, and it should have been that way anyway.

 

I've submitted a fix for this.

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Aha, thanks!

I'm looking forward to 0.78.15!

Rather set it back to it's original value right? Wouldn't want to introduce more bugs :P

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