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- <+Lordmau5> YUP
- <+Lordmau5> THAT IS IT
- <+fry> so, what was it? :P
- <+Lordmau5> pushAttrib **before** pushMatrix
- <+Lordmau5> https://github.com/MightyPirates/OpenComputers/blob/master-MC1.9.4/src/main/scala/li/cil/oc/client/renderer/tileentity/CaseRenderer.scala#L18-L24
- <+Lordmau5> these lines here
- <+fry> wat
- <+Lordmau5> I switched pushAttrib + pushMatrix around, same at the bottom where it's popAttrib and popMatrix
- <+Lordmau5> and that made it work
- <+Lordmau5> *shrugs*
- <+fry> wat
- <+fry> that's not a thing that can be
- <+Lordmau5> but apparently it is
- <+fry> I'll say that the caching issue in the IDE is more probably
- <+fry> *probable
- <+Lordmau5> https://i.lordmau5.com/1464205654-932
- <+Lordmau5> check that recording, fry
- <+Lordmau5> (don't worry, has no sound)
- <+fry> well there you go
- <+fry> you're not just switching attrib and matrix calls
- <+Lordmau5> ?
- <+fry> you're effectively moving RenderState calls up further
- <+Lordmau5> wat
- <+Lordmau5> I am moving them into the matrix
- <+Lordmau5> his code has pushAttrib **BEFORE** the pushMatrix
- <+Lordmau5> my fix has it **AFTER** :P
- <+fry> no, matrix has nothing to do with it
- <+Lordmau5> attrib does?
- <+fry> move 3 RenderState calls above
- <+fry> (above the pushAttrib)
- <+Lordmau5> works as well
- <+Lordmau5> okay, then it's that :P
- <+fry> and here's the relevant issue: https://github.com/MinecraftForge/MinecraftForge/issues/1637
- <+Lordmau5> urgh
- <+Lordmau5> so what's the best approach to get this fixed?
- <+Lordmau5> the interesting thing is, that I do my "enableBlend" + "enableCull" call *after* pushing the matrix + attrib in my overlay renderer
- <+fry> don't use push/pop attrib at all
- <+HenryLoenwind> does anyone by chance have the transforms for "head" that let's an item render the same as it was in 1.8.9 as "builtin/generated"?
- <+fry> or, if you do, use GL calls and not flStateManager
- <+fry> *gl
- <+Vexatos> good to know >_>
- <+Lordmau5> I disabled the attrib thing in both, my mod and the class that it's preferring through my IDE
- <+Lordmau5> it still renders like a charme
- <+Vexatos> "Never directly use GL11. Always use GlStateManager" ~ fry like 4 months ago.
- <+fry> HenryLoenwind: assets/minecraft/models/item/generated.json
- <+fry> Vexatos: I'd like to hear my exact quote please :P
- <+Vexatos> something along those lines >_>
- <+HenryLoenwind> that gives me a different size as before
- <+Vexatos> you were yelling at me for not using GLStateManager yet
- <+fry> and my general advide is to not use push/pop attrib
- <+fry> *advice
- <+Vexatos> but it's useful >_>
- <+Vexatos> when doing a lot of attrib configuration
- <+fry> it's not
- <+fry> since it doesn't work as you expect
- <+Lordmau5> I wonder if there's a fix planned on Mojang's end
- <+HenryLoenwind> GlStateManager.pus/popAttrib is completely and unrecoverable broken. I'd recommend to ASM it so that it throwns an exception when anyone tries to use it
- <+Lordmau5> or if it's up to one of us to take a crack at it
- <+fry> HenryLoenwind: vanilla uses it
- <+Lordmau5> gg, vanilla uses it's own broken system
- <+HenryLoenwind> at one location where it (hopefully) doesn't do any damage
- <+HenryLoenwind> item frames
- * insaneau ([email protected]) has joined #simplymodding
- * DerpServ gives voice to insaneau
- <+Vexatos> fry, how does it not break there
- <+HenryLoenwind> because nothing in there leaves a changed GL state behind so it's a nop
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