Measurements mod not working correctly when shaders are loaded with Iris.
I mentioned this a few days ago in #iris-discussion (link below), and I just figured I'd repost it here as well.
Several users (myself included) have encountered an issue where the UI of another mod, Measurements, isn't shown correctly when using shaders with Iris. If you go to video settings and disable the shaders, then the Measurements UI pops into view. We asked the Measurements dev, and he's not sure why this is happening either, so he marked it as
(Help Wanted)
and since it's also an issue with Iris, I cc'ed it over here to make sure you guys were aware.
Also, we're not sure if it's specific shaders causing it or just all of them, so we're doing a bit of testing on that.
My message from a few days ago:
https://discord.com/channels/774352792659820594/774352792659820598/1239937472256016454
Measurements GitHub issues link:
https://github.com/Mrbysco/Measurements/issues/6GitHub
[Bug]: Measurement not visible using Iris shader · Issue #6 · Mrbys...
General Info I am running a modpack I can reproduce this issue consistently in single-player I can reproduce this issue consistently in multi-player I have searched for this issue previously and it...
12 Replies
Update: This does appear to only be happening with some shaders. So far I've tested Astralex, BSL and Complimentary and they all seem to prevent Measurements from working. I also tried Chronos, but that one does not conflict with Measurements.
Update: Looks like Continuum, FastPBR, Kappa, Musk Rose, Noble and Sildur's are all also causing this bug. I think the next step might be to figure out what they all have that Chronos doesn't have.
:thonkwithshades:
Wonder if this is an issue resulted from forward rendering most modern pack do?
Chronos is one of the few pack that does deferred rendering instead of forward, based on the presence of the deferred program inside the pack.
Hmm, that's a good thought. If that is the problem, any idea how to get around it?
:harold:
Hard to tell. It may be possible, only difficulty will tell.
Just curious, since shader packs aren't loader specific, they would all (at least theoretically) use forward rendering on Forge/NeoForge with Oculus/Rubidium as well, right? Because if so, we might've accidentally solved an Oculus issue with a different mod at the same time.
okay I want to clarify this
the presence of the “deferred” program means literally nothing
it’s just another stage and is unrelated to deferred rendering
Complementary has deferred programs but is 100% forward
Oh, thank you for the clarification.
and yes
the type of rendering cannot change with the loader
it is critical to the pack
So aside from your clarification (again thanks), this could still be part of the issue though?
I don’t think so
all BSL based packs are forward
Sildur’s is hybrid, and FastPBR/Kappa are deferred
Hmm...
Ok, so it's probably something else.
:harold: