My log keeps getting spammed with errors whenever DH is enabled!

[08:08:11] [Render thread/INFO] [mojang/GlDebug]: OpenGL debug message: id=1014, source=API, type=ERROR, severity=HIGH, message='No detailed debug message due to a non-debug context'
11 Replies
Miki_P98
Miki_P982mo ago
Update to nightly
Stargent
StargentOP2mo ago
i turned on the auto update feature to nightly in game but ive restarted twice and it won't ask to update. Using Prism btw.
majo24
majo242mo ago
Try manually updating to the latest nightly. You can get it from https://discord.com/channels/881614130614767666/882038774861819954/1302316023780999238
Stargent
StargentOP2mo ago
The 1.20.1 must not be compiled then 404
majo24
majo242mo ago
Yea, the latest 1.20.1 job didn't compile correctly. Heres the latest 1.20.1 build that didn't fail to compile: https://gitlab.com/distant-horizons-team/distant-horizons/-/jobs/9452954039/artifacts/download
Stargent
StargentOP2mo ago
Worked, however any idea what could be causing htis white effect at the edge of the real and DH chunks
No description
Miki_P98
Miki_P982mo ago
/overdraw
YAGPDB.xyz
YAGPDB.xyz2mo ago
Q: There are holes at the edge of vanilla Render Distance, especially during movement A: This is caused by either vanilla terrain not loading in fast enough, or shader's incorrect overdraw prevention implementation or configuration (if you use one) Some world gen speed improvement can be found when adding these three mods, but the affect will be minor: - Noisium - Faster Random - C2ME (DH 2.3.0+) The easiest fix is to move slower and/or ignore it. This hole is most visible while moving over not generated (by vanilla) terrain. Moving over that terrain every subsequent time may not create the hole. And moving slower will give MC more time to load the chunks as you go. If none of that helped, you can also tune the overdraw prevention, look at the third section to know how. Q: There are low quality full blocks behind and around non-full block, e.g. fences or ladders A: This is intended behavior, to prevent holes in the world while you move, DH will overlap with some part of the vanilla terrain. How much of the terrain is covered is determined by the overdraw prevention: 1.0 will mean DH LODs start where vanilla chunks end. 0.1 will mean that DH render very close to the players position. 0.0 sets it on auto mode. To fix this, you can either: Increase your vanilla RD, which will move the DH LODs further from you. Tune the Overdraw Prevention setting, see the next section to know how. Q: Where do I edit the overdraw prevention setting? A: Overdraw prevention setting can be edited inside the DH config under: Advanced > Graphics > Quality But if you use shaders, they will override and take control of the overdraw prevention. In that case, check the shader's settings, if overdraw prevention is not there, contact the shader devs or change the shader you use.
Miki_P98
Miki_P982mo ago
Section 1
Stargent
StargentOP2mo ago
Thanks. And since this is a new world, should DH be importing that many chunks?
Miki_P98
Miki_P982mo ago
Importing not necessarily, but generating for sure and there is no way to distinguish them

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