Wendelin
Wendelin
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DHDistant Horizons
Created by Wendelin on 7/1/2024 in #help-me
Unexpected DhApiRenderParam#dhProjectionMatrix content with Iris enabled
Thanks! Do you think it would be better to wait for the fix or look for a workaround on my end?
7 replies
DHDistant Horizons
Created by Wendelin on 7/1/2024 in #help-me
Unexpected DhApiRenderParam#dhProjectionMatrix content with Iris enabled
Yes, probably. But I'm sure he has a lot to do.
7 replies
DHDistant Horizons
Created by Wendelin on 7/1/2024 in #help-me
Unexpected DhApiRenderParam#dhProjectionMatrix content with Iris enabled
bump
7 replies
TIPThe Iris Project
Created by AJ Slashkiller on 6/24/2024 in #iris-issues
I dont really know whats going on, ChatGPT Keeps saying sm about iris errors
Actually I just looked and I already fixed the compatibility with iris 1.7 lol
220 replies
TIPThe Iris Project
Created by ry ❦ on 4/6/2024 in #iris-issues
[FIXED! Don't Use Better Clouds] Error when opening any worlds, error from "net/coderbot/iris/Iris"
Btw this is fixed now
6 replies
TIPThe Iris Project
Created by AJ Slashkiller on 6/24/2024 in #iris-issues
I dont really know whats going on, ChatGPT Keeps saying sm about iris errors
Better clouds should work with iris. Open an issue on my GitHub and I'll probably fix it
220 replies
TIPThe Iris Project
Created by Wendelin on 6/27/2024 in #iris-issues
duplicate field net/irisshaders/iris/mixin/vertices/MixinBufferBuilder/vertexCount;;I in inputs
o.o
4 replies
TIPThe Iris Project
Created by noodlekopf on 6/20/2024 in #iris-issues
duplicate field net/irisshaders/iris/mixin/vertices/MixinBufferBuilder/vertexCount;;I in inputs
How did you solve the issue? (I have iris as a modCompileOnly dependency, but am not sure how I have to configure it)
6 replies
DHDistant Horizons
Created by Wendelin on 2/25/2024 in #bug-report
DH API does not notify of texture change
Yeah, something like that would be great. But does that mean you'll finally have to update the modrinth page 😄?
13 replies
DHDistant Horizons
Created by Wendelin on 2/25/2024 in #bug-report
DH API does not notify of texture change
If you'll be adding an event, I'ld suggest a ResourceChanged or RenderTargetChanged event, rather than a LodRenderer related one, since that is what's actually of interest. Knowing when the LodRenderer is initialized is not very useful by itself.
13 replies
DHDistant Horizons
Created by Wendelin on 2/25/2024 in #bug-report
DH API does not notify of texture change
I have to agree, re-binding the texture every frame is not such a big deal, but still. An event would be much appreciated.
13 replies
DHDistant Horizons
Created by Wendelin on 2/25/2024 in #bug-report
DH API does not notify of texture change
I think an event would be the best solution. Alternatively DH could also use RenderSystem (or the underlying GlStateManger), instead of the current solution (GLState.saveState and restore). This would also somewhat improve the performance of DH, because currently, as I see it, GLState.saveState does a bunch of glGet calls every frame, which can be rather slow on some systems. But I'm not sure it would be worth the effort.
13 replies
DHDistant Horizons
Created by Wendelin on 2/25/2024 in #bug-report
DH API does not notify of texture change
It would be better if I could only bind the texture when it isn't already bound. But since the texture id is not reliable to detect such a change, I can't.
13 replies
DHDistant Horizons
Created by Wendelin on 2/25/2024 in #bug-report
DH API does not notify of texture change
GL11.BindTexture has two drawbacks: - I still have to bind the texture every frame, even if it is still bound from the previous frame. - RenderSystem won't be aware of the updated binding. Meaning that I also would have to 1) query the previously bound texture 2) bind the depth texture 3) restore the previously bound texture
13 replies
DHDistant Horizons
Created by Wendelin on 2/25/2024 in #bug-report
DH API does not notify of texture change
No, I query it every frame. But when DH initializes a new LODRenderer (when the config is changed f.e.), the new depth texture gets the same OpenGL id as the previous one had[1] (which is permitted by the spec). So when I query it again and call RenderSystem.bindTexture(depthId), the state manger fails to detect that the texture has changed, since the id stayed the same. [1] this is not guaranteed, but it can and does happen. i.e.
void bindTexture(int id) {
if(oldId != id)
GL11.bindTexture(id)
}
void bindTexture(int id) {
if(oldId != id)
GL11.bindTexture(id)
}
The issue is that the id stayed the same, so the new texture is never bound. And there is no way for me to know when the texture changed.
13 replies
DHDistant Horizons
Created by Wendelin on 2/18/2024 in #help-me
Loading the DH Api
Thanks for the quick responses!
9 replies
DHDistant Horizons
Created by Wendelin on 2/18/2024 in #help-me
Loading the DH Api
I guess checking for both is actually best, since another mod might JIJ the api.
9 replies
DHDistant Horizons
Created by Wendelin on 2/18/2024 in #help-me
Loading the DH Api
Also, do you think it's better to check via isModLoaded("distanthorizons") or Class.forName("com.seibel.distanthorizons.api.DhApi"); with a try-catch?
9 replies
DHDistant Horizons
Created by Wendelin on 2/18/2024 in #help-me
Loading the DH Api
Right, that makes sense. I was quite confused because I had already added such a check, but it was still throwing a NoClassDefFoundError. I think that is because the event callbacks were loaded by the class loaded despite the code using them not being executed. I would be nice if you could change the implementation to a compileOnly in the buld.gradle of the example project.
9 replies