Comments (11)
I can confirm there are issues with Optifine shaders on Lambda client. The client freezes forever when I try to apply a shader while in-game, and if I enable a shader and then join a game, it just shows a black screen with the Lambda Client GUI. This issue seems to be in both the latest release and the latest source code.
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The new label doesn't fit
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Well, in my mind it's a new feature, since Optifine shaders compatibility currently doesn't exist, that is why I used new, but feel free to change to whatever you think fits it best, the important part is the issue itself anyways :)
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I don't have this permission (:
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Thanks for reporting your issue. We will try to do so. Did u try multiple shader? and also what shader are you using?
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The shaders tested where BSL, SEUS, SEUS PTGI, Sidurs, MrMeeps and probably others I forgot, but is all honesty I think every single shader in the world will break the rendering. You can actually make literally EVERYTHING compatible by making your render3D event or whatever it's called using a mixin on EntityRenderer
injecting at @Inject(method = "renderWorldPass", at = @At(value = "INVOKE", target = "net/minecraft/client/renderer/GlStateManager.clear(I)V", ordinal = 1, shift = At.Shift.AFTER))
.
Now, why I didn't just open a pr to do that? Well I'm lazy for one, don't know kotlin only java, and i took that from Future so it's kind of a "skid".
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Mixins are only in java lol
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The shaders tested where BSL, SEUS, SEUS PTGI, Sidurs, MrMeeps and probably others I forgot, but is all honesty I think every single shader in the world will break the rendering. You can actually make literally EVERYTHING compatible by making your render3D event or whatever it's called using a mixin on
EntityRenderer
injecting at@Inject(method = "renderWorldPass", at = @At(value = "INVOKE", target = "net/minecraft/client/renderer/GlStateManager.clear(I)V", ordinal = 1, shift = At.Shift.AFTER))
.
Now, why I didn't just open a pr to do that? Well I'm lazy for one, don't know kotlin only java, and i took that from Future so it's kind of a "skid".
GlStateManager.clear(256);
will clears the depth buffer and breaks the through wall rendering, making everything renders through wall.
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Mixins are only in java lol
Yes, I know, but the entire event system isn't, and I would need to know how the event system works so I can post an rendering event in the mixin, remove where it is right now and test everything.
GlStateManager.clear(256);
will clears the depth buffer and breaks the through wall rendering, making everything renders through wall.
Sorry but I was unable to understand your comment. Do you mean injecting where I said breaks rendering (everything render trough walls)?. The image I posted when opening the issue is exactly what I described and I didn't encounter this problem.
from lambda.
Mixins are only in java lol
Yes, I know, but the entire event system isn't, and I would need to know how the event system works so I can post an rendering event in the mixin, remove where it is right now and test everything.
GlStateManager.clear(256);
will clears the depth buffer and breaks the through wall rendering, making everything renders through wall.Sorry but I was unable to understand your comment. Do you mean injecting where I said breaks rendering (everything render trough walls)?. The image I posted when opening the issue is exactly what I described and I didn't encounter this problem.
GlStateManager.clear(256);
256 is the gl depth buffer bit. Depth(z) is the value being used to calculate an object is on the front (cover everything else) or on the back (being covered by others). Some module like Breadcrumbs, SelectionHighlight have setting to not render through walls. And those were relied on the depth buffer. So moving the 3d render event after clearing the depth buffer will break those and cause them to render through wall even the setting is off. Not really big deal but still an issue.
The bigger problem is the shader esp doesn't seem to work correctly after that.
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Oh, ok I understand now, thanks for explaining.
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