When I try to use the newest 1.8.9 version I get a crash. I think its blaming Thaumcraft, but it works just fine if I use thaumcraft alone. Also, it still crashes with just optifine. And before you ask, my forge is current, I updated it today.
---- Minecraft Crash Report ----
WARNING: coremods are present:
ThaumcraftLoader (Thaumcraft-1.8.9-5.1.0.jar)
Contact their authors BEFORE contacting forge
// This doesn't make any sense!
Time: 1/9/16 2:57 PM
Description: Initializing game
java.lang.AbstractMethodError: net.minecraft.client.resources.model.ModelRotation.apply(Lcom/google/common/base/Optional;)Lcom/google/common/base/Optional;
at net.minecraftforge.client.model.IPerspectiveAwareModel$MapWrapper.getTransforms(IPerspectiveAwareModel.java:52)
at net.minecraftforge.client.model.ModelLoader$VanillaModelWrapper.bake(ModelLoader.java:495)
at net.minecraftforge.client.model.ModelLoader.func_177570_a(ModelLoader.java:139)
at net.minecraft.client.resources.model.ModelManager.func_110549_a(ModelManager.java:28)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110542_a(SimpleReloadableResourceManager.java:120)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:478)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:329)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraftforge.client.model.IPerspectiveAwareModel$MapWrapper.getTransforms(IPerspectiveAwareModel.java:52)
at net.minecraftforge.client.model.ModelLoader$VanillaModelWrapper.bake(ModelLoader.java:495)
at net.minecraftforge.client.model.ModelLoader.func_177570_a(ModelLoader.java:139)
at net.minecraft.client.resources.model.ModelManager.func_110549_a(ModelManager.java:28)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110542_a(SimpleReloadableResourceManager.java:120)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:478)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:329)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.8.9
Operating System: Windows 7 (amd64) version 6.1
CPU: 2x Intel(R) Pentium(R) CPU B950 @ 2.10GHz
Java Version: 1.8.0_45, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 113541552 bytes (108 MB) / 326369280 bytes (311 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.19 Powered by Forge 11.15.0.1691 Optifine OptiFine_1.8.9_HD_U_G9 5 mods loaded, 5 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCH mcp{9.18} [Minecraft Coder Pack] (minecraft.jar)
UCH FML{8.0.99.99} [Forge Mod Loader] (forge-1.8.9-11.15.0.1691.jar)
UCH Forge{11.15.0.1691} [Minecraft Forge] (forge-1.8.9-11.15.0.1691.jar)
UCH Baubles{1.1.3.0} [Baubles] (Baubles-1.8.9-1.1.3.0.jar)
UCH Thaumcraft{5.1.0} [Thaumcraft] (Thaumcraft-1.8.9-5.1.0.jar)
Loaded coremods (and transformers):
ThaumcraftLoader (Thaumcraft-1.8.9-5.1.0.jar)
GL info: ' Vendor: 'Intel' Version: '3.0.0 - Build 8.15.10.2342' Renderer: 'Intel(R) HD Graphics Family'
Launched Version: 1.8.9-forge1.8.9-11.15.0.1691
LWJGL: 2.9.4
OpenGL: Intel(R) HD Graphics Family GL version 3.0.0 - Build 8.15.10.2342, Intel
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Using VBOs: No
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs:
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: 2x Intel(R) Pentium(R) CPU B950 @ 2.10GHz
Is it possible to install forge and optifine into the same profile? The description says that the file "OptiFine_1.8.9_HD_U_G9" is "forge-compatible." Obviously this means it is compatible with forge but they both use installers that make separate profiles. I found a guide that said to put the optifine file in the mods folder but this crashes my game, so is there another way?
Edit: Works fine with the new H1 preview version: would still like to know if its possible with G9 though
When I try to use the newest 1.8.9 version I get a crash. I think its blaming Thaumcraft, but it works just fine if I use thaumcraft alone. Also, it still crashes with just optifine. And before you ask, my forge is current, I updated it today.
---- Minecraft Crash Report ----
WARNING: coremods are present:
ThaumcraftLoader (Thaumcraft-1.8.9-5.1.0.jar)
Contact their authors BEFORE contacting forge
// This doesn't make any sense!
Time: 1/9/16 2:57 PM
Description: Initializing game
java.lang.AbstractMethodError: net.minecraft.client.resources.model.ModelRotation.apply(Lcom/google/common/base/Optional;)Lcom/google/common/base/Optional;
at net.minecraftforge.client.model.IPerspectiveAwareModel$MapWrapper.getTransforms(IPerspectiveAwareModel.java:52)
at net.minecraftforge.client.model.ModelLoader$VanillaModelWrapper.bake(ModelLoader.java:495)
at net.minecraftforge.client.model.ModelLoader.func_177570_a(ModelLoader.java:139)
at net.minecraft.client.resources.model.ModelManager.func_110549_a(ModelManager.java:28)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110542_a(SimpleReloadableResourceManager.java:120)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:478)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:329)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraftforge.client.model.IPerspectiveAwareModel$MapWrapper.getTransforms(IPerspectiveAwareModel.java:52)
at net.minecraftforge.client.model.ModelLoader$VanillaModelWrapper.bake(ModelLoader.java:495)
at net.minecraftforge.client.model.ModelLoader.func_177570_a(ModelLoader.java:139)
at net.minecraft.client.resources.model.ModelManager.func_110549_a(ModelManager.java:28)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110542_a(SimpleReloadableResourceManager.java:120)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:478)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:329)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.8.9
Operating System: Windows 7 (amd64) version 6.1
CPU: 2x Intel(R) Pentium(R) CPU B950 @ 2.10GHz
Java Version: 1.8.0_45, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 113541552 bytes (108 MB) / 326369280 bytes (311 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.19 Powered by Forge 11.15.0.1691 Optifine OptiFine_1.8.9_HD_U_G9 5 mods loaded, 5 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCH mcp{9.18} [Minecraft Coder Pack] (minecraft.jar)
UCH FML{8.0.99.99} [Forge Mod Loader] (forge-1.8.9-11.15.0.1691.jar)
UCH Forge{11.15.0.1691} [Minecraft Forge] (forge-1.8.9-11.15.0.1691.jar)
UCH Baubles{1.1.3.0} [Baubles] (Baubles-1.8.9-1.1.3.0.jar)
UCH Thaumcraft{5.1.0} [Thaumcraft] (Thaumcraft-1.8.9-5.1.0.jar)
Loaded coremods (and transformers):
ThaumcraftLoader (Thaumcraft-1.8.9-5.1.0.jar)
GL info: ' Vendor: 'Intel' Version: '3.0.0 - Build 8.15.10.2342' Renderer: 'Intel(R) HD Graphics Family'
Launched Version: 1.8.9-forge1.8.9-11.15.0.1691
LWJGL: 2.9.4
OpenGL: Intel(R) HD Graphics Family GL version 3.0.0 - Build 8.15.10.2342, Intel
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Using VBOs: No
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs:
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: 2x Intel(R) Pentium(R) CPU B950 @ 2.10GHz
I'm getting a crash too with no other mods installed... I think it's a problem with the version!
[EDIT] I got it to work after reinstalling a few times... weird lol
If there any way to have the console output when there's shader compilation errors point to the right file? Right now, if I include fine A in file B and there's an error in file A, the error message will point to a line in file B which doesn't exist in the file B on disk, only the one sent to OpenGL. Could you fix that?
Alright, I am playing 1.7.10 Infinity Evolved, is there any way to get optifine to render further than 16 chunks? because I'd like to see further away than I currently am.
If there any way to have the console output when there's shader compilation errors point to the right file? Right now, if I include fine A in file B and there's an error in file A, the error message will point to a line in file B which doesn't exist in the file B on disk, only the one sent to OpenGL. Could you fix that?
The compiler only sees file B with the A lines inside. It does not know that A was included.
I was wondering why certain chiesel 2 blocks won't render with optifine in ftb infinity. Any suggestions as to how I can fix this. I am using infinity 2.2.2 and optifine 1.7.10 hd u c1.
Windows 10, java 8 x64, Nvidia 745m (yes i have it set so java is using my nvidia 745m in the nvidia control panel)
I read somewhere that disabling threaded optimisation for java in the nvidia control panel is something I should do if I am using multi-core settings in optifine. Any suggestions would be appreciated.
Could you maybe keep a list (CPU side) of which lines in which shader came from which file, then parse the error messages you get from OpenGL to get the line number OpenGL sees, then map that back to the original file?
Could you maybe keep a list (CPU side) of which lines in which shader came from which file, then parse the error messages you get from OpenGL to get the line number OpenGL sees, then map that back to the original file?
Every compiler (NVidia, AMD, Intel, etc) generates its own error messages in whatever format it wishes.
I could add a runtime option to save the final shader source in a file.
Something like "-Dnet.optifine.shaders.save=true" and save the final shaders in "shaderpacks/debug/".
There's another small issue with shadows : it seems that the shadow camera plane is cutting through the world. Is it possible to push the shadow camera further away from the player?
This issue reduces the render distance as a side effect.
As you can see in the middle right the camera is obviously cutting though triangles.
Every compiler (NVidia, AMD, Intel, etc) generates its own error messages in whatever format it wishes.
I could add a runtime option to save the final shader source in a file.
Something like "-Dnet.optifine.shaders.save=true" and save the final shaders in "shaderpacks/debug/".
Having an issue with 1.8.9 H1 and thaumcraft armors not rendering properly, show up as solid black covering the entire area they're equipped on, the more complex armors have that purple missing texture color to them.
Having an issue with 1.8.9 H1 and thaumcraft armors not rendering properly, show up as solid black covering the entire area they're equipped on, the more complex armors have that purple missing texture color to them.
There's another small issue with shadows : it seems that the shadow camera plane is cutting through the world. Is it possible to push the shadow camera further away from the player?
This issue reduces the render distance as a side effect.
As you can see in the middle right the camera is obviously cutting though triangles.
Is this the depth buffer from the point of view of the light source?
The camera is limited by shadowMapHalfPlane [shadowDistance, SHADOWHPL]
You can access the shadow depth buffer into shader if you have not enabled shadow hardware filtering. On most shaders, you can call texture2D(shadowtex1,texcoord.xy).xyz and export it as the final rgb values.
Can you send me an optifine version with the line 39
glTranslatef(0.0f, 0.0f, -100.0f); modified to
glTranslatef(0.0f, 0.0f, -300.0f);
If this works, it could be added by default because it shouldn't break backward backwards compatibility (it is using orthograhpic projection so moving the camera along the projection axis will not change the shadowed area width) and it would improve the quality of shaders using a big shadow draw distance.
Edit : I recently saw many people complaining about the slow chunk loading speed.
I mesured the time it took to fully load the chunks(0 chunk updates in f3) at approx 50fps on a 16 render distance :
1 Chunk/frame = 44-46s
2 and over chunk per frame = 34-36s
It seems that the max chunk loading is capped at 2, or it may be not worth to load more chunk when the fps are not very high.
Triton v4 64x64
Yep, should be enough.
Fast Render -> OFF ?
WARNING: coremods are present:
ThaumcraftLoader (Thaumcraft-1.8.9-5.1.0.jar)
Contact their authors BEFORE contacting forge
// This doesn't make any sense!
Time: 1/9/16 2:57 PM
Description: Initializing game
java.lang.AbstractMethodError: net.minecraft.client.resources.model.ModelRotation.apply(Lcom/google/common/base/Optional;)Lcom/google/common/base/Optional;
at net.minecraftforge.client.model.IPerspectiveAwareModel$MapWrapper.getTransforms(IPerspectiveAwareModel.java:52)
at net.minecraftforge.client.model.ModelLoader$VanillaModelWrapper.bake(ModelLoader.java:495)
at net.minecraftforge.client.model.ModelLoader.func_177570_a(ModelLoader.java:139)
at net.minecraft.client.resources.model.ModelManager.func_110549_a(ModelManager.java:28)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110542_a(SimpleReloadableResourceManager.java:120)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:478)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:329)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraftforge.client.model.IPerspectiveAwareModel$MapWrapper.getTransforms(IPerspectiveAwareModel.java:52)
at net.minecraftforge.client.model.ModelLoader$VanillaModelWrapper.bake(ModelLoader.java:495)
at net.minecraftforge.client.model.ModelLoader.func_177570_a(ModelLoader.java:139)
at net.minecraft.client.resources.model.ModelManager.func_110549_a(ModelManager.java:28)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110542_a(SimpleReloadableResourceManager.java:120)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:478)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:329)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.8.9
Operating System: Windows 7 (amd64) version 6.1
CPU: 2x Intel(R) Pentium(R) CPU B950 @ 2.10GHz
Java Version: 1.8.0_45, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 113541552 bytes (108 MB) / 326369280 bytes (311 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.19 Powered by Forge 11.15.0.1691 Optifine OptiFine_1.8.9_HD_U_G9 5 mods loaded, 5 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCH mcp{9.18} [Minecraft Coder Pack] (minecraft.jar)
UCH FML{8.0.99.99} [Forge Mod Loader] (forge-1.8.9-11.15.0.1691.jar)
UCH Forge{11.15.0.1691} [Minecraft Forge] (forge-1.8.9-11.15.0.1691.jar)
UCH Baubles{1.1.3.0} [Baubles] (Baubles-1.8.9-1.1.3.0.jar)
UCH Thaumcraft{5.1.0} [Thaumcraft] (Thaumcraft-1.8.9-5.1.0.jar)
Loaded coremods (and transformers):
ThaumcraftLoader (Thaumcraft-1.8.9-5.1.0.jar)
GL info: ' Vendor: 'Intel' Version: '3.0.0 - Build 8.15.10.2342' Renderer: 'Intel(R) HD Graphics Family'
Launched Version: 1.8.9-forge1.8.9-11.15.0.1691
LWJGL: 2.9.4
OpenGL: Intel(R) HD Graphics Family GL version 3.0.0 - Build 8.15.10.2342, Intel
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Using VBOs: No
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs:
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: 2x Intel(R) Pentium(R) CPU B950 @ 2.10GHz
Is it possible to install forge and optifine into the same profile? The description says that the file "OptiFine_1.8.9_HD_U_G9" is "forge-compatible." Obviously this means it is compatible with forge but they both use installers that make separate profiles. I found a guide that said to put the optifine file in the mods folder but this crashes my game, so is there another way?
Edit: Works fine with the new H1 preview version: would still like to know if its possible with G9 though
I'm getting a crash too with no other mods installed... I think it's a problem with the version!
[EDIT] I got it to work after reinstalling a few times... weird lol
If there any way to have the console output when there's shader compilation errors point to the right file? Right now, if I include fine A in file B and there's an error in file A, the error message will point to a line in file B which doesn't exist in the file B on disk, only the one sent to OpenGL. Could you fix that?
Alright, I am playing 1.7.10 Infinity Evolved, is there any way to get optifine to render further than 16 chunks? because I'd like to see further away than I currently am.
The compiler only sees file B with the A lines inside. It does not know that A was included.
It can not be fixed.
I was wondering why certain chiesel 2 blocks won't render with optifine in ftb infinity. Any suggestions as to how I can fix this. I am using infinity 2.2.2 and optifine 1.7.10 hd u c1.
Windows 10, java 8 x64, Nvidia 745m (yes i have it set so java is using my nvidia 745m in the nvidia control panel)
I read somewhere that disabling threaded optimisation for java in the nvidia control panel is something I should do if I am using multi-core settings in optifine. Any suggestions would be appreciated.
Could you maybe keep a list (CPU side) of which lines in which shader came from which file, then parse the error messages you get from OpenGL to get the line number OpenGL sees, then map that back to the original file?
Every compiler (NVidia, AMD, Intel, etc) generates its own error messages in whatever format it wishes.
I could add a runtime option to save the final shader source in a file.
Something like "-Dnet.optifine.shaders.save=true" and save the final shaders in "shaderpacks/debug/".
OptiFine documentation and issue tracker on GitHub.
There's another small issue with shadows : it seems that the shadow camera plane is cutting through the world. Is it possible to push the shadow camera further away from the player?
This issue reduces the render distance as a side effect.
As you can see in the middle right the camera is obviously cutting though triangles.
That'd be amazing. I'd love you forever and ever.
Having an issue with 1.8.9 H1 and thaumcraft armors not rendering properly, show up as solid black covering the entire area they're equipped on, the more complex armors have that purple missing texture color to them.
http://puu.sh/mrsqd/bf89a443b8.jpg
Fixed, coming in H2
Is this the depth buffer from the point of view of the light source?
Here is the setCameraShadow() source: http://pastebin.com/1ykKfEDw
The camera is limited by shadowMapHalfPlane [shadowDistance, SHADOWHPL]
Preview OptiFine H2 for 1.8.9: Download
- added option "-Dshaders.debug.save=true", saves active shaders in "shaderpacks/debug"
- fixed Forge custom armor rendering
- fixed shader initialization in the nether/end
- added Forge compatibilty fix
- added texture animations fix
You can access the shadow depth buffer into shader if you have not enabled shadow hardware filtering. On most shaders, you can call texture2D(shadowtex1,texcoord.xy).xyz and export it as the final rgb values.
Can you send me an optifine version with the line 39
glTranslatef(0.0f, 0.0f, -100.0f); modified to
glTranslatef(0.0f, 0.0f, -300.0f);
If this works, it could be added by default because it shouldn't break backward backwards compatibility (it is using orthograhpic projection so moving the camera along the projection axis will not change the shadowed area width) and it would improve the quality of shaders using a big shadow draw distance.
Edit : I recently saw many people complaining about the slow chunk loading speed.
I mesured the time it took to fully load the chunks(0 chunk updates in f3) at approx 50fps on a 16 render distance :
1 Chunk/frame = 44-46s
2 and over chunk per frame = 34-36s
It seems that the max chunk loading is capped at 2, or it may be not worth to load more chunk when the fps are not very high.